scummvm/engines/sci/engine/script_patches.cpp
Filippos Karapetis e87d3c0e82 SCI32: Disable the Poker game in Hoyle 5
This game uses an external DLL, PENGIN16.DLL, which is invoked via
kWinDLL. We need to reverse the logic in PENGIN16.DLL and call it
directly, in order to get this game to work properly. Until then, this
game entry will be disabled.
2018-10-23 02:03:14 +03:00

8528 lines
375 KiB
C++

/* 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/sci.h"
#include "sci/engine/kernel.h"
#include "sci/engine/script.h"
#include "sci/engine/state.h"
#include "sci/engine/features.h"
#include "sci/engine/script_patches.h"
#ifdef ENABLE_SCI32
#include "sci/engine/guest_additions.h"
#endif
#include "common/util.h"
namespace Sci {
// IMPORTANT:
// every patch entry needs the following:
// - script number (pretty obvious)
//
// - apply count
// specifies the number of times a patch is supposed to get applied.
// Most of the time, it should be 1.
//
// - magicDWORD + magicOffset
// please ALWAYS put 0 for those two. Both will get filled out at runtime by the patcher.
//
// - signature data (is used to identify certain script code, that needs patching)
// every signature needs to contain SIG_MAGICDWORD once.
// The following 4 bytes after SIG_MAGICDWORD - which don't have to be fixed, you may for example
// use SIG_SELECTOR16, will get used to quickly search for a partly match before verifying that
// the whole signature actually matches. If it's not included, the script patcher will error() out
// right when loading up the game.
// If selector-IDs are included, please use SIG_SELECTOR16 + SIG_SELECTOR8 [1]. Simply
// specify the selector that way, so that the patcher will search for the specific
// selector instead of looking for a hardcoded value. Selectors may not be the same
// between game versions.
// For UINT16s either use SIG_UINT16 or SIG_SELECTOR16.
// Macintosh versions of SCI games are using BE ordering instead of LE since SCI1.1 for UINT16s in scripts
// By using those 2 commands, it's possible to make patches work for PC and Mac versions of the same game.
// You may also skip bytes by using the SIG_ADDTOOFFSET command
// Every signature data needs to get terminated using SIGNATURE_END
//
// - patch data (is used for actually patching scripts)
// When a match is found, the patch data will get applied.
// Patch data is similar to signature data. Just use PATCH_SELECTOR16 + PATCH_SELECTOR8 [1]
// for patching in selectors.
// There are also patch specific commands.
// Those are PATCH_GETORIGINALBYTE, which fetches a byte from the original script
// and PATCH_GETORIGINALBYTEADJUST, which does the same but gets a second value
// from the uint16 array and uses that value to adjust the original byte.
// Every patch data needs to get terminated using PATCH_END
//
// - and please always add a comment about why the patch was done and what's causing issues.
// If possible make sure, that the patch works on localized (or just different) game versions
// as well in case those need patching too.
//
// [1] - selectors need to get specified in selectorTable[] and ScriptPatcherSelectors-enum
// before they can get used using the SIG_SELECTORx and PATCH_SELECTORx commands.
// You have to use the exact same order in both the table and the enum, otherwise
// it won't work.
// ATTENTION: selectors will only work here, when they are also in SelectorCache (selector.h)
static const char *const selectorNameTable[] = {
"cycles", // system selector
"seconds", // system selector
"init", // system selector
"dispose", // system selector
"new", // system selector
"curEvent", // system selector
"disable", // system selector
"doit", // system selector
"show", // system selector
"x", // system selector
"cel", // system selector
"setMotion", // system selector
"overlay", // system selector
"setPri", // system selector - for setting priority
"play", // system selector
"number", // system selector
"setScript", // system selector
"setCycle", // system selector
"setStep", // system selector
"cycleSpeed", // system selector
"handsOff", // system selector
"localize", // Freddy Pharkas
"put", // Police Quest 1 VGA
"say", // Quest For Glory 1 VGA
"solvePuzzle", // Quest For Glory 3
"timesShownID", // Space Quest 1 VGA
"startText", // King's Quest 6 CD / Laura Bow 2 CD for audio+text support
"startAudio", // King's Quest 6 CD / Laura Bow 2 CD for audio+text support
"modNum", // King's Quest 6 CD / Laura Bow 2 CD for audio+text support
"cycler", // Space Quest 4 / system selector
"setLoop", // Laura Bow 1 Colonel's Bequest
"ignoreActors", // Laura Bow 1 Colonel's Bequest
#ifdef ENABLE_SCI32
"newWith", // SCI2 array script
"scrollSelections", // GK2
"posn", // SCI2 benchmarking script
"detailLevel", // GK2 benchmarking
"view", // RAMA benchmarking, GK1
"fade", // Shivers
"handleEvent", // Shivers
"test", // Torin
"get", // Torin, GK1
"has", // GK1
"set", // Torin
"clear", // Torin
"masterVolume", // SCI2 master volume reset
"data", // Phant2
"format", // Phant2
"setSize", // Phant2
"setCel", // Phant2, GK1
"iconV", // Phant2
"update", // Phant2
"xOff", // Phant2
"fore", // KQ7
"back", // KQ7
"font", // KQ7
"setScale", // LSL6hires
"setScaler", // LSL6hires
"readWord", // LSL7, Phant1, Torin
"points", // PQ4
"select", // PQ4
"handle", // RAMA
"saveFilePtr", // RAMA
"priority", // RAMA
"plane", // RAMA
"state", // RAMA
"getSubscriberObj", // RAMA
#endif
NULL
};
enum ScriptPatcherSelectors {
SELECTOR_cycles = 0,
SELECTOR_seconds,
SELECTOR_init,
SELECTOR_dispose,
SELECTOR_new,
SELECTOR_curEvent,
SELECTOR_disable,
SELECTOR_doit,
SELECTOR_show,
SELECTOR_x,
SELECTOR_cel,
SELECTOR_setMotion,
SELECTOR_overlay,
SELECTOR_setPri,
SELECTOR_play,
SELECTOR_number,
SELECTOR_setScript,
SELECTOR_setCycle,
SELECTOR_setStep,
SELECTOR_cycleSpeed,
SELECTOR_handsOff,
SELECTOR_localize,
SELECTOR_put,
SELECTOR_say,
SELECTOR_solvePuzzle,
SELECTOR_timesShownID,
SELECTOR_startText,
SELECTOR_startAudio,
SELECTOR_modNum,
SELECTOR_cycler,
SELECTOR_setLoop,
SELECTOR_ignoreActors
#ifdef ENABLE_SCI32
,
SELECTOR_newWith,
SELECTOR_scrollSelections,
SELECTOR_posn,
SELECTOR_detailLevel,
SELECTOR_view,
SELECTOR_fade,
SELECTOR_handleEvent,
SELECTOR_test,
SELECTOR_get,
SELECTOR_has,
SELECTOR_set,
SELECTOR_clear,
SELECTOR_masterVolume,
SELECTOR_data,
SELECTOR_format,
SELECTOR_setSize,
SELECTOR_setCel,
SELECTOR_iconV,
SELECTOR_update,
SELECTOR_xOff,
SELECTOR_fore,
SELECTOR_back,
SELECTOR_font,
SELECTOR_setScale,
SELECTOR_setScaler,
SELECTOR_readWord,
SELECTOR_points,
SELECTOR_select,
SELECTOR_handle,
SELECTOR_saveFilePtr,
SELECTOR_priority,
SELECTOR_plane,
SELECTOR_state,
SELECTOR_getSubscriberObj
#endif
};
#ifdef ENABLE_SCI32
// It is not possible to change the directory for ScummVM save games, so disable
// the "change directory" button in the standard save dialogue
static const uint16 sci2ChangeDirSignature[] = {
0x72, SIG_ADDTOOFFSET(+2), // lofsa changeDirI
0x4a, SIG_UINT16(0x04), // send 4
SIG_MAGICDWORD,
0x36, // push
0x35, 0xF7, // ldi $f7
0x12, // and
0x36, // push
SIG_END
};
static const uint16 sci2ChangeDirPatch[] = {
PATCH_ADDTOOFFSET(+3), // lofsa changeDirI
PATCH_ADDTOOFFSET(+3), // send 4
PATCH_ADDTOOFFSET(+1), // push
0x35, 0x00, // ldi 0
PATCH_END
};
// Save game script hardcodes the maximum number of save games to 20, but
// this is an artificial constraint that does not apply to ScummVM
static const uint16 sci2NumSavesSignature1[] = {
SIG_MAGICDWORD,
0x8b, 0x02, // lsl local[2]
0x35, 0x14, // ldi 20
0x22, // lt?
SIG_END
};
static const uint16 sci2NumSavesPatch1[] = {
PATCH_ADDTOOFFSET(+2), // lsl local[2]
0x35, 0x63, // ldi 99
PATCH_END
};
static const uint16 sci2NumSavesSignature2[] = {
SIG_MAGICDWORD,
0x8b, 0x02, // lsl local[2]
0x35, 0x14, // ldi 20
0x1a, // eq?
SIG_END
};
static const uint16 sci2NumSavesPatch2[] = {
PATCH_ADDTOOFFSET(+2), // lsl local[2]
0x35, 0x63, // ldi 99
PATCH_END
};
// Phantasmagoria & SQ6 try to initialize the first entry of an int16 array
// using an empty string, which is not valid (it should be a number)
static const uint16 sci21IntArraySignature[] = {
0x38, SIG_SELECTOR16(newWith), // pushi newWith
0x7a, // push2
0x39, 0x04, // pushi $4
0x72, SIG_ADDTOOFFSET(+2), // lofsa string ""
SIG_MAGICDWORD,
0x36, // push
0x51, 0x0b, // class IntArray
0x4a, 0x8, // send $8
SIG_END
};
static const uint16 sci21IntArrayPatch[] = {
PATCH_ADDTOOFFSET(+6), // push $b9; push2; pushi $4
0x76, // push0
0x34, PATCH_UINT16(0x0001), // ldi 0001 (waste bytes)
PATCH_END
};
// Most SCI32 games have a video performance benchmarking loop at the
// beginning of the game. Running this benchmark with calls to
// `OSystem::updateScreen` will often cause the benchmark to return a low value,
// which causes games to disable some visual effects. Running without calls to
// `OSystem::updateScreen` on any reasonably modern CPU will cause the benchmark
// to overflow, leading to randomly disabled effects. This patch changes the
// benchmarking code to always return the game's maximum speed value.
//
// Applies to at least: GK1 floppy, PQ4 floppy, PQ4CD, LSL6hires, Phant1,
// Shivers, SQ6
static const uint16 sci2BenchmarkSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x38, SIG_SELECTOR16(posn), // pushi posn
SIG_END
};
static const uint16 sci2BenchmarkPatch[] = {
0x7a, // push2
0x38, SIG_UINT16(64908), // pushi 64908
0x76, // push0
0x43, 0x03, SIG_UINT16(0x04), // callk DisposeScript[3], 4
0x48, // ret
PATCH_END
};
// The init code that runs in many SCI32 games unconditionally resets the music
// volume, but the game should always use the volume stored in ScummVM.
// Applies to at least: LSL6hires, MGDX, PQ:SWAT, QFG4
static const uint16 sci2VolumeResetSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume
0x78, // push1
0x39, SIG_ADDTOOFFSET(+1), // pushi [default volume]
0x81, 0x01, // lag 1
0x4a, SIG_UINT16(0x06), // send 6
SIG_END
};
static const uint16 sci2VolumeResetPatch[] = {
0x32, PATCH_UINT16(8), // jmp 8 [past volume reset]
PATCH_END
};
// At least Gabriel Knight 1 and Police Quest 4 floppy have a broken Str::strip inside script 64918.
// The code never passes over the actual string to kStringTrim, so that would not work and also trigger
// a signature mismatch.
// Localized version of Police Quest 4 were also affected.
// Gabriel Knight although affected doesn't seem to ever call the code, so there is no reason to patch it.
// Police Quest 4 CD got this fixed.
static const uint16 sci2BrokenStrStripSignature[] = {
SIG_MAGICDWORD,
0x85, 0x06, // lat temp[6]
0x31, 0x10, // bnt [jump to code that passes 2 parameters]
0x38, SIG_UINT16(0x00c2), // pushi 00c2 (callKernel)
0x38, SIG_UINT16(3), // pushi 03
0x39, 0x0e, // pushi 0e
0x8d, 0x0b, // lst temp[0b]
0x36, // push
0x54, SIG_UINT16(0x000a), // self 0a
0x33, 0x0b, // jmp to [ret]
// 2 parameter code
0x38, SIG_UINT16(0x00c2), // pushi 00c2
0x7a, // push2
0x39, 0x0e, // pushi 0e
0x8d, 0x0b, // lst temp[0b]
0x54, SIG_UINT16(0x0008), // self 08
SIG_END
};
static const uint16 sci2BrokenStrStripPatch[] = {
PATCH_ADDTOOFFSET(+2),
0x85, 0x06, // lat temp[6] (once more]
PATCH_ADDTOOFFSET(+3), // jump over pushi callKernel
0x39, 0x04, // pushi 04
0x39, 0x0e, // pushi 0e
// Attention: data is 0x14 in PQ4 CD, in floppy it's 0x12
0x67, 0x12, // pTos data (pass actual data)
0x8d, 0x0b, // lst temp[0b]
0x36, // push
0x54, PATCH_UINT16(0x000c), // self 0c
0x48, // ret
PATCH_END
};
// Torin/LSL7-specific version of sci2NumSavesSignature1/2
// Applies to at least: English CD
static const uint16 torinLarry7NumSavesSignature[] = {
SIG_MAGICDWORD,
0x36, // push
0x35, 0x14, // ldi 20
0x20, // ge?
SIG_END
};
static const uint16 torinLarry7NumSavesPatch[] = {
PATCH_ADDTOOFFSET(+1), // push
0x35, 0x63, // ldi 99
PATCH_END
};
#endif
// ===========================================================================
// Conquests of Camelot
// At the bazaar in Jerusalem, it's possible to see a girl taking a shower.
// If you get too close, you get warned by the father - if you don't get away,
// he will kill you.
// Instead of walking there manually, it's also possible to enter "look window"
// and ego will automatically walk to the window. It seems that this is something
// that wasn't properly implemented, because instead of getting killed, you will
// get an "Oops" message in Sierra SCI.
//
// This is caused by peepingTom in script 169 not getting properly initialized.
// peepingTom calls the object behind global b9h. This global variable is
// properly initialized, when walking there manually (method fawaz::doit).
// When you instead walk there automatically (method fawaz::handleEvent), that
// global isn't initialized, which then results in the Oops-message in Sierra SCI
// and an error message in ScummVM/SCI.
//
// We fix the script by patching in a jump to the proper code inside fawaz::doit.
// Responsible method: fawaz::handleEvent
// Fixes bug: #6402
static const uint16 camelotSignaturePeepingTom[] = {
0x72, SIG_MAGICDWORD, SIG_UINT16(0x077e), // lofsa fawaz <-- start of proper initializion code
0xa1, 0xb9, // sag b9h
SIG_ADDTOOFFSET(+571), // skip 571 bytes
0x39, 0x7a, // pushi 7a <-- initialization code when walking automatically
0x78, // push1
0x7a, // push2
0x38, SIG_UINT16(0x00a9), // + 0xa9, 0x00, // pushi 00a9 - script 169
0x78, // push1
0x43, 0x02, 0x04, // call kScriptID
0x36, // push
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06
0x32, SIG_UINT16(0x0520), // jmp [end of fawaz::handleEvent]
SIG_END
};
static const uint16 camelotPatchPeepingTom[] = {
PATCH_ADDTOOFFSET(+576),
0x32, PATCH_UINT16(0xfdbd), // jmp to fawaz::doit / properly init peepingTom code
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry camelotSignatures[] = {
{ true, 62, "fix peepingTom Sierra bug", 1, camelotSignaturePeepingTom, camelotPatchPeepingTom },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// stayAndHelp::changeState (0) is called when ego swims to the left or right
// boundaries of room 660. Normally a textbox is supposed to get on screen
// but the call is wrong, so not only do we get an error message the script
// is also hanging because the cue won't get sent out
// This also happens in sierra sci
// Applies to at least: PC-CD
// Responsible method: stayAndHelp::changeState
// Fixes bug: #5107
static const uint16 ecoquest1SignatureStayAndHelp[] = {
0x3f, 0x01, // link 01
0x87, 0x01, // lap param[1]
0x65, 0x14, // aTop state
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x1c, // bnt [next state]
0x76, // push0
0x45, 0x01, 0x00, // callb export1 from script 0 (switching control off)
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0122), // pushi 0122
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 06 - call ego::setMotion(0)
0x39, SIG_SELECTOR8(init), // pushi "init"
0x39, 0x04, // pushi 04
0x76, // push0
0x76, // push0
0x39, 0x17, // pushi 17
0x7c, // pushSelf
0x51, 0x82, // class EcoNarrator
0x4a, 0x0c, // send 0c - call EcoNarrator::init(0, 0, 23, self) (BADLY BROKEN!)
0x33, // jmp [end]
SIG_END
};
static const uint16 ecoquest1PatchStayAndHelp[] = {
0x87, 0x01, // lap param[1]
0x65, 0x14, // aTop state
0x36, // push
0x2f, 0x22, // bt [next state] (this optimization saves 6 bytes)
0x39, 0x00, // pushi 0 (wasting 1 byte here)
0x45, 0x01, 0x00, // callb export1 from script 0 (switching control off)
0x38, PATCH_UINT16(0x0122), // pushi 0122
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 06 - call ego::setMotion(0)
0x39, PATCH_SELECTOR8(init), // pushi "init"
0x39, 0x06, // pushi 06
0x39, 0x02, // pushi 02 (additional 2 bytes)
0x76, // push0
0x76, // push0
0x39, 0x17, // pushi 17
0x7c, // pushSelf
0x38, PATCH_UINT16(0x0280), // pushi 280 (additional 3 bytes)
0x51, 0x82, // class EcoNarrator
0x4a, 0x10, // send 10 - call EcoNarrator::init(2, 0, 0, 23, self, 640)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry ecoquest1Signatures[] = {
{ true, 660, "CD: bad messagebox and freeze", 1, ecoquest1SignatureStayAndHelp, ecoquest1PatchStayAndHelp },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// doMyThing::changeState (2) is supposed to remove the initial text on the
// ecorder. This is done by reusing temp-space, that was filled on state 1.
// this worked in sierra sci just by accident. In our sci, the temp space
// is resetted every time, which means the previous text isn't available
// anymore. We have to patch the code because of that.
// Fixes bug: #4993
static const uint16 ecoquest2SignatureEcorder[] = {
0x31, 0x22, // bnt [next state]
0x39, 0x0a, // pushi 0a
0x5b, 0x04, 0x1e, // lea temp[1e]
0x36, // push
SIG_MAGICDWORD,
0x39, 0x64, // pushi 64
0x39, 0x7d, // pushi 7d
0x39, 0x32, // pushi 32
0x39, 0x66, // pushi 66
0x39, 0x17, // pushi 17
0x39, 0x69, // pushi 69
0x38, PATCH_UINT16(0x2631), // pushi 2631
0x39, 0x6a, // pushi 6a
0x39, 0x64, // pushi 64
0x43, 0x1b, 0x14, // call kDisplay
0x35, 0x0a, // ldi 0a
0x65, 0x20, // aTop ticks
0x33, // jmp [end]
SIG_ADDTOOFFSET(+1), // [skip 1 byte]
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, // bnt [end]
SIG_END
};
static const uint16 ecoquest2PatchEcorder[] = {
0x2f, 0x02, // bt [to pushi 07]
0x3a, // toss
0x48, // ret
0x38, PATCH_UINT16(0x0007), // pushi 07 (parameter count) (waste 1 byte)
0x39, 0x0b, // push (FillBoxAny)
0x39, 0x1d, // pushi 29d
0x39, 0x73, // pushi 115d
0x39, 0x5e, // pushi 94d
0x38, PATCH_UINT16(0x00d7), // pushi 215d
0x78, // push1 (visual screen)
0x38, PATCH_UINT16(0x0017), // pushi 17 (color) (waste 1 byte)
0x43, 0x6c, 0x0e, // call kGraph
0x38, PATCH_UINT16(0x0005), // pushi 05 (parameter count) (waste 1 byte)
0x39, 0x0c, // pushi 12d (UpdateBox)
0x39, 0x1d, // pushi 29d
0x39, 0x73, // pushi 115d
0x39, 0x5e, // pushi 94d
0x38, PATCH_UINT16(0x00d7), // pushi 215d
0x43, 0x6c, 0x0a, // call kGraph
PATCH_END
};
// ===========================================================================
// Same patch as above for the ecorder introduction.
// Two workarounds are needed for this patch in workarounds.cpp (when calling
// kGraphFillBoxAny and kGraphUpdateBox), as there isn't enough space to patch
// the function otherwise.
// Fixes bug: #6467
static const uint16 ecoquest2SignatureEcorderTutorial[] = {
0x30, SIG_UINT16(0x0023), // bnt [next state]
0x39, 0x0a, // pushi 0a
0x5b, 0x04, 0x1f, // lea temp[1f]
0x36, // push
SIG_MAGICDWORD,
0x39, 0x64, // pushi 64
0x39, 0x7d, // pushi 7d
0x39, 0x32, // pushi 32
0x39, 0x66, // pushi 66
0x39, 0x17, // pushi 17
0x39, 0x69, // pushi 69
0x38, SIG_UINT16(0x2631), // pushi 2631
0x39, 0x6a, // pushi 6a
0x39, 0x64, // pushi 64
0x43, 0x1b, 0x14, // call kDisplay
0x35, 0x1e, // ldi 1e
0x65, 0x20, // aTop ticks
0x32, // jmp [end]
// 2 extra bytes, jmp offset
SIG_END
};
static const uint16 ecoquest2PatchEcorderTutorial[] = {
0x31, 0x23, // bnt [next state] (save 1 byte)
// The parameter count below should be 7, but we're out of bytes
// to patch! A workaround has been added because of this
0x78, // push1 (parameter count)
//0x39, 0x07, // pushi 07 (parameter count)
0x39, 0x0b, // push (FillBoxAny)
0x39, 0x1d, // pushi 29d
0x39, 0x73, // pushi 115d
0x39, 0x5e, // pushi 94d
0x38, PATCH_UINT16(0x00d7), // pushi 215d
0x78, // push1 (visual screen)
0x39, 0x17, // pushi 17 (color)
0x43, 0x6c, 0x0e, // call kGraph
// The parameter count below should be 5, but we're out of bytes
// to patch! A workaround has been added because of this
0x78, // push1 (parameter count)
//0x39, 0x05, // pushi 05 (parameter count)
0x39, 0x0c, // pushi 12d (UpdateBox)
0x39, 0x1d, // pushi 29d
0x39, 0x73, // pushi 115d
0x39, 0x5e, // pushi 94d
0x38, PATCH_UINT16(0x00d7), // pushi 215d
0x43, 0x6c, 0x0a, // call kGraph
// We are out of bytes to patch at this point,
// so we skip 494 (0x1EE) bytes to reuse this code:
// ldi 1e
// aTop 20
// jmp 030e (jump to end)
0x32, PATCH_UINT16(0x01ee), // skip 494 (0x1EE) bytes
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry ecoquest2Signatures[] = {
{ true, 50, "initial text not removed on ecorder", 1, ecoquest2SignatureEcorder, ecoquest2PatchEcorder },
{ true, 333, "initial text not removed on ecorder tutorial", 1, ecoquest2SignatureEcorderTutorial, ecoquest2PatchEcorderTutorial },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Fan-made games
// Attention: Try to make script patches as specific as possible
// CascadeQuest::autosave in script 994 is called various times to auto-save the game.
// The script use a fixed slot "999" for this purpose. This doesn't work in ScummVM, because we do not let
// scripts save directly into specific slots, but instead use virtual slots / detect scripts wanting to
// create a new slot.
//
// For this game we patch the code to use slot 99 instead. kSaveGame also checks for Cascade Quest,
// will then check, if slot 99 is asked for and will then use the actual slot 0, which is the official
// ScummVM auto-save slot.
//
// Responsible method: CascadeQuest::autosave
// Fixes bug: #7007
static const uint16 fanmadeSignatureCascadeQuestFixAutoSaving[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x03e7), // pushi 3E7 (999d) -> save game slot 999
0x74, SIG_UINT16(0x06f8), // lofss "AutoSave"
0x89, 0x1e, // lsg global[1E]
0x43, 0x2d, 0x08, // callk SaveGame
SIG_END
};
static const uint16 fanmadePatchCascadeQuestFixAutoSaving[] = {
0x38, PATCH_UINT16((SAVEGAMEID_OFFICIALRANGE_START - 1)), // fix slot
PATCH_END
};
// EventHandler::handleEvent in Demo Quest has a bug, and it jumps to the
// wrong address when an incorrect word is typed, therefore leading to an
// infinite loop. This script bug was not apparent in SSCI, probably because
// event handling was slightly different there, so it was never discovered.
// Fixes bug: #5120
static const uint16 fanmadeSignatureDemoQuestInfiniteLoop[] = {
0x38, SIG_UINT16(0x004c), // pushi 004c
0x39, 0x00, // pushi 00
0x87, 0x01, // lap 01
0x4b, 0x04, // send 04
SIG_MAGICDWORD,
0x18, // not
0x30, SIG_UINT16(0x002f), // bnt 002f [06a5] --> jmp ffbc [0664] --> BUG! infinite loop
SIG_END
};
static const uint16 fanmadePatchDemoQuestInfiniteLoop[] = {
PATCH_ADDTOOFFSET(+10),
0x30, PATCH_UINT16(0x0032), // bnt 0032 [06a8] --> pushi 004c
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry fanmadeSignatures[] = {
{ true, 994, "Cascade Quest: fix auto-saving", 1, fanmadeSignatureCascadeQuestFixAutoSaving, fanmadePatchCascadeQuestFixAutoSaving },
{ true, 999, "Demo Quest: infinite loop on typo", 1, fanmadeSignatureDemoQuestInfiniteLoop, fanmadePatchDemoQuestInfiniteLoop },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// WORKAROUND
// Freddy Pharkas intro screen
// Sierra used inner loops for the scaling of the 2 title views.
// Those inner loops don't call kGameIsRestarting, which is why
// we do not update the screen and we also do not throttle.
//
// This patch fixes this and makes it work.
// Applies to at least: English PC-CD
// Responsible method: sTownScript::changeState(1), sTownScript::changeState(3) (script 110)
static const uint16 freddypharkasSignatureIntroScaling[] = {
0x38, SIG_ADDTOOFFSET(+2), // pushi (setLoop) (009b for PC CD)
0x78, // push1
PATCH_ADDTOOFFSET(1), // push0 for first code, push1 for second code
0x38, SIG_ADDTOOFFSET(+2), // pushi (setStep) (0143 for PC CD)
0x7a, // push2
0x39, 0x05, // pushi 05
0x3c, // dup
0x72, SIG_ADDTOOFFSET(+2), // lofsa (view)
SIG_MAGICDWORD,
0x4a, 0x1e, // send 1e
0x35, 0x0a, // ldi 0a
0xa3, 0x02, // sal local[2]
// start of inner loop
0x8b, 0x02, // lsl local[2]
SIG_ADDTOOFFSET(+43), // skip almost all of inner loop
0xa3, 0x02, // sal local[2]
0x33, 0xcf, // jmp [inner loop start]
SIG_END
};
static const uint16 freddypharkasPatchIntroScaling[] = {
// remove setLoop(), objects in heap are already prepared, saves 5 bytes
0x38,
PATCH_GETORIGINALUINT16(+6), // pushi (setStep)
0x7a, // push2
0x39, 0x05, // pushi 05
0x3c, // dup
0x72,
PATCH_GETORIGINALUINT16(+13), // lofsa (view)
0x4a, 0x18, // send 18 - adjusted
0x35, 0x0a, // ldi 0a
0xa3, 0x02, // sal local[2]
// start of new inner loop
0x39, 0x00, // pushi 00
0x43, 0x2c, 0x00, // callk GameIsRestarting <-- add this so that our speed throttler is triggered
SIG_ADDTOOFFSET(+47), // skip almost all of inner loop
0x33, 0xca, // jmp [inner loop start]
PATCH_END
};
// script 0 of freddy pharkas/CD PointsSound::check waits for a signal and if
// no signal received will call kDoSound(0xD) which is a dummy in sierra sci
// and ScummVM and will use acc (which is not set by the dummy) to trigger
// sound disposal. This somewhat worked in sierra sci, because the sample
// was already playing in the sound driver. In our case we would also stop
// the sample from playing, so we patch it out
// The "score" code is already buggy and sets volume to 0 when playing
// Applies to at least: English PC-CD
// Responsible method: unknown
static const uint16 freddypharkasSignatureScoreDisposal[] = {
0x67, 0x32, // pTos 32 (selector theAudCount)
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x0d, // pushi 0d
0x43, 0x75, 0x02, // call kDoAudio
0x1c, // ne?
0x31, // bnt (-> to skip disposal)
SIG_END
};
static const uint16 freddypharkasPatchScoreDisposal[] = {
0x34, PATCH_UINT16(0x0000), // ldi 0000
0x34, PATCH_UINT16(0x0000), // ldi 0000
0x34, PATCH_UINT16(0x0000), // ldi 0000
PATCH_END
};
// script 235 of freddy pharkas rm235::init and sEnterFrom500::changeState
// disable icon 7+8 of iconbar (CD only). When picking up the canister after
// placing it down, the scripts will disable all the other icons. This results
// in IconBar::disable doing endless loops even in sierra sci, because there
// is no enabled icon left. We remove disabling of icon 8 (which is help),
// this fixes the issue.
// Applies to at least: English PC-CD
// Responsible method: rm235::init and sEnterFrom500::changeState
static const uint16 freddypharkasSignatureCanisterHang[] = {
0x38, SIG_SELECTOR16(disable), // pushi disable
0x7a, // push2
SIG_MAGICDWORD,
0x39, 0x07, // pushi 07
0x39, 0x08, // pushi 08
0x81, 0x45, // lag 45
0x4a, 0x08, // send 08 - call IconBar::disable(7, 8)
SIG_END
};
static const uint16 freddypharkasPatchCanisterHang[] = {
PATCH_ADDTOOFFSET(+3),
0x78, // push1
PATCH_ADDTOOFFSET(+2),
0x33, 0x00, // ldi 00 (waste 2 bytes)
PATCH_ADDTOOFFSET(+3),
0x06, // send 06 - call IconBar::disable(7)
PATCH_END
};
// script 215 of freddy pharkas lowerLadder::doit and highLadder::doit actually
// process keyboard-presses when the ladder is on the screen in that room.
// They strangely also call kGetEvent. Because the main User::doit also calls
// kGetEvent, it's pure luck, where the event will hit. It's the same issue
// as in QfG1VGA and if you turn dos-box to max cycles, and click around for
// ego, sometimes clicks also won't get registered. Strangely it's not nearly
// as bad as in our sci, but these differences may be caused by timing.
// We just reuse the active event, thus removing the duplicate kGetEvent call.
// Applies to at least: English PC-CD, German Floppy, English Mac
// Responsible method: lowerLadder::doit and highLadder::doit
static const uint16 freddypharkasSignatureLadderEvent[] = {
0x39, SIG_MAGICDWORD,
SIG_SELECTOR8(new), // pushi new
0x76, // push0
0x38, SIG_SELECTOR16(curEvent), // pushi curEvent
0x76, // push0
0x81, 0x50, // lag global[50]
0x4a, 0x04, // send 04 - read User::curEvent
0x4a, 0x04, // send 04 - call curEvent::new
0xa5, 0x00, // sat temp[0]
0x38, SIG_SELECTOR16(localize),
0x76, // push0
0x4a, 0x04, // send 04 - call curEvent::localize
SIG_END
};
static const uint16 freddypharkasPatchLadderEvent[] = {
0x34, 0x00, 0x00, // ldi 0000 (waste 3 bytes, overwrites first 2 pushes)
PATCH_ADDTOOFFSET(+8),
0xa5, 0x00, // sat temp[0] (waste 2 bytes, overwrites 2nd send)
PATCH_ADDTOOFFSET(+2),
0x34, 0x00, 0x00, // ldi 0000
0x34, 0x00, 0x00, // ldi 0000 (waste 6 bytes, overwrites last 3 opcodes)
PATCH_END
};
// In the Macintosh version of Freddy Pharkas, kRespondsTo is broken for
// property selectors. They hacked the script to work around the issue,
// so we revert the script back to using the values of the DOS script.
// Applies to at least: English Mac
// Responsible method: unknown
static const uint16 freddypharkasSignatureMacInventory[] = {
SIG_MAGICDWORD,
0x39, 0x23, // pushi 23
0x39, 0x74, // pushi 74
0x78, // push1
0x38, SIG_UINT16(0x0174), // pushi 0174 (on mac it's actually 0x01, 0x74)
0x85, 0x15, // lat 15
SIG_END
};
static const uint16 freddypharkasPatchMacInventory[] = {
0x39, 0x02, // pushi 02 (now matches the DOS version)
PATCH_ADDTOOFFSET(+23),
0x39, 0x04, // pushi 04 (now matches the DOS version)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry freddypharkasSignatures[] = {
{ true, 0, "CD: score early disposal", 1, freddypharkasSignatureScoreDisposal, freddypharkasPatchScoreDisposal },
{ true, 15, "Mac: broken inventory", 1, freddypharkasSignatureMacInventory, freddypharkasPatchMacInventory },
{ true, 110, "intro scaling workaround", 2, freddypharkasSignatureIntroScaling, freddypharkasPatchIntroScaling },
{ true, 235, "CD: canister pickup hang", 3, freddypharkasSignatureCanisterHang, freddypharkasPatchCanisterHang },
{ true, 320, "ladder event issue", 2, freddypharkasSignatureLadderEvent, freddypharkasPatchLadderEvent },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Hoyle 5
// Several scripts in Hoyle5 contain a subroutine which spins on kGetTime until
// a certain number of ticks elapse. Since this wastes CPU and makes ScummVM
// unresponsive, the kWait kernel function (which was removed in SCI2) is
// reintroduced for Hoyle5, and the spin subroutines are patched here to call
// that function instead.
// Applies to at least: English Demo
static const uint16 hoyle5SignatureSpinLoop[] = {
SIG_MAGICDWORD,
0x76, // push0
0x43, 0x79, SIG_UINT16(0x00), // callk GetTime, $0
0x36, // push
0x87, 0x01, // lap param[1]
0x02, // add
0xa5, 0x00, // sat temp[0]
SIG_END
};
static const uint16 hoyle5PatchSpinLoop[] = {
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, $2
0x48, // ret
PATCH_END
};
// While playing Old Maid (room 200), a repeated typo in the game script
// means that `setScale` is called accidentally instead of `setScaler`.
// In SSCI this did not do much because the first argument happened to be
// smaller than the y-position of `ego`, but in ScummVM the first argument is
// larger and so a debug message "y value less than vanishingY" is displayed.
// This is the same issue as with LSL6 hires.
static const uint16 hoyle5SetScaleSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setScale), // pushi $14b (setScale)
0x38, SIG_UINT16(0x05), // pushi 5
0x51, 0x2c, // class 2c (Scaler)
SIG_END
};
static const uint16 hoyle5PatchSetScale[] = {
0x38, PATCH_SELECTOR16(setScaler), // pushi $14f (setScaler)
PATCH_END
};
// There are two derived collections of Hoyle Classic Games:
// 1) The Hoyle Children's Collection, which includes the following games:
// - Crazy Eights (script 100)
// - Old Maid (script 200)
// - Checkers (script 1200)
// 2) Hoyle Bridge, which includes the following games:
// - Bridge (script 700)
// In these two collections, the scripts for the other games have been removed.
// Choosing any other game than the above results in a "No script found" error.
// The original game did not show the game selection screen, as there were
// direct shortucts to each game.
// Since we do show the game selection screen, we remove all the games
// which from the ones below, which are not included in each version:
// - Crazy Eights (script 100)
// - Old Maid (script 200)
// - Hearts (script 300)
// - Gin Rummy (script 400)
// - Cribbage (script 500)
// - Klondike / Solitaire (script 600)
// - Bridge (script 700)
// - Poker (script 1100)
// - Checkers (script 1200)
// - Backgammon (script 1300)
static const uint16 hoyle5SignatureCrazyEights[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x9c, 0x01, // lofsa chooseCrazy8s
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureOldMaid[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x2c, 0x02, // lofsa chooseOldMaid
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureHearts[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xdc, 0x03, // lofsa chooseHearts
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureGinRummy[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xbc, 0x02, // lofsa chooseGinRummy
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureCribbage[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x4c, 0x03, // lofsa chooseCribbage
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureKlondike[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xfc, 0x04, // lofsa chooseKlondike
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureBridge[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x6c, 0x04, // lofsa chooseBridge
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignaturePoker[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x8c, 0x05, // lofsa choosePoker
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureCheckers[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x1c, 0x06, // lofsa chooseCheckers
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureBackgammon[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xac, 0x06, // lofsa chooseBackgammon
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5PatchDisableGame[] = {
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry hoyle5Signatures[] = {
{ true, 3, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 23, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 200, "fix setScale calls", 11, hoyle5SetScaleSignature, hoyle5PatchSetScale },
{ true, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64937, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
// This entry has been placed so that the broken Poker game is disabled. This game uses an external DLL, PENGIN16.DLL,
// which is invoked via kWinDLL. We need to reverse the logic in PENGIN16.DLL and call it directly, in order to get this
// game to work properly. Until then, this game entry will be disabled.
{ true, 975, "disable Poker", 1, hoyle5SignaturePoker, hoyle5PatchDisableGame },
SCI_SIGNATUREENTRY_TERMINATOR
};
// script, description, signature patch
static const SciScriptPatcherEntry hoyle5ChildrensCollectionSignatures[] = {
{ true, 3, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 23, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 200, "fix setScale calls", 11, hoyle5SetScaleSignature, hoyle5PatchSetScale },
{ true, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64937, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 975, "disable Gin Rummy", 1, hoyle5SignatureGinRummy, hoyle5PatchDisableGame },
{ true, 975, "disable Cribbage", 1, hoyle5SignatureCribbage, hoyle5PatchDisableGame },
{ true, 975, "disable Klondike", 1, hoyle5SignatureKlondike, hoyle5PatchDisableGame },
{ true, 975, "disable Bridge", 1, hoyle5SignatureBridge, hoyle5PatchDisableGame },
{ true, 975, "disable Poker", 1, hoyle5SignaturePoker, hoyle5PatchDisableGame },
{ true, 975, "disable Hearts", 1, hoyle5SignatureHearts, hoyle5PatchDisableGame },
{ true, 975, "disable Backgammon", 1, hoyle5SignatureBackgammon, hoyle5PatchDisableGame },
SCI_SIGNATUREENTRY_TERMINATOR
};
// script, description, signature patch
static const SciScriptPatcherEntry hoyle5BridgeSignatures[] = {
{ true, 3, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 23, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64937, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 975, "disable Gin Rummy", 1, hoyle5SignatureGinRummy, hoyle5PatchDisableGame },
{ true, 975, "disable Cribbage", 1, hoyle5SignatureCribbage, hoyle5PatchDisableGame },
{ true, 975, "disable Klondike", 1, hoyle5SignatureKlondike, hoyle5PatchDisableGame },
{ true, 975, "disable Poker", 1, hoyle5SignaturePoker, hoyle5PatchDisableGame },
{ true, 975, "disable Hearts", 1, hoyle5SignatureHearts, hoyle5PatchDisableGame },
{ true, 975, "disable Backgammon", 1, hoyle5SignatureBackgammon, hoyle5PatchDisableGame },
{ true, 975, "disable Crazy Eights", 1, hoyle5SignatureCrazyEights, hoyle5PatchDisableGame },
{ true, 975, "disable Old Maid", 1, hoyle5SignatureOldMaid, hoyle5PatchDisableGame },
{ true, 975, "disable Checkers", 1, hoyle5SignatureCheckers, hoyle5PatchDisableGame },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Gabriel Knight 1
// `daySixBeignet::changeState(4)` is called when the cop goes outside. It sets
// cycles to 220. This is a CPU-speed dependent value and not usually enough
// time to get to the door, so patch it to 22 seconds.
// Applies to at least: English PC-CD, German PC-CD, English Mac
static const uint16 gk1Day6PoliceBeignetSignature1[] = {
0x35, 0x04, // ldi 4
0x1a, // eq?
0x30, SIG_ADDTOOFFSET(+2), // bnt [next state check]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa deskSarg
0x4a, SIG_UINT16(0x04), // send 4
SIG_MAGICDWORD,
0x34, SIG_UINT16(0xdc), // ldi 220
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles ($1a for PC, $1c for Mac)
0x32, // jmp [end]
SIG_END
};
static const uint16 gk1Day6PoliceBeignetPatch1[] = {
PATCH_ADDTOOFFSET(+16),
0x34, PATCH_UINT16(0x16), // ldi 22
0x65, PATCH_GETORIGINALBYTEADJUST(+20, +2), // aTop seconds ($1c for PC, $1e for Mac)
PATCH_END
};
// `sInGateWithPermission::changeState(0)` is called whenever the player walks
// through the swinging door. On day 6, when the cop is outside for the beignet,
// this action will also reset the puzzle timer so the player has 200 cycles to
// get through the area before the cop returns. This is a CPU-speed dependent
// value and not usually enough time to get to the door, so patch it to 20
// seconds instead.
// Applies to at least: English PC-CD, German PC-CD, English Mac
static const uint16 gk1Day6PoliceBeignetSignature2[] = {
0x72, SIG_ADDTOOFFSET(+2), // lofsa daySixBeignet
0x1a, // eq?
0x31, 0x0d, // bnt [skip set cycles]
0x38, SIG_SELECTOR16(cycles), // pushi (cycles)
0x78, // push1
SIG_MAGICDWORD,
0x38, SIG_UINT16(0xc8), // pushi 200
0x72, // lofsa
SIG_END
};
static const uint16 gk1Day6PoliceBeignetPatch2[] = {
PATCH_ADDTOOFFSET(+6),
0x38, PATCH_SELECTOR16(seconds), // pushi (seconds)
0x78, // push1
0x38, PATCH_UINT16(0x14), // pushi 20
PATCH_END
};
// `sargSleeping::changeState(8)` is called when the cop falls asleep and sets
// the puzzle timer to 220 cycles. This is CPU-speed dependent and not usually
// enough time to get to the door, so patch it to 22 seconds instead.
// Applies to at least: English PC-CD, German PC-CD, English Mac
static const uint16 gk1Day6PoliceSleepSignature[] = {
0x35, 0x08, // ldi 8
0x1a, // eq?
0x31, SIG_ADDTOOFFSET(+1), // bnt [next state check]
SIG_MAGICDWORD,
0x34, SIG_UINT16(0xdc), // ldi 220
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles ($1a for PC, $1c for Mac)
0x32, // jmp [end]
SIG_END
};
static const uint16 gk1Day6PoliceSleepPatch[] = {
PATCH_ADDTOOFFSET(+5),
0x34, PATCH_UINT16(0x16), // ldi 22
0x65, PATCH_GETORIGINALBYTEADJUST(+9, +2), // aTop seconds (1c for PC, 1e for Mac)
PATCH_END
};
// At the start of day 5, when the player already has the veve but still needs
// to get the drum book, the drum book dialogue with Grace is played twice in
// a row, and then the veve dialogue gets played again even though it was
// already played during day 4.
//
// The duplicate drum book dialogue happens because it is triggered once in
// `GetTheVeve::changeState(0)` and then again in `GetTheVeve::changeState(11)`.
// The re-run of the veve dialogue happens because the game gives the player
// the drum book in `GetTheVeVe::changeState(1)`, then *after* doing so, checks
// if the player has the drum book and runs the veve dialogue if so.
//
// We fix both of these issues by skipping the has-drum-book check if the player
// just got the drum book in 'GetTheVeve::changeState(1)'.
// Doing this causes the game to jump from state 1 to state 12, which bypasses
// the duplicate drum book dialogue in state 11, as well as the veve dialogue
// trigger in the has-drum-book check.
//
// More notes: The veve newspaper item is inventory 9. The drum book is
// inventory 14. The flag for veve research is 36, the flag for drum
// research is 73.
//
// Special thanks, credits and kudos to sluicebox on IRC, who did a ton of
// research on this and even found this game bug originally.
//
// Applies to at least: English PC-CD, German PC-CD
static const uint16 gk1Day5DrumBookDialogueSignature[] = {
0x31, 0x0b, // bnt [skip giving player drum book code]
0x38, SIG_SELECTOR16(get), // pushi $200 (get)
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x0e, // pushi $e
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x06), // send 6 - GKEgo::get($e)
// end of giving player drum book code
0x38, SIG_SELECTOR16(has), // pushi $202 (has)
0x78, // push1
0x39, 0x0e, // pushi $e
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x06), // send 6 - GKEgo::has($e)
0x18, // not
0x30, SIG_UINT16(0x25), // bnt [veve newspaper code]
SIG_END
};
static const uint16 gk1Day5DrumBookDialoguePatch[] = {
0x31, 0x0d, // bnt [skip giving player drum book code] adjusted
PATCH_ADDTOOFFSET(+11), // skip give player drum book original code
0x33, 0x0D, // jmp [over the check inventory for drum book code]
// check inventory for drum book
0x38, PATCH_SELECTOR16(has), // pushi $202 (has)
0x78, // push1
0x39, 0x0e, // pushi $e
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x06), // send 6 - GKEgo::has($e)
0x2f, 0x23, // bt [veve newspaper code] (adjusted, saves 2 bytes)
PATCH_END
};
// When Gabriel goes to the phone, the script softlocks at
// `startOfDay5::changeState(32)`.
// Applies to at least: English PC-CD, German PC-CD, English Mac
static const uint16 gk1Day5PhoneFreezeSignature[] = {
0x4a, // send ...
SIG_MAGICDWORD, SIG_UINT16(0x0c), // ... $c
0x35, 0x03, // ldi 3
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles
0x32, SIG_ADDTOOFFSET(+2), // jmp [end]
0x3c, // dup
0x35, 0x21, // ldi $21
SIG_END
};
static const uint16 gk1Day5PhoneFreezePatch[] = {
PATCH_ADDTOOFFSET(+3), // send $c
0x35, 0x06, // ldi 1
0x65, PATCH_GETORIGINALBYTEADJUST(+6, +6), // aTop ticks
PATCH_END
};
// When Gabriel is grabbing a vine 'vineSwing::changeState(1)',
// him saying "I can't believe I'm doing this..." is cut off.
// We change it so the scripts wait for the audio.
// This is not supposed to be applied to the Floppy version.
//
// Applies to at lesat: English PC-CD, German PC-CD, Spanish PC-CD
static const uint16 gk1Day9VineSwingSignature[] = {
0x38, SIG_UINT16(4), // pushi $4
0x51, 0x17, // class CT
0x36, // push
0x39, 0x0b, // pushi $b
0x78, // push1
0x7c, // pushSelf
0x81, 0x00, // lag global[$0]
0x4a, SIG_UINT16(0x20), // send $20
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion
0x78, // push1
0x76, // push0
0x72, SIG_UINT16(0x0412), // lofsa guard1
0x4a, SIG_UINT16(0x06), // send $6
0x38, SIG_SELECTOR16(say), // pushi say
0x38, SIG_UINT16(0x04), // pushi $4
SIG_MAGICDWORD,
0x39, 0x07, // pushi $7
0x39, 0x08, // pushi $8
0x39, 0x10, // pushi $10
0x78, // push1
0x81, 0x5b, // lsg global[$5b]
0x4a, SIG_UINT16(0x000c), // send $c
SIG_END
};
static const uint16 gk1Day9VineSwingPatch[] = {
0x38, SIG_UINT16(3), // pushi $3
0x51, 0x17, // class CT
0x36, // push
0x39, 0x0b, // pushi $b
0x78, // push1
0x81, 0x00, // lag global[$0]
0x4a, SIG_UINT16(0x1e), // send $20
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion
0x78, // push1
0x76, // push0
0x72, SIG_UINT16(0x0412), // lofsa guard1
0x4a, SIG_UINT16(0x06), // send $6
0x38, SIG_SELECTOR16(say), // pushi say
0x38, SIG_UINT16(0x05), // pushi $5
0x39, 0x07, // pushi $7
0x39, 0x08, // pushi $8
0x39, 0x10, // pushi $10
0x78, // push1
0x7c, // pushSelf
0x81, 0x5b, // lsg global[$5b]
0x4a, SIG_UINT16(0x000e), // send $c
PATCH_END
};
// In GK1, the `view` selector is used to store view numbers in some cases and
// object references to Views in other cases. `Interrogation::dispose` compares
// an object stored in the `view` selector with a number (which is not valid)
// because its checks are in the wrong order. The check order was fixed in the
// CD version, so just do what the CD version does.
// Applies to at least: English Floppy
// TODO: Check if English Mac is affected too and if this patch applies
static const uint16 gk1InterrogationBugSignature[] = {
SIG_MAGICDWORD,
0x65, 0x4c, // aTop $4c
0x67, 0x50, // pTos $50
0x34, SIG_UINT16(0x2710), // ldi $2710
0x1e, // gt?
0x31, 0x08, // bnt 8 [05a0]
0x67, 0x50, // pTos $50
0x34, SIG_UINT16(0x2710), // ldi $2710
0x04, // sub
0x65, 0x50, // aTop $50
0x63, 0x50, // pToa $50
0x31, 0x15, // bnt $15 [05b9]
0x39, SIG_SELECTOR8(view), // pushi $e (view)
0x76, // push0
0x4a, SIG_UINT16(0x04), // send 4
0xa5, 0x00, // sat 0
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x63, 0x50, // pToa $50
0x4a, SIG_UINT16(0x04), // send 4
0x85, 0x00, // lat 0
0x65, 0x50, // aTop $50
SIG_END
};
static const uint16 gk1InterrogationBugPatch[] = {
0x65, 0x4c, // aTop $4c
0x63, 0x50, // pToa $50
0x31, 0x15, // bnt $15 [05b9]
0x39, PATCH_SELECTOR8(view), // pushi $e (view)
0x76, // push0
0x4a, PATCH_UINT16(0x04), // send 4
0xa5, 0x00, // sat 00
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x63, 0x50, // pToa $50
0x4a, PATCH_UINT16(0x04), // send 4
0x85, 0x00, // lat 0
0x65, 0x50, // aTop $50
0x67, 0x50, // pTos $50
0x34, PATCH_UINT16(0x2710), // ldi $2710
0x1e, // gt?
0x31, 0x08, // bnt 8 [05b9]
0x67, 0x50, // pTos $50
0x34, PATCH_UINT16(0x2710), // ldi $2710
0x04, // sub
0x65, 0x50, // aTop $50
PATCH_END
};
// In Madame Cazanoux's house, when Gabriel is leaving, he is placed on
// the edge of the walkable area initially. This leads to a failure in
// the pathfinding algorithm, and the pathfinding area is then ignored,
// so Gabriel goes straight to the door by walking through the wall.
// This is an edge case, which was apparently acceptable in SSCI. We
// change the upper border of the walk area slightly, so that Gabriel
// can be placed inside, and the pathfinding algorithm works correctly.
static const uint16 gk1CazanouxPathfindingSignature[] = {
SIG_MAGICDWORD,
0x78, // push1 x = 1
0x38, SIG_UINT16(0x0090), // pushi y = 144
0x38, SIG_UINT16(0x00f6), // pushi x = 246
0x38, SIG_UINT16(0x0092), // pushi y = 146
0x38, SIG_UINT16(0x00f2), // pushi x = 242
0x39, 0x69, // pushi y = 105
0x39, 0x7c, // pushi x = 124
0x39, 0x68, // pushi y = 104
0x39, 0x56, // pushi x = 86
0x39, 0x6f, // pushi y = 111
0x39, 0x45, // pushi x = 69
0x39, 0x7c, // pushi y = 124
0x39, 0x2e, // pushi x = 46
0x38, SIG_UINT16(0x0081), // pushi y = 129
SIG_END
};
static const uint16 gk1CazanouxPathfindingPatch[] = {
PATCH_ADDTOOFFSET(+15),
0x39, 0x7c, // pushi x = 124
0x39, 0x67, // pushi y = 103 (was 104)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry gk1Signatures[] = {
{ true, 51, "fix interrogation bug", 1, gk1InterrogationBugSignature, gk1InterrogationBugPatch },
{ true, 212, "fix day 5 drum book dialogue error", 1, gk1Day5DrumBookDialogueSignature, gk1Day5DrumBookDialoguePatch },
{ true, 212, "fix day 5 phone softlock", 1, gk1Day5PhoneFreezeSignature, gk1Day5PhoneFreezePatch },
{ true, 230, "fix day 6 police beignet timer issue (1/2)", 1, gk1Day6PoliceBeignetSignature1, gk1Day6PoliceBeignetPatch1 },
{ true, 230, "fix day 6 police beignet timer issue (2/2)", 1, gk1Day6PoliceBeignetSignature2, gk1Day6PoliceBeignetPatch2 },
{ true, 230, "fix day 6 police sleep timer issue", 1, gk1Day6PoliceSleepSignature, gk1Day6PoliceSleepPatch },
{ true, 280, "fix pathfinding in Madame Cazanoux's house", 1, gk1CazanouxPathfindingSignature, gk1CazanouxPathfindingPatch },
{ true, 710, "fix day 9 vine swing speech playing", 1, gk1Day9VineSwingSignature, gk1Day9VineSwingPatch },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Gabriel Knight 2
// The down scroll button in GK2 jumps up a pixel on mousedown because there is
// a send to scrollSelections using an immediate value 1, which means to scroll
// up by 1 pixel. This patch fixes the send to scrollSelections by passing the
// button's delta instead of 1 in 'ScrollButton::track'.
//
// Applies to at least: English CD 1.00, English Steam 1.01
static const uint16 gk2InvScrollSignature[] = {
0x7e, SIG_ADDTOOFFSET(2), // line whatever
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(scrollSelections), // pushi $2c3
0x78, // push1
0x78, // push1
0x63, 0x98, // pToa $98
0x4a, SIG_UINT16(0x06), // send 6
SIG_END
};
static const uint16 gk2InvScrollPatch[] = {
0x38, PATCH_SELECTOR16(scrollSelections), // pushi $2c3
0x78, // push1
0x67, 0x9a, // pTos $9a (delta)
0x63, 0x98, // pToa $98
0x4a, PATCH_UINT16(0x06), // send 6
0x18, 0x18, // waste bytes
PATCH_END
};
// The init code 'GK2::init' that runs when GK2 starts up unconditionally resets
// the music volume to 63, but the game should always use the volume stored in
// ScummVM.
// Applies to at least: English 1.00 CD
static const uint16 gk2VolumeResetSignature[] = {
SIG_MAGICDWORD,
0x35, 0x3f, // ldi $3f
0xa1, 0x4c, // sag $4c (music volume)
SIG_END
};
static const uint16 gk2VolumeResetPatch[] = {
0x33, 0x02, // jmp 2 [past volume changes]
PATCH_END
};
// GK2 has custom video benchmarking code that needs to be disabled in a subroutine
// which is called from 'GK2::init'; see sci2BenchmarkSignature
// TODO: Patch is not applied to localized versions and needs to get adjusted
static const uint16 gk2BenchmarkSignature[] = {
0x7e, SIG_ADDTOOFFSET(+2), // line
0x38, SIG_SELECTOR16(new), // pushi new
0x76, // push0
0x51, SIG_ADDTOOFFSET(+1), // class Actor
0x4a, SIG_UINT16(0x04), // send 4
0xa5, 0x00, // sat 0
0x7e, SIG_ADDTOOFFSET(+2), // line
0x7e, SIG_ADDTOOFFSET(+2), // line
0x39, SIG_SELECTOR8(view), // pushi $e (view)
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0xfdd4), // pushi 64980
SIG_END
};
static const uint16 gk2BenchmarkPatch[] = {
0x38, PATCH_SELECTOR16(detailLevel), // pushi detailLevel
0x78, // push1
0x38, PATCH_UINT16(399), // pushi 10000 / 25 - 1
0x81, 0x01, // lag 1
0x4a, PATCH_UINT16(0x06), // send 6
0x34, PATCH_UINT16(10000), // ldi 10000
0x48, // ret
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry gk2Signatures[] = {
{ true, 0, "disable volume reset on startup", 1, gk2VolumeResetSignature, gk2VolumeResetPatch },
{ true, 0, "disable video benchmarking", 1, gk2BenchmarkSignature, gk2BenchmarkPatch },
{ true, 23, "fix inventory scroll start direction", 1, gk2InvScrollSignature, gk2InvScrollPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// at least during harpy scene export 29 of script 0 is called in kq5cd and
// has an issue for those calls, where temp 3 won't get inititialized, but
// is later used to set master volume. This issue makes sierra sci set
// the volume to max. We fix the export, so volume won't get modified in
// those cases.
static const uint16 kq5SignatureCdHarpyVolume[] = {
SIG_MAGICDWORD,
0x80, SIG_UINT16(0x0191), // lag global[191h]
0x18, // not
0x30, SIG_UINT16(0x002c), // bnt [jump further] (jumping, if global 191h is 1)
0x35, 0x01, // ldi 01
0xa0, SIG_UINT16(0x0191), // sag global[191h] (setting global 191h to 1)
0x38, SIG_UINT16(0x017b), // pushi 017b
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04 - read KQ5::masterVolume
0xa5, 0x03, // sat temp[3] (store volume in temp 3)
0x38, SIG_UINT16(0x017b), // pushi 017b
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04 - read KQ5::masterVolume
0x36, // push
0x35, 0x04, // ldi 04
0x20, // ge? (followed by bnt)
SIG_END
};
static const uint16 kq5PatchCdHarpyVolume[] = {
0x38, PATCH_UINT16(0x022f), // pushi 022f (selector theVol) (3 new bytes)
0x76, // push0 (1 new byte)
0x51, 0x88, // class SpeakTimer (2 new bytes)
0x4a, 0x04, // send 04 (2 new bytes) -> read SpeakTimer::theVol
0xa5, 0x03, // sat temp[3] (2 new bytes) -> write to temp 3
0x80, PATCH_UINT16(0x0191), // lag global[191h]
// saving 1 byte due optimization
0x2e, PATCH_UINT16(0x0023), // bt [jump further] (jumping, if global 191h is 1)
0x35, 0x01, // ldi 01
0xa0, PATCH_UINT16(0x0191), // sag global[191h] (setting global 191h to 1)
0x38, PATCH_UINT16(0x017b), // pushi 017b
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04 - read KQ5::masterVolume
0xa5, 0x03, // sat temp[3] (store volume in temp 3)
// saving 8 bytes due removing of duplicate code
0x39, 0x04, // pushi 04 (saving 1 byte due swapping)
0x22, // lt? (because we switched values)
PATCH_END
};
// This is a heap patch, and it modifies the properties of an object, instead
// of patching script code.
//
// The witchCage object in script 200 is broken and claims to have 12
// variables instead of the 8 it should have because it is a Cage.
// Additionally its top,left,bottom,right properties are set to 0 rather
// than the right values. We fix the object by setting the right values.
// If they are all zero, this causes an impossible position check in
// witch::cantBeHere and an infinite loop when entering room 22.
//
// This bug is accidentally not triggered in SSCI because the invalid number
// of variables effectively hides witchCage::doit, causing this position check
// to be bypassed entirely.
// See also the warning+comment in Object::initBaseObject
//
// Fixes bug: #4964
static const uint16 kq5SignatureWitchCageInit[] = {
SIG_UINT16(0x0000), // top
SIG_UINT16(0x0000), // left
SIG_UINT16(0x0000), // bottom
SIG_UINT16(0x0000), // right
SIG_UINT16(0x0000), // extra property #1
SIG_MAGICDWORD,
SIG_UINT16(0x007a), // extra property #2
SIG_UINT16(0x00c8), // extra property #3
SIG_UINT16(0x00a3), // extra property #4
SIG_END
};
static const uint16 kq5PatchWitchCageInit[] = {
PATCH_UINT16(0x0000), // top
PATCH_UINT16(0x007a), // left
PATCH_UINT16(0x00c8), // bottom
PATCH_UINT16(0x00a3), // right
PATCH_END
};
// The multilingual releases of KQ5 hang right at the end during the magic battle with Mordack.
// It seems additional code was added to wait for signals, but the signals are never set and thus
// the game hangs. We disable that code, so that the battle works again.
// This also happened in the original interpreter.
// We must not change similar code, that happens before.
// Applies to at least: French PC floppy, German PC floppy, Spanish PC floppy
// Responsible method: stingScript::changeState, dragonScript::changeState, snakeScript::changeState
static const uint16 kq5SignatureMultilingualEndingGlitch[] = {
SIG_MAGICDWORD,
0x89, 0x57, // lsg global[57h]
0x35, 0x00, // ldi 0
0x1a, // eq?
0x18, // not
0x30, SIG_UINT16(0x0011), // bnt [skip signal check]
SIG_ADDTOOFFSET(+8), // skip globalSound::prevSignal get code
0x36, // push
0x35, 0x0a, // ldi 0Ah
SIG_END
};
static const uint16 kq5PatchMultilingualEndingGlitch[] = {
PATCH_ADDTOOFFSET(+6),
0x32, // change BNT into JMP
PATCH_END
};
// In the final battle, the DOS version uses signals in the music to handle
// timing, while in the Windows version another method is used and the GM
// tracks do not contain these signals.
// The original kq5 interpreter used global 400 to distinguish between
// Windows (1) and DOS (0) versions.
// We replace the 4 relevant checks for global 400 by a fixed true when
// we use these GM tracks.
//
// Instead, we could have set global 400, but this has the possibly unwanted
// side effects of switching to black&white cursors (which also needs complex
// changes to GameFeatures::detectsetCursorType() ) and breaking savegame
// compatibilty between the DOS and Windows CD versions of KQ5.
// TODO: Investigate these side effects more closely.
static const uint16 kq5SignatureWinGMSignals[] = {
SIG_MAGICDWORD,
0x80, SIG_UINT16(0x0190), // lag 0x190
0x18, // not
0x30, SIG_UINT16(0x001b), // bnt +0x001B
0x89, 0x57, // lsg 0x57
SIG_END
};
static const uint16 kq5PatchWinGMSignals[] = {
0x34, PATCH_UINT16(0x0001), // ldi 0x0001
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq5Signatures[] = {
{ true, 0, "CD: harpy volume change", 1, kq5SignatureCdHarpyVolume, kq5PatchCdHarpyVolume },
{ true, 200, "CD: witch cage init", 1, kq5SignatureWitchCageInit, kq5PatchWitchCageInit },
{ true, 124, "Multilingual: Ending glitching out", 3, kq5SignatureMultilingualEndingGlitch, kq5PatchMultilingualEndingGlitch },
{ false, 124, "Win: GM Music signal checks", 4, kq5SignatureWinGMSignals, kq5PatchWinGMSignals },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// When giving the milk bottle to one of the babies in the garden in KQ6 (room
// 480), script 481 starts a looping baby cry sound. However, that particular
// script also has an overriden check method (cryMusic::check). This method
// explicitly restarts the sound, even if it's set to be looped, thus the same
// sound is played twice, squelching all other sounds. We just rip the
// unnecessary cryMusic::check method out, thereby stopping the sound from
// constantly restarting (since it's being looped anyway), thus the normal
// game speech can work while the baby cry sound is heard.
// Fixes bug: #4955
static const uint16 kq6SignatureDuplicateBabyCry[] = {
SIG_MAGICDWORD,
0x83, 0x00, // lal 00
0x31, 0x1e, // bnt 1e [07f4]
0x78, // push1
0x39, 0x04, // pushi 04
0x43, 0x75, 0x02, // callk DoAudio[75] 02
SIG_END
};
static const uint16 kq6PatchDuplicateBabyCry[] = {
0x48, // ret
PATCH_END
};
// The inventory of King's Quest 6 is buggy. When it grows too large,
// it will get split into 2 pages. Switching between those pages will
// grow the stack, because it's calling itself per switch.
// Which means after a while ScummVM will bomb out because the stack frame
// will be too large. This patch fixes the buggy script.
// Applies to at least: PC-CD, English PC floppy, German PC floppy, English Mac
// Responsible method: KqInv::showSelf
// Fixes bug: #5681
static const uint16 kq6SignatureInventoryStackFix[] = {
0x67, 0x30, // pTos state
0x34, SIG_UINT16(0x2000), // ldi 2000
0x12, // and
0x18, // not
0x31, 0x04, // bnt [not first refresh]
0x35, 0x00, // ldi 00
SIG_MAGICDWORD,
0x65, 0x1e, // aTop curIcon
0x67, 0x30, // pTos state
0x34, SIG_UINT16(0xdfff), // ldi dfff
0x12, // and
0x65, 0x30, // aTop state
0x38, SIG_SELECTOR16(show), // pushi "show" ("show" is e1h for KQ6CD)
0x78, // push1
0x87, 0x00, // lap param[0]
0x31, 0x04, // bnt [use global for show]
0x87, 0x01, // lap param[1]
0x33, 0x02, // jmp [use param for show]
0x81, 0x00, // lag global[0]
0x36, // push
0x54, 0x06, // self 06 (KqInv::show)
0x31, SIG_ADDTOOFFSET(+1), // bnt [exit menu code] (0x08 for PC, 0x07 for mac)
0x39, 0x39, // pushi 39
0x76, // push0
0x54, 0x04, // self 04 (KqInv::doit)
SIG_END // followed by jmp (0x32 for PC, 0x33 for mac)
};
static const uint16 kq6PatchInventoryStackFix[] = {
0x67, 0x30, // pTos state
0x3c, // dup (1 more byte, needed for patch)
0x3c, // dup (1 more byte, saves 1 byte later)
0x34, PATCH_UINT16(0x2000), // ldi 2000
0x12, // and
0x2f, 0x02, // bt [not first refresh] - saves 3 bytes in total
0x65, 0x1e, // aTop curIcon
0x00, // neg (either 2000 or 0000 in acc, this will create dfff or ffff) - saves 2 bytes
0x12, // and
0x65, 0x30, // aTop state
0x38, // pushi "show"
PATCH_GETORIGINALUINT16(+22),
0x78, // push1
0x87, 0x00, // lap param[0]
0x31, 0x04, // bnt [call show using global 0]
0x8f, 0x01, // lsp param[1], save 1 byte total with lsg global[0] combined
0x33, 0x02, // jmp [call show using param 1]
0x89, 0x00, // lsg global[0], save 1 byte total, see above
0x54, 0x06, // self 06 (call x::show)
0x31, // bnt [menu exit code]
PATCH_GETORIGINALBYTEADJUST(+39, +6),// dynamic offset must be 0x0E for PC and 0x0D for mac
0x34, PATCH_UINT16(0x2000), // ldi 2000
0x12, // and
0x2f, 0x05, // bt [to return]
0x39, 0x39, // pushi 39
0x76, // push0
0x54, 0x04, // self 04 (self::doit)
0x48, // ret (saves 2 bytes for PC, 1 byte for mac)
PATCH_END
};
// The "Drink Me" bottle code doesn't repaint the AddToPics elements to the screen,
// when Alexander returns back from the effect of the bottle.
// It's pretty strange that Sierra didn't find this bug, because it occurs when
// drinking the bottle right on the screen, where the bottle is found.
// This bug also occurs in Sierra SCI.
// Applies to at least: PC-CD, English PC floppy, German PC floppy, English Mac
// Responsible method: drinkMeScript::changeState
// Fixes bug: #5252
static const uint16 kq6SignatureDrinkMeFix[] = {
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x0f, // ldi 0f
0x1a, // eq?
0x30, SIG_UINT16(0x00a4), // bnt [skip to next check]
SIG_ADDTOOFFSET(+161),
0x32, SIG_UINT16(0x007f), // jmp [return]
0x3c, // dup
0x35, 0x10, // ldi 10
0x1a, // eq?
0x31, 0x07, // bnt [skip to next check]
0x35, 0x03, // ldi 03
0x65, 0x1a, // aTop (cycles)
0x32, SIG_UINT16(0x0072), // jmp [return]
0x3c, // dup
0x35, 0x11, // ldi 11
0x1a, // eq?
0x31, 0x13, // bnt [skip to next check]
SIG_ADDTOOFFSET(+20),
0x35, 0x12, // ldi 12
SIG_ADDTOOFFSET(+23),
0x35, 0x13, // ldi 13
SIG_END
};
static const uint16 kq6PatchDrinkMeFix[] = {
PATCH_ADDTOOFFSET(+5), // skip to bnt offset
PATCH_GETORIGINALBYTEADJUST(+5, +13), // adjust jump to [check for 11h code]
PATCH_ADDTOOFFSET(+162),
0x39, PATCH_SELECTOR8(doit), // pushi (doit)
0x76, // push0
0x81, 0x0a, // lag 0a
0x4a, 0x04, // send 04 (call addToPics::doit)
0x3a, // toss
0x48, // ret
PATCH_ADDTOOFFSET(+8), // skip to check 11h code
0x35, 0x10, // ldi 10 instead of 11
PATCH_ADDTOOFFSET(+23), // skip to check 12h code
0x35, 0x11, // ldi 11 instead of 12
PATCH_ADDTOOFFSET(+23), // skip to check 13h code
0x35, 0x12, // ldi 12 instead of 13
PATCH_END
};
// During the common Game Over cutscene, one of the guys says "Tickets, only",
// but the subtitle says "Tickets, please".
// Normally people wouldn't have noticed, but ScummVM supports audio + subtitles
// in this game at the same time.
// This is caused by a buggy message, which really has this text + audio attached.
// We assume that "Tickets, only" (the audio) is the correct one and there is a
// message with "Tickets, only" in both text and audio.
// We change message 1, 0, 1, 1 to message 5, 0, 0, 2 to fix this issue.
//
// This mismatch also occurs in Sierra SCI.
// Applies to at least: PC-CD
// Responsible method: modeLessScript::changeState(0)
static const uint16 kq6SignatureTicketsOnly[] = {
0x3c, // dup
0x35, 0x00, // ldi 0
0x1a, // eq?
SIG_MAGICDWORD,
0x31, 0x2b, // bnt [skip over state 0]
0x39, 0x1e, // pushi (font) (we keep the hardcoded selectors in here simply because this is only for KQ6-CD)
0x78, // push1
0x89, 0x16, // lsg global[16h]
0x38, SIG_UINT16(0x009a), // pushi (posn)
0x7a, // push2
0x38, SIG_UINT16(0x00c8), // pushi 00c8h (200d)
0x39, 0x64, // pushi 64h (100d)
0x38, SIG_UINT16(0x00ab), // pushi (say)
0x39, 0x05, // pushi 05 (parameter count for say)
0x76, // push0
0x78, // push1
0x76, // push0
0x78, // push1
0x78, // push1
SIG_END
};
static const uint16 kq6PatchTicketsOnly[] = {
0x32, PATCH_UINT16(0x0000), // jmp (waste 3 bytes)
0x2f, 0x2c, // bt [skip over state 0] (saves 1 byte)
0x39, 0x1e, // pushi (font) (we keep the hardcoded selectors in here simply because this is only for KQ6-CD)
0x78, // push1
0x89, 0x16, // lsg global[16h]
0x38, PATCH_UINT16(0x009a), // pushi (posn)
0x7a, // push2
0x38, PATCH_UINT16(0x00c8), // pushi 00c8h (200d)
0x39, 0x64, // pushi 64h (100d)
0x38, PATCH_UINT16(0x00ab), // pushi (say)
0x39, 0x05, // pushi 05 (parameter count for say)
0x76, // push0
0x39, 0x05, // pushi 05
0x76, // push0
0x76, // push0
0x7a, // push2
PATCH_END
};
// Audio + subtitles support - SHARED! - used for King's Quest 6 and Laura Bow 2
// this patch gets enabled, when the user selects "both" in the ScummVM "Speech + Subtitles" menu
// We currently use global 98d to hold a kMemory pointer.
// Applies to at least: KQ6 PC-CD, LB2 PC-CD
// Patched method: Messager::sayNext / lb2Messager::sayNext (always use text branch)
static const uint16 kq6laurabow2CDSignatureAudioTextSupport1[] = {
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x12, // and
SIG_MAGICDWORD,
0x31, 0x13, // bnt [audio call]
0x38, SIG_SELECTOR16(modNum), // pushi modNum
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport1[] = {
PATCH_ADDTOOFFSET(+5),
0x33, 0x13, // jmp [audio call]
PATCH_END
};
// Applies to at least: KQ6 PC-CD, LB2 PC-CD
// Patched method: Messager::sayNext / lb2Messager::sayNext (allocate audio memory)
static const uint16 kq6laurabow2CDSignatureAudioTextSupport2[] = {
0x7a, // push2
0x78, // push1
0x39, 0x0c, // pushi 0c
0x43, SIG_MAGICDWORD, 0x72, 0x04, // kMemory
0xa5, 0xc9, // sat global[c9]
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport2[] = {
PATCH_ADDTOOFFSET(+7),
0xa1, 98, // sag global[98d]
PATCH_END
};
// Applies to at least: KQ6 PC-CD, LB2 PC-CD
// Patched method: Messager::sayNext / lb2Messager::sayNext (release audio memory)
static const uint16 kq6laurabow2CDSignatureAudioTextSupport3[] = {
0x7a, // push2
0x39, 0x03, // pushi 03
SIG_MAGICDWORD,
0x8d, 0xc9, // lst temp[c9]
0x43, 0x72, 0x04, // kMemory
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport3[] = {
PATCH_ADDTOOFFSET(+3),
0x89, 98, // lsg global[98d]
PATCH_END
};
// startText call gets acc = 0 for text-only and acc = 2 for audio+text
// Applies to at least: KQ6 PC-CD, LB2 PC-CD
// Patched method: Narrator::say (use audio memory)
static const uint16 kq6laurabow2CDSignatureAudioTextSupport4[] = {
// set caller property code
0x31, 0x08, // bnt [set acc to 0 for caller]
0x87, 0x02, // lap param[2]
0x31, 0x04, // bnt [set acc to 0 for caller]
0x87, 0x02, // lap param[2]
0x33, 0x02, // jmp [set caller]
0x35, 0x00, // ldi 00
0x65, 0x68, // aTop caller
// call startText + startAudio code
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x12, // and
0x31, 0x08, // bnt [skip code]
0x38, SIG_SELECTOR16(startText), // pushi startText
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x54, 0x06, // self 06
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x12, // and
0x31, 0x08, // bnt [skip code]
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(startAudio), // pushi startAudio
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x54, 0x06, // self 06
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport4[] = {
0x31, 0x02, // bnt [set caller]
0x87, 0x02, // lap param[2]
0x65, 0x68, // aTop caller
0x81, 0x5a, // lag global[5a]
0x78, // push1
0x12, // and
0x31, 0x11, // bnt [skip startText code]
0x81, 0x5a, // lag global[5a]
0x7a, // push2
0x12, // and
0x33, 0x03, // skip over 3 unused bytes
PATCH_ADDTOOFFSET(+22),
0x89, 98, // lsp global[98d]
PATCH_END
};
// Applies to at least: KQ6 PC-CD, LB2 PC-CD
// Patched method: Talker::display/Narrator::say (remove reset saved mouse cursor code)
// code would screw over mouse cursor
static const uint16 kq6laurabow2CDSignatureAudioTextSupport5[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 00
0x65, 0x82, // aTop saveCursor
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport5[] = {
0x18, 0x18, 0x18, 0x18, // waste bytes, do nothing
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Fixes text window placement, when in "dual" mode
// Applies to at least: PC-CD
// Patched method: Kq6Talker::init
static const uint16 kq6CDSignatureAudioTextSupport1[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, SIG_ADDTOOFFSET(+1), // bnt [jump-to-text-code]
0x78, // push1
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupport1[] = {
PATCH_ADDTOOFFSET(+4),
0x12, // and
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Fixes low-res portrait staying on screen for hi-res mode
// Applies to at least: PC-CD
// Patched method: Talker::startText
// this method is called by Narrator::say and acc is 0 for text-only and 2 for dual mode (audio+text)
static const uint16 kq6CDSignatureAudioTextSupport2[] = {
SIG_MAGICDWORD,
0x3f, 0x01, // link 01
0x63, 0x8a, // pToa viewInPrint
0x18, // not
0x31, 0x06, // bnt [skip following code]
0x38, SIG_UINT16(0x00e1), // pushi 00e1
0x76, // push0
0x54, 0x04, // self 04
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupport2[] = {
PATCH_ADDTOOFFSET(+2),
0x67, 0x8a, // pTos viewInPrint
0x14, // or
0x2f, // bt [skip following code]
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Fixes special windows, used for example in the Pawn shop (room 280),
// when the man in a robe complains about no more mints.
// Or also in room 300 at the cliffs (aka copy protection), when Alexander falls down the cliffs (closes automatically, but too late).
// Or in room 210, when Alexander gives the ring to the nightingale (these ones will need a mouse click).
//
// We have to change even more code, because the game uses PODialog class for
// text windows and myDialog class for audio. Both are saved to KQ6Print::dialog
//
// Changing KQ6Print::dialog is disabled for now, because it has side-effects (breaking game over screens)
//
// Original comment:
// Sadly PODialog is created during KQ6Print::addText, myDialog is set during
// KQ6Print::showSelf, which is called much later and KQ6Print::addText requires
// KQ6Print::dialog to be set, which means we have to set it before calling addText
// for audio mode, otherwise the user would have to click to get those windows disposed.
//
// Applies to at least: PC-CD
// Patched method: KQ6Print::say
static const uint16 kq6CDSignatureAudioTextSupport3[] = {
0x31, 0x6e, // bnt [to text code]
SIG_ADDTOOFFSET(+85),
SIG_MAGICDWORD,
0x8f, 0x01, // lsp param[1]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x0c, // bnt [code to set property repressText to 1]
0x38, // pushi (selector addText)
SIG_ADDTOOFFSET(+9), // skip addText-calling code
0x33, 0x10, // jmp [to ret]
0x35, 0x01, // ldi 01
0x65, 0x2e, // aTop repressText
0x33, 0x0a, // jmp [to ret]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupport3[] = {
0x31, 0x68, // adjust jump to reuse audio mode addText-calling code
PATCH_ADDTOOFFSET(+85), // right at the MAGIC_DWORD
// check, if text is supposed to be shown. If yes, skip the follow-up check (param[1])
0x89, 0x5a, // lsg global[5Ah]
0x35, 0x01, // ldi 01
0x12, // and
0x2f, 0x07, // bt [skip over param check]
// original code, checks param[1]
0x8f, 0x01, // lsp param[1]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x10, // bnt [code to set property repressText to 1], adjusted
// waste 5 bytes instead of using myDialog class for now
// setting myDialog class all the time causes game over screens to misbehave (bug #9771)
0x34, 0x00, 0x00,
0x35, 0x00,
// use myDialog class, so that text box automatically disappears (this is not done for text only mode, like in the original)
//0x72, 0x0e, 0x00, // lofsa myDialog
//0x65, 0x12, // aTop dialog
// followed by original addText-calling code
0x38,
PATCH_GETORIGINALUINT16(+95), // pushi (addText)
0x78, // push1
0x8f, 0x02, // lsp param[2]
0x59, 0x03, // &rest 03
0x54, 0x06, // self 06
0x48, // ret
0x35, 0x01, // ldi 01
0x65, 0x2e, // aTop repressText
0x48, // ret
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Fixes text-window size for hires portraits mode
// Otherwise at least at the end some text-windows will be way too small
// Applies to at least: PC-CD
// Patched method: Talker::init
static const uint16 kq6CDSignatureAudioTextSupport4[] = {
SIG_MAGICDWORD,
0x63, 0x94, // pToa raving
0x31, 0x0a, // bnt [no rave code]
0x35, 0x00, // ldi 00
SIG_ADDTOOFFSET(6), // skip reset of bust, eyes and mouth
0x33, 0x24, // jmp [to super class code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupport4[] = {
PATCH_ADDTOOFFSET(+12),
0x33, PATCH_GETORIGINALBYTEADJUST(+13, -6), // adjust jump to also include setSize call
PATCH_END
};
// Fixes text window placement, when dual mode is active (Guards in room 220)
// Applies to at least: PC-CD
// Patched method: tlkGateGuard1::init & tlkGateGuard2::init
static const uint16 kq6CDSignatureAudioTextSupportGuards[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x1a, // eq?
SIG_END // followed by bnt for Guard1 and bt for Guard2
};
static const uint16 kq6CDPatchAudioTextSupportGuards[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x02, // ldi 02
0x1c, // ne?
PATCH_END
};
// Fixes text window placement, when portrait+text is shown (Stepmother in room 250)
// Applies to at least: PC-CD
// Patched method: tlkStepmother::init
static const uint16 kq6CDSignatureAudioTextSupportStepmother[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x12, // and
0x31, // bnt [jump-for-text-code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupportJumpAlways[] = {
PATCH_ADDTOOFFSET(+4),
0x1a, // eq?
PATCH_END
};
// Fixes "Girl In The Tower" to get played in dual mode as well
// Also changes credits to use CD audio for dual mode.
//
// Applies to at least: PC-CD
// Patched method: rm740::cue (script 740), sCredits::init (script 52)
static const uint16 kq6CDSignatureAudioTextSupportGirlInTheTower[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, // bnt [jump-for-text-code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupportGirlInTheTower[] = {
PATCH_ADDTOOFFSET(+4),
0x12, // and
PATCH_END
};
// Fixes dual mode for scenes with Azure and Ariel (room 370)
// Effectively same patch as the one for fixing "Girl In The Tower"
// Applies to at least: PC-CD
// Patched methods: rm370::init, caughtAtGateCD::changeState, caughtAtGateTXT::changeState, toLabyrinth::changeState
// Fixes bug: #6750
static const uint16 kq6CDSignatureAudioTextSupportAzureAriel[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, // bnt [jump-for-text-code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupportAzureAriel[] = {
PATCH_ADDTOOFFSET(+4),
0x12, // and
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Adds another button state for the text/audio button. We currently use the "speech" view for "dual" mode.
// View 947, loop 9, cel 0+1 -> "text"
// View 947, loop 8, cel 0+1 -> "speech"
// View 947, loop 12, cel 0+1 -> "dual" (this view is injected by us into the game)
// Applies to at least: PC-CD
// Patched method: iconTextSwitch::show, iconTextSwitch::doit
static const uint16 kq6CDSignatureAudioTextMenuSupport[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x06, // bnt [set text view]
0x35, 0x08, // ldi 08
0x65, 0x14, // aTop loop
0x33, 0x04, // jmp [skip over text view]
0x35, 0x09, // ldi 09
0x65, 0x14, // aTop loop
SIG_ADDTOOFFSET(+102), // skip to iconTextSwitch::doit code
0x89, 0x5a, // lsg global[5a]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x06, // bnt [set text mode]
0x35, 0x02, // ldi 02
0xa1, 0x5a, // sag global[5a]
0x33, 0x0a, // jmp [skip over text mode code]
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x04, // bnt [skip over text ode code]
0x35, 0x01, // ldi 01
0xa1, 0x5a, // sag global[5a]
0x3a, // toss
0x67, 0x14, // pTos loop
0x35, 0x09, // ldi 09
0x1a, // eq?
0x31, 0x04, // bnt [set text view]
0x35, 0x08, // ldi 08
0x33, 0x02, // jmp [skip text view]
0x35, 0x09, // ldi 09
0x65, 0x14, // aTop loop
SIG_END
};
static const uint16 kq6CDPatchAudioTextMenuSupport[] = {
PATCH_ADDTOOFFSET(+13),
0x33, 0x79, // jmp to new text+dual code
PATCH_ADDTOOFFSET(+104), // seek to iconTextSwitch::doit
0x81, 0x5a, // lag global[5a]
0x78, // push1
0x02, // add
0xa1, 0x5a, // sag global[5a]
0x36, // push
0x35, 0x03, // ldi 03
0x1e, // gt?
0x31, 0x03, // bnt [skip over]
0x78, // push1
0xa9, 0x5a, // ssg global[5a]
0x33, 0x17, // jmp [iconTextSwitch::show call]
// additional code for iconTextSwitch::show
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x04, // bnt [dual mode]
0x35, 0x09, // ldi 09
0x33, 0x02, // jmp [skip over dual mode]
0x35, 0x0c, // ldi 0c (view 947, loop 12, cel 0+1 is our "dual" view, injected by view.cpp)
0x65, 0x14, // aTop loop
0x32, PATCH_UINT16(0xff75), // jmp [back to iconTextSwitch::show]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq6Signatures[] = {
{ true, 481, "duplicate baby cry", 1, kq6SignatureDuplicateBabyCry, kq6PatchDuplicateBabyCry },
{ true, 907, "inventory stack fix", 1, kq6SignatureInventoryStackFix, kq6PatchInventoryStackFix },
{ true, 87, "Drink Me bottle fix", 1, kq6SignatureDrinkMeFix, kq6PatchDrinkMeFix },
{ true, 640, "Tickets, only fix", 1, kq6SignatureTicketsOnly, kq6PatchTicketsOnly },
// King's Quest 6 and Laura Bow 2 share basic patches for audio + text support
// *** King's Quest 6 audio + text support ***
{ false, 924, "CD: audio + text support KQ6&LB2 1", 1, kq6laurabow2CDSignatureAudioTextSupport1, kq6laurabow2CDPatchAudioTextSupport1 },
{ false, 924, "CD: audio + text support KQ6&LB2 2", 1, kq6laurabow2CDSignatureAudioTextSupport2, kq6laurabow2CDPatchAudioTextSupport2 },
{ false, 924, "CD: audio + text support KQ6&LB2 3", 1, kq6laurabow2CDSignatureAudioTextSupport3, kq6laurabow2CDPatchAudioTextSupport3 },
{ false, 928, "CD: audio + text support KQ6&LB2 4", 1, kq6laurabow2CDSignatureAudioTextSupport4, kq6laurabow2CDPatchAudioTextSupport4 },
{ false, 928, "CD: audio + text support KQ6&LB2 5", 2, kq6laurabow2CDSignatureAudioTextSupport5, kq6laurabow2CDPatchAudioTextSupport5 },
{ false, 909, "CD: audio + text support KQ6 1", 2, kq6CDSignatureAudioTextSupport1, kq6CDPatchAudioTextSupport1 },
{ false, 928, "CD: audio + text support KQ6 2", 1, kq6CDSignatureAudioTextSupport2, kq6CDPatchAudioTextSupport2 },
{ false, 104, "CD: audio + text support KQ6 3", 1, kq6CDSignatureAudioTextSupport3, kq6CDPatchAudioTextSupport3 },
{ false, 928, "CD: audio + text support KQ6 4", 1, kq6CDSignatureAudioTextSupport4, kq6CDPatchAudioTextSupport4 },
{ false, 1009, "CD: audio + text support KQ6 Guards", 2, kq6CDSignatureAudioTextSupportGuards, kq6CDPatchAudioTextSupportGuards },
{ false, 1027, "CD: audio + text support KQ6 Stepmother", 1, kq6CDSignatureAudioTextSupportStepmother, kq6CDPatchAudioTextSupportJumpAlways },
{ false, 52, "CD: audio + text support KQ6 Girl In The Tower", 1, kq6CDSignatureAudioTextSupportGirlInTheTower, kq6CDPatchAudioTextSupportGirlInTheTower },
{ false, 740, "CD: audio + text support KQ6 Girl In The Tower", 1, kq6CDSignatureAudioTextSupportGirlInTheTower, kq6CDPatchAudioTextSupportGirlInTheTower },
{ false, 370, "CD: audio + text support KQ6 Azure & Ariel", 6, kq6CDSignatureAudioTextSupportAzureAriel, kq6CDPatchAudioTextSupportAzureAriel },
{ false, 903, "CD: audio + text support KQ6 menu", 1, kq6CDSignatureAudioTextMenuSupport, kq6CDPatchAudioTextMenuSupport },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Kings Quest 7
// KQ7's subtitles were left unfinished in the shipped game, so there are
// several problems when enabling them from the ScummVM launcher:
//
// 1. `kqMessager::findTalker` tries to determine which class to use for
// displaying subtitles using the talker number of each message, but the
// talker data is often bogus (e.g. princess messages normally use talker 7,
// but talker 99 (which is for the narrator) is used for her messages at the
// start of chapter 2), so it can't be used.
// 2. Some display classes render subtitles at the top or middle of the game
// area, blocking the view of what is on the screen.
// 3. In some areas, the colors of the subtitles are changed arbitrarily (e.g.
// pink/purple at the start of chapter 2).
//
// To work around these problems, we always use KQTalker, force the text area to
// the bottom of the game area, and force it to always use black & white, which
// are guaranteed to not be changed by game scripts.
//
// We make 2 changes to KQNarrator::init and one to Narrator::say.
//
// Applies to at least: PC CD 1.4 English, 1.51 English, 1.51 German, 2.00 English
static const uint16 kq7SubtitleFixSignature1[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(fore), // pushi $25 (fore)
0x78, // push1
0x39, 0x06, // pushi 6 - sets fore to 6
0x39, SIG_SELECTOR8(back), // pushi $26 (back)
0x78, // push1
0x78, // push1 - sets back to 1
0x39, SIG_SELECTOR8(font), // pushi $2a (font)
0x78, // push1
0x89, 0x16, // lsg global[$16] - sets font to global[$16]
0x7a, // push2 (y)
0x78, // push1
0x76, // push0 - sets y to 0
0x54, SIG_UINT16(0x18), // self $18
SIG_END
};
static const uint16 kq7SubtitleFixPatch1[] = {
0x33, 0x12, // jmp [skip special init code]
PATCH_END
};
// Applies to at least: PC CD 1.51 English, 1.51 German, 2.00 English
static const uint16 kq7SubtitleFixSignature2[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[$5a]
0x35, 0x02, // ldi 2
0x12, // and
0x31, 0x1e, // bnt [skip audio volume code]
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume (0212h for 2.00, 0219h for 1.51)
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, SIG_UINT16(0x04), // send 4
0x65, 0x32, // aTop curVolume
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume (0212h for 2.00, 0219h for 1.51)
0x78, // push1
0x67, 0x32, // pTos curVolume
0x35, 0x02, // ldi 2
0x06, // mul
0x36, // push
0x35, 0x03, // ldi 3
0x08, // div
0x36, // push
0x81, 0x01, // lag global[1]
0x4a, SIG_UINT16(0x06), // send 6
// end of volume code
0x35, 0x01, // ldi 1
0x65, 0x28, // aTop initialized
SIG_END
};
static const uint16 kq7SubtitleFixPatch2[] = {
PATCH_ADDTOOFFSET(+5), // skip to bnt
0x31, 0x1b, // bnt [skip audio volume code]
PATCH_ADDTOOFFSET(+15), // right after "aTop curVolume / pushi masterVolume / push1"
0x7a, // push2
0x06, // mul (saves 3 bytes in total)
0x36, // push
0x35, 0x03, // ldi 3
0x08, // div
0x36, // push
0x81, 0x01, // lag global[1]
0x4a, PATCH_UINT16(0x06), // send 6
// end of volume code
0x35, 0x76, // ldi 118
0x65, 0x16, // aTop y
0x78, // push1 (saves 1 byte)
0x69, 0x28, // sTop initialized
PATCH_END
};
// Applies to at least: PC CD 1.51 English, 1.51 German, 2.00 English
static const uint16 kq7SubtitleFixSignature3[] = {
SIG_MAGICDWORD,
0x63, 0x28, // pToa initialized
0x18, // not
0x31, 0x07, // bnt [skip init code]
0x38, SIG_SELECTOR16(init), // pushi init ($8e for 2.00, $93 for 1.51)
0x76, // push0
0x54, SIG_UINT16(0x04), // self 4
// end of init code
0x8f, 0x00, // lsp param[0]
0x35, 0x01, // ldi 1
0x1e, // gt?
0x31, 0x08, // bnt [set acc to 0]
0x87, 0x02, // lap param[2]
0x31, 0x04, // bnt [set acc to 0]
0x87, 0x02, // lap param[2]
0x33, 0x02, // jmp [over set acc to 0 code]
0x35, 0x00, // ldi 00
0x65, 0x18, // aTop caller
SIG_END
};
static const uint16 kq7SubtitleFixPatch3[] = {
PATCH_ADDTOOFFSET(+2), // skip over "pToa initialized code"
0x2f, 0x0c, // bt [skip init code] - saved 1 byte
0x38,
PATCH_GETORIGINALUINT16(+6), // pushi (init)
0x76, // push0
0x54, PATCH_UINT16(0x04), // self 4
// additionally set background color here (5 bytes)
0x34, PATCH_UINT16(0xFF), // pushi 255
0x65, 0x2e, // aTop back
// end of init code
0x8f, 0x00, // lsp param[0]
0x35, 0x01, // ldi 1 - this may get optimized to get another byte
0x1e, // gt?
0x31, 0x04, // bnt [set acc to 0]
0x87, 0x02, // lap param[2]
0x2f, 0x02, // bt [over set acc to 0 code]
PATCH_END
};
// KQ7 has custom video benchmarking code that needs to be disabled in a subroutine
// that is called by KQ7CD::init; see sci2BenchmarkSignature
static const uint16 kq7BenchmarkSignature[] = {
0x38, SIG_SELECTOR16(new), // pushi new
0x76, // push0
0x51, SIG_ADDTOOFFSET(+1), // class Actor
0x4a, SIG_UINT16(0x04), // send 4
0xa5, 0x00, // sat 0
0x39, SIG_SELECTOR8(view), // pushi $e (view)
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0xfdd4), // pushi 64980
SIG_END
};
static const uint16 kq7BenchmarkPatch[] = {
0x34, PATCH_UINT16(10000), // ldi 10000
0x48, // ret
PATCH_END
};
// When attempting to use an inventory item on an object that does not interact
// with that item, the game temporarily displays an X cursor, but does this by
// spinning for 90000 cycles inside 'KQ7CD::pragmaFail', which make the duration
// dependent on CPU speed, maxes out the CPU for no reason, and keeps the engine
// from polling for events (which may make the window appear nonresponsive to the OS)
// Applies to at least: KQ7 English 2.00b
static const uint16 kq7PragmaFailSpinSignature[] = {
0x35, 0x00, // ldi 0
0xa5, 0x02, // sat 2
SIG_MAGICDWORD,
0x8d, 0x02, // lst 2
0x35, 0x03, // ldi 3
0x22, // lt?
SIG_END
};
static const uint16 kq7PragmaFailSpinPatch[] = {
0x78, // push1
0x39, 0x12, // pushi 18 (~300ms)
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2
0x33, 0x16, // jmp to setCursor
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq7Signatures[] = {
{ true, 0, "disable video benchmarking", 1, kq7BenchmarkSignature, kq7BenchmarkPatch },
{ true, 0, "remove hardcoded spinloop", 1, kq7PragmaFailSpinSignature, kq7PragmaFailSpinPatch },
{ true, 31, "enable subtitles (1/3)", 1, kq7SubtitleFixSignature1, kq7SubtitleFixPatch1 },
{ true, 64928, "enable subtitles (2/3)", 1, kq7SubtitleFixSignature2, kq7SubtitleFixPatch2 },
{ true, 64928, "enable subtitles (3/3)", 1, kq7SubtitleFixSignature3, kq7SubtitleFixPatch3 },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Lighthouse
// When going to room 5 (the sierra logo & menu room) from room 380 (the credits
// room), the game tries to clear flags from 0 (global 116 bit 0) to 1423
// (global 204 bit 15), but global 201 is not a flag global (it holds a
// reference to theInvisCursor). This patch stops clearing after 1359 (global
// 200 bit 15). Hopefully that is good enough to not break the game.
// Applies to at least: English 1.0c & 2.0a
static const uint16 lighthouseFlagResetSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x58f), // ldi 1423
0x24, // le?
SIG_END
};
static const uint16 lighthouseFlagResetPatch[] = {
0x34, PATCH_UINT16(0x54f), // ldi 1359
PATCH_END
};
// When doing a system check on the portal computer in the lighthouse, the game
// counts up to 1024MB, one megabyte at a time. In SSCI, this count speed would
// be video speed dependent, but with our frame rate throttler, it takes 17
// seconds. So, replace this slowness with a much faster POST that is more
// accurate to the original game.
// Applies to at least: US English 1.0c
static const uint16 lighthouseMemoryCountSignature[] = {
SIG_MAGICDWORD,
0x8d, 0x02, // lst 2
0x35, 0x0a, // ldi 10
0x24, // le?
0x31, 0x3b, // bnt [to second digit overflow]
SIG_ADDTOOFFSET(+4), // ldi, sat
0x8d, 0x03, // lst 3
0x35, 0x0a, // ldi 10
SIG_END
};
static const uint16 lighthouseMemoryCountPatch[] = {
PATCH_ADDTOOFFSET(+2), // lst 2
0x35, 0x02, // ldi 2
PATCH_ADDTOOFFSET(+9), // le?, bnt, ldi, sat, lst
0x35, 0x02, // ldi 2
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry lighthouseSignatures[] = {
{ true, 5, "fix bad globals clear after credits", 1, lighthouseFlagResetSignature, lighthouseFlagResetPatch },
{ true, 360, "fix slow computer memory counter", 1, lighthouseMemoryCountSignature, lighthouseMemoryCountPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// Script 210 in the German version of Longbow handles the case where Robin
// hands out the scroll to Marion and then types his name using the hand code.
// The German version script contains a typo (probably a copy/paste error),
// and the function that is used to show each letter is called twice. The
// second time that the function is called, the second parameter passed to
// the function is undefined, thus kStrCat() that is called inside the function
// reads a random pointer and crashes. We patch all of the 5 function calls
// (one for each letter typed from "R", "O", "B", "I", "N") so that they are
// the same as the English version.
// Applies to at least: German floppy
// Responsible method: unknown
// Fixes bug: #5264
static const uint16 longbowSignatureShowHandCode[] = {
0x78, // push1
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa (letter, that was typed)
0x36, // push
0x40, SIG_ADDTOOFFSET(+2), // call
0x02, // perform the call above with 2 parameters
0x36, // push
0x40, SIG_ADDTOOFFSET(+2), // call
SIG_MAGICDWORD,
0x02, // perform the call above with 2 parameters
0x38, SIG_SELECTOR16(setMotion), // pushi "setMotion" (0x11c in Longbow German)
0x39, SIG_SELECTOR8(x), // pushi "x" (0x04 in Longbow German)
0x51, 0x1e, // class MoveTo
SIG_END
};
static const uint16 longbowPatchShowHandCode[] = {
0x39, 0x01, // pushi 1 (combine the two push1's in one, like in the English version)
PATCH_ADDTOOFFSET(+3), // leave the lofsa call untouched
// The following will remove the duplicate call
0x32, PATCH_UINT16(0x0002), // jmp 02 - skip 2 bytes (the remainder of the first call)
0x48, // ret (dummy, should never be reached)
0x48, // ret (dummy, should never be reached)
PATCH_END
};
// When walking through the forest, arithmetic errors may occur at "random".
// The scripts try to add a value and a pointer to the object "berryBush".
//
// This is caused by a local variable overflow.
//
// The scripts create berry bush objects dynamically. The array storage for
// those bushes may hold a total of 8 bushes. But sometimes 10 bushes
// are created. This overwrites 2 additional locals in script 225 and
// those locals are used normally for value lookups.
//
// Changing the total of bushes could cause all sorts of other issues,
// that's why I rather patched the code, that uses the locals for a lookup.
// Which means it doesn't matter anymore when those locals are overwritten.
//
// Applies to at least: English PC floppy, German PC floppy, English Amiga floppy
// Responsible method: export 2 of script 225
// Fixes bug: #6751
static const uint16 longbowSignatureBerryBushFix[] = {
0x89, 0x70, // lsg global[70h]
0x35, 0x03, // ldi 03h
0x1a, // eq?
0x2e, SIG_UINT16(0x002d), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x04, // ldi 04h
0x1a, // eq?
0x2e, SIG_UINT16(0x0025), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x05, // ldi 05h
0x1a, // eq?
0x2e, SIG_UINT16(0x001d), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x06, // ldi 06h
0x1a, // eq?
0x2e, SIG_UINT16(0x0015), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x18, // ldi 18h
0x1a, // eq?
0x2e, SIG_UINT16(0x000d), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x19, // ldi 19h
0x1a, // eq?
0x2e, SIG_UINT16(0x0005), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x1a, // ldi 1Ah
0x1a, // eq?
// jump location for the "bt" instructions
0x30, SIG_UINT16(0x0011), // bnt [skip over follow up code, to offset 0c35]
// 55 bytes until here
0x85, 00, // lat temp[0]
SIG_MAGICDWORD,
0x9a, SIG_UINT16(0x0110), // lsli local[110h] -> 110h points normally to 110h / 2Bh
// 5 bytes
0x7a, // push2
SIG_END
};
static const uint16 longbowPatchBerryBushFix[] = {
PATCH_ADDTOOFFSET(+4), // keep: lsg global[70h], ldi 03h
0x22, // lt? (global < 03h)
0x2f, 0x42, // bt [skip over all the code directly]
0x89, 0x70, // lsg global[70h]
0x35, 0x06, // ldi 06h
0x24, // le? (global <= 06h)
0x2f, 0x0e, // bt [to kRandom code]
0x89, 0x70, // lsg global[70h]
0x35, 0x18, // ldi 18h
0x22, // lt? (global < 18h)
0x2f, 0x34, // bt [skip over all the code directly]
0x89, 0x70, // lsg global[70h]
0x35, 0x1a, // ldi 1Ah
0x24, // le? (global <= 1Ah)
0x31, 0x2d, // bnt [skip over all the code directly]
// 28 bytes, 27 bytes saved
// kRandom code
0x85, 0x00, // lat temp[0]
0x2f, 0x05, // bt [skip over case 0]
// temp[0] == 0
0x38, SIG_UINT16(0x0110), // pushi 0110h - that's what's normally at local[110h]
0x33, 0x18, // jmp [kRandom call]
// check temp[0] further
0x78, // push1
0x1a, // eq?
0x31, 0x05, // bt [skip over case 1]
// temp[0] == 1
0x38, SIG_UINT16(0x002b), // pushi 002Bh - that's what's normally at local[111h]
0x33, 0x0F, // jmp [kRandom call]
// temp[0] >= 2
0x8d, 00, // lst temp[0]
0x35, 0x02, // ldi 02
0x04, // sub
0x9a, SIG_UINT16(0x0112), // lsli local[112h] -> look up value in 2nd table
// this may not be needed at all and was just added for safety reasons
// waste 9 spare bytes
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x34, PATCH_UINT16(0x0000), // ldi 0000
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry longbowSignatures[] = {
{ true, 210, "hand code crash", 5, longbowSignatureShowHandCode, longbowPatchShowHandCode },
{ true, 225, "arithmetic berry bush fix", 1, longbowSignatureBerryBushFix, longbowPatchBerryBushFix },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 1 (Spanish)
//
// It seems originally the Spanish version of Larry 1 used some beta code at
// least for the man wearing a barrel, who walks around in front of the casino.
// The script inside the resource files even uses a class, that does not exist
// inside those resource files, which causes a hard error.
// The patch files included with the Spanish version (300.scr,300.tex, 927.scr)
// add this class, but at least inside ScummVM a write to a non-existent selector
// happens right after the player tries to buy an apple from that man.
//
// In the original English releases (2.0+2.1) this was handled differently.
// Which is why this script patch changes that code to work just like in the English release.
//
// Attention: for at least some release of this game, view 302 (man wearing a barrel) is fully
// broken! Which also causes a crash. The original interpreter crashes as well.
// The only way to fix this is to dump that view from another release of Larry 1
// and then use the view patch file on this release.
//
// Applies to at least: Spanish floppy
// Responsible method: sBuyApple::changeScript(2)
// Fixes bug: #10240
static const uint16 larry1SignatureBuyApple[] = {
// end of state 0
0x35, 0x01, // ldi 01
0x65, 0x10, // aTop cycles
0x32, SIG_UINT16(0x0248), // jmp [ret]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0007), // bnt [step 2 check]
// state 1 code
0x35, 0x01, // ldi 01
0x65, 0x10, // aTop cycles
0x32, SIG_UINT16(0x023a), // jmp [ret]
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x30, SIG_UINT16(0x0036), // bnt [step 3 check]
// state 2 code
0x35, 0x02, // ldi 02
0x38, SIG_UINT16(0x0091), // pushi setCycle
0x78, // push1
0x51, 0x18, // class Walk
0x36, // push
0x38, SIG_UINT16(0x0126), // pushi setAvoider
0x78, // push1
0x51, SIG_ADDTOOFFSET(+1), // class PAvoider (original 0x25, w/ patch file 0x6d)
0x36, // push
0x38, SIG_UINT16(0x0116), // pushi setMotion
SIG_MAGICDWORD,
0x39, 0x04, // pushi 04
0x51, 0x24, // class PolyPath
0x36, // push
0x39, 0x04, // pushi 04
0x76, // push0
0x72, SIG_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x35, 0x1d, // ldi 1Dh
0x02, // add
0x36, // push
0x39, 0x03, // pushi 03
0x76, // push0
0x72, SIG_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, 0x18, // send 18h
0x32, SIG_UINT16(0x01fd), // jmp [ret]
SIG_END
};
static const uint16 larry1PatchBuyApple[] = {
PATCH_ADDTOOFFSET(+11),
0x2f, 0xf3, // bt [jump to end of step 1 code], saves 8 bytes
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x3f, // bnt [step 3 check]
0x38, PATCH_UINT16(0x00e1), // pushi distanceTo
0x78, // push1
0x72, PATCH_UINT16(0x0f4e), // lofsa sAppleMan
0x36, // push
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 06
0x36, // push
0x35, 0x1e, // ldi 1Eh
0x1e, // gt?
0x31, 0xdb, // bnt [jump to end of step 1 code]
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
0x78, // push1
0x51, 0x18, // class Walk
0x36, // push
0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion
0x39, 0x04, // pushi 04
0x51, 0x24, // class PolyPath
0x36, // push
0x39, 0x04, // pushi 04
0x76, // push0
0x72, PATCH_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x35, 0x1d, // ldi 1Dh
0x02, // add
0x36, // push
0x39, 0x03, // pushi 03
0x76, // push0
0x72, PATCH_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, 0x12, // send 12h
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry1Signatures[] = {
{ true, 300, "Spanish: buy apple from barrel man", 1, larry1SignatureBuyApple, larry1PatchBuyApple },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 2
// On the plane, Larry is able to wear the parachute. This grants 4 points.
// In early versions of LSL2, it was possible to get "unlimited" points by
// simply wearing it multiple times.
// They fixed it in later versions by remembering, if the parachute was already
// used before.
// But instead of adding it properly, it seems they hacked the script / forgot
// to replace script 0 as well, which holds information about how many global
// variables are allocated at the start of the game.
// The script tries to read an out-of-bounds global variable, which somewhat
// "worked" in SSCI, but ScummVM/SCI doesn't allow that.
// That's why those points weren't granted here at all.
// We patch the script to use global 90, which seems to be unused in the whole game.
// Applies to at least: English floppy
// Responsible method: rm63Script::handleEvent
// Fixes bug: #6346
static const uint16 larry2SignatureWearParachutePoints[] = {
0x35, 0x01, // ldi 01
0xa1, SIG_MAGICDWORD, 0x8e, // sag 8e
0x80, SIG_UINT16(0x01e0), // lag 1e0
0x18, // not
0x30, SIG_UINT16(0x000f), // bnt [don't give points]
0x35, 0x01, // ldi 01
0xa0, 0xe0, 0x01, // sag 1e0
SIG_END
};
static const uint16 larry2PatchWearParachutePoints[] = {
PATCH_ADDTOOFFSET(+4),
0x80, PATCH_UINT16(0x005a), // lag 5a (global 90)
PATCH_ADDTOOFFSET(+6),
0xa0, PATCH_UINT16(0x005a), // sag 5a (global 90)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry2Signatures[] = {
{ true, 63, "plane: no points for wearing parachute", 1, larry2SignatureWearParachutePoints, larry2PatchWearParachutePoints },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 5
// In Miami the player can call the green card telephone number and get
// green card including limo at the same time in the English 1.000 PC release.
// This results later in a broken game in case the player doesn't read
// the second telephone number for the actual limousine service, because
// in that case it's impossible for the player to get back to the airport.
//
// We disable the code, that is responsible to make the limo arrive.
//
// This bug was fixed in the European (dual language) versions of the game.
//
// Applies to at least: English PC floppy (1.000)
// Responsible method: sPhone::changeState(40)
static const uint16 larry5SignatureGreenCardLimoBug[] = {
0x7a, // push2
SIG_MAGICDWORD,
0x39, 0x07, // pushi 07
0x39, 0x0c, // pushi 0Ch
0x45, 0x0a, 0x04, // call export 10 of script 0
0x78, // push1
0x39, 0x26, // pushi 26h (limo arrived flag)
0x45, 0x07, 0x02, // call export 7 of script 0 (sets flag)
SIG_END
};
static const uint16 larry5PatchGreenCardLimoBug[] = {
PATCH_ADDTOOFFSET(+8),
0x34, PATCH_UINT16(0), // ldi 0000 (dummy)
0x34, PATCH_UINT16(0), // ldi 0000 (dummy)
PATCH_END
};
// In one of the conversations near the end (to be exact - room 380 and the text
// about using champagne on Reverse Biaz - only used when you actually did that
// in the game), the German text is too large, causing the textbox to get too large.
// Because of that the talking head of Patti is drawn over the textbox. A translation oversight.
// Applies to at least: German floppy
// Responsible method: none, position of talker object on screen needs to get modified
static const uint16 larry5SignatureGermanEndingPattiTalker[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x006e), // object pattiTalker::x (110)
SIG_UINT16(0x00b4), // object pattiTalker::y (180)
SIG_ADDTOOFFSET(+469), // verify that it's really the German version
0x59, 0x6f, 0x75, // (object name) "You"
0x23, 0x47, 0x44, 0x75, // "#GDu"
SIG_END
};
static const uint16 larry5PatchGermanEndingPattiTalker[] = {
PATCH_UINT16(0x005a), // change pattiTalker::x to 90
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry5Signatures[] = {
{ true, 280, "English-only: fix green card limo bug", 1, larry5SignatureGreenCardLimoBug, larry5PatchGreenCardLimoBug },
{ true, 380, "German-only: Enlarge Patti Textbox", 1, larry5SignatureGermanEndingPattiTalker, larry5PatchGermanEndingPattiTalker },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// this is called on every death dialog. Problem is at least the german
// version of lsl6 gets title text that is far too long for the
// available temp space resulting in temp space corruption
// This patch moves the title text around, so this overflow
// doesn't happen anymore. We would otherwise get a crash
// calling for invalid views (this happens of course also
// in sierra sci)
// Applies to at least: German PC-CD
// Responsible method: unknown
static const uint16 larry6SignatureDeathDialog[] = {
SIG_MAGICDWORD,
0x3e, SIG_UINT16(0x0133), // link 0133 (offset 0x20)
0x35, 0xff, // ldi ff
0xa3, 0x00, // sal 00
SIG_ADDTOOFFSET(+680), // [skip 680 bytes]
0x8f, 0x01, // lsp 01 (offset 0x2cf)
0x7a, // push2
0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea 0004 010e
0x36, // push
0x43, 0x7c, 0x0e, // kMessage[7c] 0e
SIG_ADDTOOFFSET(+90), // [skip 90 bytes]
0x38, SIG_UINT16(0x00d6), // pushi 00d6 (offset 0x335)
0x78, // push1
0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea 0004 010e
0x36, // push
SIG_ADDTOOFFSET(+76), // [skip 76 bytes]
0x38, SIG_UINT16(0x00cd), // pushi 00cd (offset 0x38b)
0x39, 0x03, // pushi 03
0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea 0004 010e
0x36,
SIG_END
};
static const uint16 larry6PatchDeathDialog[] = {
0x3e, 0x00, 0x02, // link 0200
PATCH_ADDTOOFFSET(+687),
0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea 0004 0140
PATCH_ADDTOOFFSET(+98),
0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea 0004 0140
PATCH_ADDTOOFFSET(+82),
0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea 0004 0140
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry6Signatures[] = {
{ true, 82, "death dialog memory corruption", 1, larry6SignatureDeathDialog, larry6PatchDeathDialog },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Leisure Suit Larry 6 Hires
// When entering room 270 (diving board) from room 230, a typo in the game
// script means that `setScale` is called accidentally instead of `setScaler`.
// In SSCI this did not do much because the first argument happened to be
// smaller than the y-position of `ego`, but in ScummVM the first argument is
// larger and so a debug message "y value less than vanishingY" is displayed.
static const uint16 larry6HiresSetScaleSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setScale), // pushi $14b (setScale)
0x38, SIG_UINT16(0x05), // pushi 5
0x51, 0x2c, // class 2c (Scaler)
SIG_END
};
static const uint16 larry6HiresSetScalePatch[] = {
0x38, PATCH_SELECTOR16(setScaler), // pushi $14f (setScaler)
PATCH_END
};
// The init code that runs when LSL6hires starts up unconditionally resets the
// master music volume to 12 (and the volume dial to 11), but the game should
// always use the volume stored in ScummVM.
// Applies to at least: English CD
static const uint16 larry6HiresVolumeResetSignature[] = {
SIG_MAGICDWORD,
0x35, 0x0b, // ldi $0b
0xa1, 0xc2, // sag $c2
SIG_END
};
static const uint16 larry6HiresVolumeResetPatch[] = {
0x32, PATCH_UINT16(1), // jmp 1 [past volume change]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry6HiresSignatures[] = {
{ true, 71, "disable volume reset on startup (1/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 71, "disable volume reset on startup (2/2)", 1, larry6HiresVolumeResetSignature, larry6HiresVolumeResetPatch },
{ true, 270, "fix incorrect setScale call", 1, larry6HiresSetScaleSignature, larry6HiresSetScalePatch },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Leisure Suit Larry 7
// The init code that runs when LSL7 starts up unconditionally resets the audio
// volumes to defaults, but the game should always use the volume stored in
// ScummVM. This patch is basically identical to the patch for Torin, except
// that they left line numbers in the LSL7 scripts and changed the music volume.
// Applies to at least: English CD
static const uint16 larry7VolumeResetSignature1[] = {
SIG_MAGICDWORD,
0x35, 0x41, // ldi $41
0xa1, 0xe3, // sag $e3 (music volume)
0x7e, SIG_ADDTOOFFSET(2), // line whatever
0x35, 0x3c, // ldi $3c
0xa1, 0xe4, // sag $e4 (sfx volume)
0x7e, SIG_ADDTOOFFSET(2), // line whatever
0x35, 0x64, // ldi $64
0xa1, 0xe5, // sag $e5 (speech volume)
SIG_END
};
static const uint16 larry7VolumeResetPatch1[] = {
0x33, 0x10, // jmp [past volume resets]
PATCH_END
};
// The init code that runs when LSL7 starts up unconditionally resets the
// audio volumes to values stored in larry7.prf, but the game should always use
// the volume stored in ScummVM. This patch is basically identical to the patch
// for Torin, except that they left line numbers in the LSL7 scripts.
// Applies to at least: English CD
static const uint16 larry7VolumeResetSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(readWord), // pushi readWord
0x76, // push0
SIG_ADDTOOFFSET(6), // advance file stream
0xa1, 0xe3, // sag $e3 (music volume)
SIG_ADDTOOFFSET(3), // line whatever
SIG_ADDTOOFFSET(10), // advance file stream
0xa1, 0xe4, // sag $e4 (sfx volume)
SIG_ADDTOOFFSET(3), // line whatever
SIG_ADDTOOFFSET(10), // advance file stream
0xa1, 0xe5, // sag $e5 (speech volume)
SIG_END
};
static const uint16 larry7VolumeResetPatch2[] = {
PATCH_ADDTOOFFSET(10), // advance file stream
0x18, 0x18, // waste bytes
PATCH_ADDTOOFFSET(3), // line whatever
PATCH_ADDTOOFFSET(10), // advance file stream
0x18, 0x18, // waste bytes
PATCH_ADDTOOFFSET(3), // line whatever
PATCH_ADDTOOFFSET(10), // advance file stream
0x18, 0x18, // waste bytes
PATCH_END
};
// In room 540 of Leisure Suit Larry 7, when using the cheese maker,
// `soMakeCheese::changeState(6)` incorrectly pushes `self` as the end cel
// instead of a cel number to the End cycler. In SSCI, this bad argument would
// get corrected down to the final cel in the loop by `CycleCueList::init`, but
// because ScummVM currently always sorts numbers higher than objects, the
// comparison fails and the cel number is not corrected, so the cycler never
// calls back and the game softlocks.
// Here, we fix the call so a proper cel number is given for the second argument
// instead of a bogus object pointer.
//
// Applies to at least: English PC-CD, German PC-CD
static const uint16 larry7MakeCheeseCyclerSignature[] = {
0x38, SIG_UINT16(0x04), // pushi 4
0x51, 0xc4, // class End
0x36, // push
SIG_MAGICDWORD,
0x7c, // pushSelf
0x39, 0x04, // pushi 4
0x7c, // pushSelf
SIG_END
};
static const uint16 larry7MakeCheeseCyclerPatch[] = {
0x39, 0x04, // pushi 4 - save 1 byte
0x51, 0xc4, // class End
0x36, // push
0x7c, // pushSelf
0x39, 0x04, // pushi 4
0x39, 0x10, // pushi $10 (last cel of view 54007, loop 0)
PATCH_END
};
// During the cheese maker cutscene, `soMakeCheese::changeState(2)` sets the
// priority of ego to 500 to draw him over the cheese maker, but this is also
// above the guillotine (view 54000, cel 7, priority 400), so ego gets
// incorrectly drawn on top of the guillotine as well. The cheese maker has a
// priority of 373, so use priority 374 instead of 500.
// Applies to at least: English PC-CD, German PC-CD
// Responsible method: soMakeCheese::changeState(2) in script 540
static const uint16 larry7MakeCheesePrioritySignature[] = {
0x38, SIG_SELECTOR16(setPri), // pushi (setPri)
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(500), // pushi $1f4
SIG_END
};
static const uint16 larry7MakeCheesePriorityPatch[] = {
PATCH_ADDTOOFFSET(+4), // pushi setPri, push1
0x38, PATCH_UINT16(374), // pushi $176
PATCH_END
};
// LSL7 tries to reset the message type twice at startup, first with a default
// value in script 0, then with a stored value from larry7.prf (if that file
// exists) or the same default value (if it does not) in script 64000. Since
// message type sync relies on the game only setting this value once at startup,
// we must stop the second attempt or the value from ScummVM will be
// overwritten.
// Applies to at least: English CD
static const uint16 larry7MessageTypeResetSignature[] = {
SIG_MAGICDWORD,
0x35, 0x02, // ldi 2
0xa1, 0x5a, // sag $5a
SIG_END
};
static const uint16 larry7MessageTypeResetPatch[] = {
0x33, 0x02, // jmp [past reset]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry7Signatures[] = {
{ true, 0, "disable message type reset on startup", 1, larry7MessageTypeResetSignature, larry7MessageTypeResetPatch },
{ true, 540, "fix make cheese cutscene (cycler)", 1, larry7MakeCheeseCyclerSignature, larry7MakeCheeseCyclerPatch },
{ true, 540, "fix make cheese cutscene (priority)", 1, larry7MakeCheesePrioritySignature, larry7MakeCheesePriorityPatch },
{ true, 64000, "disable volume reset on startup (1/2)", 1, larry7VolumeResetSignature1, larry7VolumeResetPatch1 },
{ true, 64000, "disable volume reset on startup (2/2)", 1, larry7VolumeResetSignature2, larry7VolumeResetPatch2 },
{ true, 64866, "increase number of save games", 1, torinLarry7NumSavesSignature, torinLarry7NumSavesPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// Laura Bow 1 - Colonel's Bequest
//
// This is basically just a broken easter egg in Colonel's Bequest.
// A plane can show up in room 4, but that only happens really rarely.
// Anyway the Sierra developer seems to have just entered the wrong loop,
// which is why the statue view is used instead (loop 0).
// We fix it to use the correct loop.
//
// This is only broken in the PC version. It was fixed for Amiga + Atari ST.
//
// Credits to OmerMor, for finding it.
// Applies to at least: English PC Floppy
// Responsible method: room4::init
static const uint16 laurabow1SignatureEasterEggViewFix[] = {
0x78, // push1
0x76, // push0
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setLoop), // pushi "setLoop"
0x78, // push1
0x39, 0x03, // pushi 3 (loop 3, view only has 3 loops)
SIG_END
};
static const uint16 laurabow1PatchEasterEggViewFix[] = {
PATCH_ADDTOOFFSET(+7),
0x02, // change loop to 2
PATCH_END
};
// When oiling the armor or opening the visor of the armor, the scripts
// first check if Laura/ego is near the armor and if she is not, they will move her
// to the armor. After that further code is executed.
//
// The current location is checked by a ego::inRect() call.
//
// The given rect for the inRect call inside openVisor::changeState was made larger for Atari ST/Amiga versions.
// We change the PC version to use the same rect.
//
// Additionally the coordinate, that Laura is moved to, is 152, 107 and may not be reachable depending on where
// Laura/ego was, when "use oil on helmet of armor" / "open visor of armor" got entered.
// Bad coordinates are for example 82, 110, which then cause collisions and effectively an endless loop.
// Game will effectively "freeze" and the user is only able to restore a previous game.
// This also happened, when using the original interpreter.
// We change the destination coordinate to 152, 110, which seems to be reachable all the time.
//
// The following patch fixes the rect for the PC version of the game.
//
// Applies to at least: English PC Floppy
// Responsible method: openVisor::changeState (script 37)
// Fixes bug: #7119
static const uint16 laurabow1SignatureArmorOpenVisorFix[] = {
0x39, 0x04, // pushi 04
SIG_MAGICDWORD,
0x39, 0x6a, // pushi 6a (106d)
0x38, SIG_UINT16(0x96), // pushi 0096 (150d)
0x39, 0x6c, // pushi 6c (108d)
0x38, SIG_UINT16(0x98), // pushi 0098 (152d)
SIG_END
};
static const uint16 laurabow1PatchArmorOpenVisorFix[] = {
PATCH_ADDTOOFFSET(+2),
0x39, 0x68, // pushi 68 (104d) (-2)
0x38, SIG_UINT16(0x94), // pushi 0094 (148d) (-2)
0x39, 0x6f, // pushi 6f (111d) (+3)
0x38, SIG_UINT16(0x9a), // pushi 009a (154d) (+2)
PATCH_END
};
// This here fixes the destination coordinate (exact details are above).
//
// Applies to at least: English PC Floppy, English Atari ST Floppy, English Amiga Floppy
// Responsible method: openVisor::changeState, oiling::changeState (script 37)
// Fixes bug: #7119
static const uint16 laurabow1SignatureArmorMoveToFix[] = {
SIG_MAGICDWORD,
0x36, // push
0x39, 0x6b, // pushi 6B (107d)
0x38, SIG_UINT16(0x0098), // pushi 98 (152d)
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
SIG_END
};
static const uint16 laurabow1PatchArmorMoveToFix[] = {
PATCH_ADDTOOFFSET(+1),
0x39, 0x6e, // pushi 6E (110d) - adjust x, so that no collision can occur anymore
PATCH_END
};
// In some cases like for example when the player oils the arm of the armor, command input stays
// disabled, even when the player exits fast enough, so that Laura doesn't die.
//
// This is caused by the scripts only enabling control (directional movement), but do not enable command input as well.
//
// This bug also happens, when using the original interpreter.
// And it was fixed for the Atari ST + Amiga versions of the game.
//
// Applies to at least: English PC Floppy
// Responsible method: 2nd subroutine in script 37, called by oiling::changeState(7)
// Fixes bug: #7154
static const uint16 laurabow1SignatureArmorOilingArmFix[] = {
0x38, SIG_UINT16(0x0089), // pushi 89h
0x76, // push0
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x1a5c), // lofsa "Can" - offsets are not skipped to make sure only the PC version gets patched
0x4a, 0x04, // send 04
0x38, SIG_UINT16(0x0089), // pushi 89h
0x76, // push0
0x72, SIG_UINT16(0x19a1), // lofsa "Visor"
0x4a, 0x04, // send 04
0x38, SIG_UINT16(0x0089), // pushi 89h
0x76, // push0
0x72, SIG_UINT16(0x194a), // lofsa "note"
0x4a, 0x04, // send 04
0x38, SIG_UINT16(0x0089), // pushi 89h
0x76, // push0
0x72, SIG_UINT16(0x18f3), // lofsa "valve"
0x4a, 0x04, // send 04
0x8b, 0x34, // lsl local[34h]
0x35, 0x02, // ldi 02
0x1c, // ne?
0x30, SIG_UINT16(0x0014), // bnt [to ret]
0x8b, 0x34, // lsl local[34h]
0x35, 0x05, // ldi 05
0x1c, // ne?
0x30, SIG_UINT16(0x000c), // bnt [to ret]
0x8b, 0x34, // lsl local[34h]
0x35, 0x06, // ldi 06
0x1c, // ne?
0x30, SIG_UINT16(0x0004), // bnt [to ret]
// followed by code to call script 0 export to re-enable controls and call setMotion
SIG_END
};
static const uint16 laurabow1PatchArmorOilingArmFix[] = {
PATCH_ADDTOOFFSET(+3), // skip over pushi 89h
0x3c, // dup
0x3c, // dup
0x3c, // dup
// saves a total of 6 bytes
0x76, // push0
0x72, SIG_UINT16(0x1a59), // lofsa "Can"
0x4a, 0x04, // send 04
0x76, // push0
0x72, SIG_UINT16(0x19a1), // lofsa "Visor"
0x4a, 0x04, // send 04
0x76, // push0
0x72, SIG_UINT16(0x194d), // lofsa "note"
0x4a, 0x04, // send 04
0x76, // push0
0x72, SIG_UINT16(0x18f9), // lofsa "valve" 18f3
0x4a, 0x04, // send 04
// new code to enable input as well, needs 9 spare bytes
0x38, SIG_UINT16(0x00e2), // canInput
0x78, // push1
0x78, // push1
0x51, 0x2b, // class User
0x4a, 0x06, // send 06 -> call User::canInput(1)
// original code, but changed a bit to save some more bytes
0x8b, 0x34, // lsl local[34h]
0x35, 0x02, // ldi 02
0x04, // sub
0x31, 0x12, // bnt [to ret]
0x36, // push
0x35, 0x03, // ldi 03
0x04, // sub
0x31, 0x0c, // bnt [to ret]
0x78, // push1
0x1a, // eq?
0x2f, 0x08, // bt [to ret]
// saves 7 bytes, we only need 3, so waste 4 bytes
0x35, 0x00, // ldi 0
0x35, 0x00, // ldi 0
PATCH_END
};
// Jeeves lights the chapel candles (room 58) in act 2 but they don't stay
// lit when re-entering until the next act. This is due to Room58:init
// incorrectly testing the global variable that tracks Jeeves' act 2 state.
//
// We fix this by changing the test from if global155 equals 11, which it
// never does, to if it's greater than 11. The global is set to 12 in
// lightCandles:changeState(11) and it continues to increment as Jeeves'
// chore sequence progresses, ending with 17.
//
// Applies to: DOS, Amiga, Atari ST
// Responsible method: Room58:init
// Fixes bug #10743
static const uint16 laurabow1SignatureChapelCandlesPersistence[] = {
SIG_MAGICDWORD,
0x89, 0x9b, // lsg global155 [ Jeeves' act 2 state ]
0x35, 0x0b, // ldi b
0x1a, // eq?
SIG_END
};
static const uint16 laurabow1PatchChapelCandlesPersistence[] = {
PATCH_ADDTOOFFSET(+4),
0x1e, // gt?
PATCH_END
};
// LB1 DOS doesn't acknowledge Lillian's presence in room 44 when she's sitting
// on the bed in act 4. Look, talk, etc respond that she's not there.
// This is due to not setting global 195 which tracks who is in the room.
// We fix this by setting the global as Amiga and Atari ST versions do.
//
// Applies to: DOS only
// Responsible method: Room44:init
// Fixes bug #10742
static const uint16 laurabow1SignatureLillianBedFix[] = {
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x10f8), // lofsa suit2 [ only matches DOS version ]
0x4a, 0x14, // send 14
SIG_ADDTOOFFSET(+8),
0x89, 0x76, // lsg global118
0x35, 0x02, // ldi 2
0x12, // and
0x30, SIG_UINT16(0x000d), // bnt d [ haven't seen Lillian in study ]
0x35, 0x01, // ldi 1
SIG_END
};
static const uint16 laurabow1PatchLillianBedFix[] = {
PATCH_ADDTOOFFSET(+13),
0x81, 0x76, // lag global118
0x7a, // push2
0x12, // and
0x31, 0x0f, // bnt f [ haven't seen Lillian in study ]
0x35, 0x20, // ldi 20 [ Lillian ]
0xa1, 0xc3, // sag global195 [ set Lillian as in the room ]
PATCH_END
};
// When you tell Lilly about Gertie in room 35, Lilly will then walk to the left and off the screen.
// In case Laura (ego) is in the way, the whole game will basically block and you won't be able
// to do anything except saving + restoring the game.
//
// If this happened already, the player can enter
// "send Lillian ignoreActors 1" inside the debugger to fix this situation.
//
// This issue is very difficult to solve, because Lilly also walks diagonally after walking to the left right
// under the kitchen table. This means that even if we added a few more rectangle checks, there could still be
// spots, where the game would block.
//
// Also the mover "PathOut" is used for Lillian instead of the regular "MoveTo", which would avoid other
// actors by itself.
//
// So instead we set Lilly to ignore other actors during that cutscene, which is the least invasive solution.
//
// Applies to at least: English PC Floppy, English Amiga Floppy, English Atari ST Floppy
// Responsible method: goSee::changeState(1) in script 236
// Fixes bug: (happened during GOG Let's Play)
static const uint16 laurabow1SignatureTellLillyAboutGerieBlockingFix1[] = {
0x7a, // puah2
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00c1), // pushi 00C1h
0x38, SIG_UINT16(0x008f), // pushi 008Fh
0x38, SIG_SELECTOR16(ignoreActors), // pushi (ignoreActors)
0x78, // push1
0x76, // push0
SIG_END
};
static const uint16 laurabow1PatchTellLillyAboutGertieBlockingFix1[] = {
PATCH_ADDTOOFFSET(+11), // skip over until push0
0x78, // push1 (change push0 to push1)
PATCH_END
};
// a second patch to call Lillian::ignoreActors(1) on goSee::changeState(9) in script 236
static const uint16 laurabow1SignatureTellLillyAboutGerieBlockingFix2[] = {
0x3c, // dup
0x35, 0x09, // ldi 09
0x1a, // eq?
0x30, SIG_UINT16(0x003f), // bnt [ret]
0x39, SIG_ADDTOOFFSET(+1), // pushi (view)
0x78, // push1
0x38, SIG_UINT16(0x0203), // pushi 203h (515d)
0x38, SIG_ADDTOOFFSET(+2), // pushi (posn)
0x7a, // push2
0x38, SIG_UINT16(0x00c9), // pushi C9h (201d)
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0084), // pushi 84h (132d)
0x72, SIG_ADDTOOFFSET(+2), // lofsa Lillian (different offsets for different platforms)
0x4a, 0x0e, // send 0Eh
SIG_END
};
static const uint16 laurabow1PatchTellLillyAboutGertieBlockingFix2[] = {
0x38, PATCH_SELECTOR16(ignoreActors), // pushi (ignoreActors)
0x78, // push1
0x76, // push0
0x33, 0x00, // ldi 00 (waste 2 bytes)
PATCH_ADDTOOFFSET(+19), // skip over until send
0x4a, 0x14, // send 14h
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry laurabow1Signatures[] = {
{ true, 4, "easter egg view fix", 1, laurabow1SignatureEasterEggViewFix, laurabow1PatchEasterEggViewFix },
{ true, 37, "armor open visor fix", 1, laurabow1SignatureArmorOpenVisorFix, laurabow1PatchArmorOpenVisorFix },
{ true, 37, "armor move to fix", 2, laurabow1SignatureArmorMoveToFix, laurabow1PatchArmorMoveToFix },
{ true, 37, "allowing input, after oiling arm", 1, laurabow1SignatureArmorOilingArmFix, laurabow1PatchArmorOilingArmFix },
{ true, 44, "lillian bed fix", 1, laurabow1SignatureLillianBedFix, laurabow1PatchLillianBedFix },
{ true, 58, "chapel candles persistence", 1, laurabow1SignatureChapelCandlesPersistence, laurabow1PatchChapelCandlesPersistence },
{ true, 236, "tell Lilly about Gertie blocking fix 1/2", 1, laurabow1SignatureTellLillyAboutGerieBlockingFix1, laurabow1PatchTellLillyAboutGertieBlockingFix1 },
{ true, 236, "tell Lilly about Gertie blocking fix 2/2", 1, laurabow1SignatureTellLillyAboutGerieBlockingFix2, laurabow1PatchTellLillyAboutGertieBlockingFix2 },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Laura Bow 2
//
// Moving away the painting in the room with the hidden safe is problematic
// for the CD version of the game. safePic::doVerb gets triggered by the mouse-click.
// This method sets local 0 as signal, which is only meant to get handled, when
// the player clicks again to move the painting back. This signal is processed by
// the room doit-script.
// That doit-script checks safePic::cel to be not equal 0 and would then skip over
// the "close painting" trigger code. On very fast computers this script may
// get called too early (which is the case when running under ScummVM and when
// running the game using Sierra SCI in DOS-Box with cycles 15000) and thinks
// that it's supposed to move the painting back. Which then results in the painting
// getting moved to its original position immediately (which means it won't be possible
// to access the safe behind it).
//
// We patch the script, so that we check for cel to be not equal 4 (the final cel) and
// we also reset the safePic-signal immediately as well.
//
// In the floppy version Laura's coordinates are checked directly in rm560::doit
// and as soon as she moves, the painting will automatically move to its original position.
// This is not the case for the CD version of the game. The painting will only "move" back,
// when the player actually exits the room and re-enters.
//
// Applies to at least: English PC-CD
// Responsible method: rm560::doit
// Fixes bug: #6460
static const uint16 laurabow2CDSignaturePaintingClosing[] = {
0x39, 0x04, // pushi 04 (cel)
0x76, // push0
SIG_MAGICDWORD,
0x7a, // push2
0x38, SIG_UINT16(0x0231), // pushi 0231h (561)
0x76, // push0
0x43, 0x02, 0x04, // kScriptID (get export 0 of script 561)
0x4a, 0x04, // send 04 (gets safePicture::cel)
0x18, // not
0x31, 0x21, // bnt [exit]
0x38, SIG_UINT16(0x0283), // pushi 0283h
0x76, // push0
0x7a, // push2
0x39, 0x20, // pushi 20
0x76, // push0
0x43, 0x02, 0x04, // kScriptID (get export 0 of script 32)
0x4a, 0x04, // send 04 (get sHeimlich::room)
0x36, // push
0x81, 0x0b, // lag global[b] (current room)
0x1c, // ne?
0x31, 0x0e, // bnt [exit]
0x35, 0x00, // ldi 00
0xa3, 0x00, // sal local[0] -> reset safePic signal
SIG_END
};
static const uint16 laurabow2CDPatchPaintingClosing[] = {
PATCH_ADDTOOFFSET(+2),
0x3c, // dup (1 additional byte)
0x76, // push0
0x3c, // dup (1 additional byte)
0xab, 0x00, // ssl local[0] -> reset safePic signal
0x7a, // push2
0x38, PATCH_UINT16(0x0231), // pushi 0231h (561)
0x76, // push0
0x43, 0x02, 0x04, // kScriptID (get export 0 of script 561)
0x4a, 0x04, // send 04 (gets safePicture::cel)
0x1a, // eq?
0x31, 0x1d, // bnt [exit]
0x38, PATCH_UINT16(0x0283), // pushi 0283h
0x76, // push0
0x7a, // push2
0x39, 0x20, // pushi 20
0x76, // push0
0x43, 0x02, 0x04, // kScriptID (get export 0 of script 32)
0x4a, 0x04, // send 04 (get sHeimlich::room)
0x36, // push
0x81, 0x0b, // lag global[b] (current room)
0x1a, // eq? (2 opcodes changed, to save 2 bytes)
0x2f, 0x0a, // bt [exit]
PATCH_END
};
// In the CD version the system menu is disabled for certain rooms. LB2::handsOff is called,
// when leaving the room (and in other cases as well). This method remembers the disabled
// icons of the icon bar. In the new room LB2::handsOn will get called, which then enables
// all icons, but also disabled the ones, that were disabled before.
//
// Because of this behaviour certain rooms, that should have the system menu enabled, have
// it disabled, when entering those rooms from rooms, where the menu is supposed to be
// disabled.
//
// We patch this by injecting code into LB2::newRoom (which is called right after a room change)
// and reset the global variable there, that normally holds the disabled buttons.
//
// This patch may cause side-effects and it's difficult to test, because it affects every room
// in the game. At least for the intro, the speakeasy and plenty of rooms in the beginning it
// seems to work correctly.
//
// Applies to at least: English PC-CD
// Responsible method: LB2::newRoom, LB2::handsOff, LB2::handsOn
// Fixes bug: #6440
static const uint16 laurabow2CDSignatureFixProblematicIconBar[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00f1), // pushi 00f1 (disable) - hardcoded, we only want to patch the CD version
0x76, // push0
0x81, 0x45, // lag global[45]
0x4a, 0x04, // send 04
SIG_END
};
static const uint16 laurabow2CDPatchFixProblematicIconBar[] = {
0x35, 0x00, // ldi 00
0xa1, 0x74, // sag 74h
0x35, 0x00, // ldi 00 (waste bytes)
0x35, 0x00, // ldi 00
PATCH_END
};
// LB2 CD responds with the wrong message when asking Yvette about Tut in acts 3+.
//
// aYvette:doVerb(6) tests flag 134, which is set when Pippin dies, to determine
// which Tut message to display but they got it backwards. One of the messages
// has additional dialogue about Pippin's murder.
//
// This is a regression introduced by Sierra when they fixed a bug from the floppy
// versions where asking Yvette about Tut in act 2 responds with the message
// about Pippin's murder which hasn't occurred yet, bug #10723. Sierra correctly
// fixed that in Yvette:doVerb in script 93, which applies to act 2, but then went
// on to add incorrect code to aYvette:doVerb in script 90, which applies to the
// later acts after the murder.
//
// We fix this by reversing the flag test so that the correct message is displayed.
//
// Applies to: CD version, at least English
// Responsible method: aYvette:doVerb
// Fixes bug: #10724
static const uint16 laurabow2CDSignatureFixYvetteTutResponse[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x010f), // ldi 010f [ tut ]
0x1a, // eq? [ asked about tut? ]
0x30, SIG_UINT16(0x0036), // bnt 0036
0x78, // push1
0x38, SIG_UINT16(0x0086), // push 0086 [ pippin-dead flag ]
0x45, 0x02, 0x02, // call proc0_2 [ is pippin-dead flag set? ]
0x30, SIG_UINT16(0x0016), // bnt 0016 [ pippin-dead message ]
SIG_END
};
static const uint16 laurabow2CDPatchFixYvetteTutResponse[] = {
PATCH_ADDTOOFFSET(+14),
0x2e, // change to bt
PATCH_END
};
// When entering the main musem party room (w/ the golden Egyptian head),
// Laura is waslking a bit into the room automatically.
// In case you press a mouse button while this is happening, you will get
// stuck inside that room and won't be able to exit it anymore.
//
// Users, who played the game w/ a previous version of ScummVM can simply
// enter the debugger and then enter "send rm350 script 0:0", which will
// fix the script state.
//
// This is caused by the user controls not being locked at that point.
// Pressing a button will cause the cue from the PolyPath walker to never
// happen, which then causes sEnterSouth to never dispose itself.
//
// User controls are locked in the previous room 335, but controls
// are unlocked by frontDoor::cue.
// We do not want to change this, because it could have side-effects.
// We instead add another LB2::handsOff call inside the script responsible
// for making Laura walk into the room (sEnterSouth::changeState(0).
//
// Applies to at least: English PC-CD, English PC-Floppy, German PC-Floppy
// Responsible method: sEnterSouth::changeState
// Fixes bug: (no bug report, from GOG forum post)
static const uint16 laurabow2SignatureMuseumPartyFixEnteringSouth1[] = {
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, SIG_UINT16(0x0097), // bnt [state 1 code]
SIG_ADDTOOFFSET(+141), // skip to end of follow-up code
0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x008d for CD, 0x007d for floppy)
0x35, 0x01, // ldi 01
0x65, 0x1a, // aTop cycles
0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x0086 for CD, 0x0076 for floppy)
// state 1 code
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
SIG_MAGICDWORD,
0x31, 0x05, // bnt [state 2 code]
0x35, 0x00, // ldi 00
0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x007b for CD, 0x006b for floppy)
// state 2 code
0x3c, // dup
SIG_END
};
static const uint16 laurabow2PatchMuseumPartyFixEnteringSouth1[] = {
0x2e, PATCH_UINT16(0x00a6), // bt [state 2 code] (we skip state 1, because it's a NOP anyways)
// state 0 processing
0x32, PATCH_UINT16(+151),
SIG_ADDTOOFFSET(+149), // skip to end of follow-up code
// save 1 byte by replacing jump to [ret] into straight toss/ret
0x3a, // toss
0x48, // ret
// additional code, that gets called right at the start of step 0 processing
0x18, // not -- this here is where pushi handsOff will be inserted by the second patch
0x18, // not offset and handsOff is different for floppy + CD, that's why we do this
0x18, // not floppy also does not have a selector table, so we can't go by "handsOff" name
0x18, // not
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04
0x32, PATCH_UINT16(0xFF5e), // jmp [back to start of step 0 processing]
PATCH_END
};
// second patch, which only inserts pushi handsOff inside our new code
// There is no other way to do this except making 2 full patches for floppy + CD, because handsOff/handsOn
// is not the same value between floppy + CD *and* floppy doesn't even have a vocab, so we can't figure out the id
// by ourselves.
static const uint16 laurabow2SignatureMuseumPartyFixEnteringSouth2[] = {
0x18, // our injected code
0x18,
0x18,
SIG_ADDTOOFFSET(+92), // skip to the handsOn code, that we are interested in
0x38, SIG_ADDTOOFFSET(+2), // pushi handsOn (0x0189 for CD, 0x024b for floppy)
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04
0x38, SIG_ADDTOOFFSET(+2), // pushi 0274h
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x033f), // pushi 033f
SIG_END
};
static const uint16 laurabow2PatchMuseumPartyFixEnteringSouth2[] = {
0x38, // pushi
PATCH_GETORIGINALUINT16ADJUST(+96, -1), // get handsOff code and ubstract 1 from it to get handsOn
PATCH_END
};
// Opening/Closing the east door in the pterodactyl room doesn't
// check, if it's locked and will open/close the door internally
// even when it is.
//
// It will get wired shut later in the game by Laura Bow and will be
// "locked" because of this. We patch in a check for the locked
// state. We also add code, that will set the "locked" state
// in case our eastDoor-wired-global is set. This makes the locked
// state effectively persistent.
//
// Applies to at least: English PC-CD, English PC-Floppy
// Responsible method (CD): eastDoor::doVerb
// Responsible method (Floppy): eastDoor::<noname300>
// Fixes bug: #6458 (partly, see additional patch below)
static const uint16 laurabow2SignatureFixWiredEastDoor[] = {
0x30, SIG_UINT16(0x0022), // bnt [skip hand action]
0x67, SIG_ADDTOOFFSET(+1), // pTos CD: doorState, Floppy: state
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x08, // bnt [close door code]
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x63, // pushi 63h
0x45, 0x04, 0x02, // callb export000_4, 02 (sets door-bitflag)
0x33, 0x06, // jmp [super-code]
0x78, // push1
0x39, 0x63, // pushi 63h
0x45, 0x03, 0x02, // callb export000_3, 02 (resets door-bitflag)
0x38, SIG_ADDTOOFFSET(+2), // pushi CD: 011dh, Floppy: 012ch
0x78, // push1
0x8f, 0x01, // lsp param[01]
0x59, 0x02, // rest 02
0x57, SIG_ADDTOOFFSET(+1), 0x06, // super CD: LbDoor, Floppy: Door, 06
0x33, 0x0b, // jmp [ret]
SIG_END
};
static const uint16 laurabow2PatchFixWiredEastDoor[] = {
0x31, 0x23, // bnt [skip hand action] (saves 1 byte)
0x81, 97, // lag 97d (get our eastDoor-wired-global)
0x31, 0x04, // bnt [skip setting locked property]
0x35, 0x01, // ldi 01
0x65, 0x6a, // aTop locked (set eastDoor::locked to 1)
0x63, 0x6a, // pToa locked (get eastDoor::locked)
0x2f, 0x17, // bt [skip hand action]
0x63, PATCH_GETORIGINALBYTE(+4), // pToa CD: doorState, Floppy: state
0x78, // push1
0x39, 0x63, // pushi 63h
0x2f, 0x05, // bt [close door code]
0x45, 0x04, 0x02, // callb export000_4, 02 (sets door-bitflag)
0x33, 0x0b, // jmp [super-code]
0x45, 0x03, 0x02, // callb export000_3, 02 (resets door-bitflag)
0x33, 0x06, // jmp [super-code]
PATCH_END
};
// We patch in code, so that our eastDoor-wired-global will get set to 1.
// This way the wired-state won't get lost when exiting room 430.
//
// Applies to at least: English PC-CD, English PC-Floppy
// Responsible method (CD): sWireItShut::changeState
// Responsible method (Floppy): sWireItShut::<noname144>
// Fixes bug: #6458 (partly, see additional patch above)
static const uint16 laurabow2SignatureRememberWiredEastDoor[] = {
SIG_MAGICDWORD,
0x33, 0x27, // jmp [ret]
0x3c, // dup
0x35, 0x06, // ldi 06
0x1a, // eq?
0x31, 0x21, // bnt [skip step]
SIG_END
};
static const uint16 laurabow2PatchRememberWiredEastDoor[] = {
PATCH_ADDTOOFFSET(+2), // skip jmp [ret]
0x34, PATCH_UINT16(0x0001), // ldi 0001
0xa1, PATCH_UINT16(97), // sag 97d (set our eastDoor-wired-global)
PATCH_END
};
// The crate room (room 460) in act 5 locks up the game if you enter from the
// elevator (room 660), swing the hanging crate, and then attempt to leave
// back through the elevator door.
//
// The state of the wall crate that blocks the elevator door is tracked by
// setting local0 to 1 when you push it out of the way, but Sierra forgot
// to reinitialize local0 when you re-enter via the elevator door, causing
// it to be out of sync with the room state. When you then swing the hanging
// crate, sSwingIt:changeState(6) tests local0 to see which polygon it should
// set as the room's obstacle and incorrectly uses the one that blocks both
// doors. Attempting to use the elevator door then locks up the game as the
// obstacle polygon prevents ego from reaching the destination.
//
// Someone noticed that local0 wasn't always initialized as shoveCrate:doVerb(4)
// tests both local0 and the previous room to see if it was the elevator.
//
// We fix this by setting local0 to 1 if the previous room was the elevator
// during sSwingIt:changeState(3), just in time before it gets tested in
// sSwingIt:changeState(6). Luckily for us, the handlers for states 3 and 4
// don't do anything but load zero, making them two consecutive conditions
// of no-ops. By merging them into a single condition for state 3 we have
// a whopping 13 bytes available to add code to set local0 correctly.
//
// Affects floppy/cd, all versions, all languages, and occurs in Sierra's interpreter.
// Fixes bug #10701
static const uint16 laurabow2SignatureFixCrateRoomEastDoorLockup[] = {
0x1a, // eq? [ state 3? ]
SIG_MAGICDWORD,
0x31, 0x05, // bnt [ state 4 ]
0x35, 0x00, // ldi 0
0x32, SIG_ADDTOOFFSET(2), // jmp [ exit switch. floppy: b3, cd: bb ]
0x3c, // dup
0x35, 0x04, // ldi 4
0x1a, // eq? [ state 4? ]
0x31, 0x05, // bnt [ state 5 ]
SIG_END
};
static const uint16 laurabow2PatchFixCrateRoomEastDoorLockup[] = {
PATCH_ADDTOOFFSET(1), // eq? [ state 3? ]
0x31, 0x10, // bnt [ state 5 ]
0x89, 0x0c, // lsg global12 [ previous room # ]
0x34, PATCH_UINT16(0x0294), // ldi 660d [ elevator room # ]
0x1a, // eq?
0x8b, 0x00, // lsl local0
0x02, // add
0xa3, 0x00, // sal local0 [ local0 += (global12 == 660d) ]
PATCH_END
};
// The act 4 back rub scene in Yvette's (room 550) locks up the game when
// entered from Carrington's (room 560) instead of the hallway (room 510).
//
// The difference is that entering from the hallway sets the room script to
// eRS (Enter Room Script) and entering from Carrington's doesn't set any
// room script. When sBackRubInterrupted moves ego off screen to the south,
// lRS (Leave Room Script) is run by LBRoom:doit if a room script isn't set,
// and lRS:changState(0) calls handsOff. Since control is already disabled,
// this unexpected second handsOff causes handsOn(1) to restore the disabled
// state in the hallway and the user never regains control.
//
// We fix this by setting sBackRubInterrupted as the room's script instead of
// backRub's script in backRub:doVerb/<noname300>(0). The script executes the
// same but having it set as the room script prevents LBRoom:doit from running
// lRS which prevents the extra handsOff. This patch overwrites backRub's
// default verb handler but that's okay because that code never executes.
// doVerb is only called by sBackRubViewing:changeState(6) which passes verb 0.
// The entire scene is in handsOff mode so the user can't send any verbs.
//
// Affects: All Floppy and CD versions
// Responsible method: backRub:doVerb/<noname300> in script 550
// Fixes bug #10729
static const uint16 laurabow2SignatureFixBackRubEastEntranceLockup[] = {
SIG_MAGICDWORD,
0x31, 0x0c, // bnt 0c [ unused default verb handler ]
0x38, PATCH_UINT16(0x0092), // push 0092 [ setScript/<noname146> ]
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa sBackRubInterrupted [ cd: 0c94, floppy: 0c70 ]
0x36, // push
0x54, 0x06, // self 6 [ self:setScript sBackRubInterrupted ]
0x33, 0x09, // jmp 9 [ exit switch ]
0x38, SIG_ADDTOOFFSET(+2), // push doVerb/<noname300> [ cd: 011d, floppy: 012c ]
SIG_END
};
static const uint16 laurabow2PatchFixBackRubEastEntranceLockup[] = {
PATCH_ADDTOOFFSET(+10),
0x81, 0x02, // lag 2 [ rm550 ]
0x4a, 0x06, // send 6 [ rm550:setScript sBackRubInterrupted ]
0x32, PATCH_UINT16(0x0006), // jmp 6 [ exit switch ]
PATCH_END
};
// LB2 Floppy 1.0 doesn't initialize act 4 correctly when triggered by finding
// the dagger, causing the act 4 scene in Yvette's (room 550) to lockup the game.
//
// The Yvette/Olympia/Steve scene in act 4 (rooms 550 and 510) expects global111
// to be set to 11. This global tracks Yvette's state throughout acts 3 and 4
// and increments as you listen to her conversations and witness her scenes.
// Some of these are optional and so at the end of act 3 it can be less than 11.
// rm510:init initializes global111 to 11 when act 4 is triggered by reporting
// Ernie's death but no such initialization occurs when act 4 is triggered by
// finding the dagger (rooms 610 and 620). What happens when the global isn't 11
// depends on its value but some values, such as 8, cause the act 4 scene to
// never complete and never restore control to the user.
//
// We fix this the way Sierra did in floppy 1.1 and cd versions by setting global111
// to 11 in actBreak:init when act 4 starts so that it's always initialized.
//
// Applies to: Floppy 1.0 English only
// Responsible method: actBreak:<noname150> which is really init
// Fixes bug: #10716
static const uint16 laurabow2SignatureFixAct4Initialization[] = {
SIG_MAGICDWORD,
0xa3, 0x08, // sal 8 [ 1.0 floppy only ]
0x89, 0x0c, // lsg 0c [ previous room ]
0x34, SIG_UINT16(0x026c), // ldi 026c [ room 620 ]
0x1a, // eq?
0x31, 0x05, // bnt 5
0x34, SIG_UINT16(0x0262), // ldi 0262 [ room 610 ]
0x33, 0x03, // jmp 3
0x34, SIG_UINT16(0x01fe), // ldi 01fe [ room 510 ]
0xa3, 0x00, // sal 0 [ local0 = (previous room == 620) ? 610 : 510 ]
0x33, 0x2d, // jmp 2d [ exit switch ]
SIG_END
};
static const uint16 laurabow2PatchFixAct4Initialization[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x0b, // ldi 0b
0xa1, 0x6f, // sag 6f [ global111 = 11 ]
0x89, 0x0c, // lsg 0c [ previous room ]
0x34, PATCH_UINT16(0x026c), // ldi 026c [ room 620 ]
0x1a, // eq?
0x39, 0x64, // push 64
0x06, // mul
0x38, PATCH_UINT16(0x01fe), // push 01fe
0x02, // add [ acc = ((previous room == 620) * 100) + 510 ]
0x32, PATCH_UINT16(0x0013), // jmp 0013 [ jmp to: sal 0, jmp exit switch ]
PATCH_END
};
// LB2 Floppy 1.0 attempts to show a non-existent message when using the
// carbon paper on the desk lamp in room 550.
//
// deskLamp:<noname300>(39), which is really doVerb, attempts to show a message
// for its own noun (5) instead of the expected noun (45) when the lamp is off.
// This results in "<Messager> 550: 5, 39, 6, 1 not found".
//
// We fix this the way Sierra did in version 1.1 by passing the correct noun.
//
// Applies to: English floppy 1.000
// Responsible method: deskLamp:<noname300>(39), which is really doVerb
// Fixes bug: #10706
static const uint16 laurabow2SignatureMissingDeskLampMessage[] = {
SIG_MAGICDWORD,
0x33, 0x1a, // jmp 1a
0x38, SIG_UINT16(0x0127), // pushi 127h [ say, hardcoded as we only patch one floppy version ]
0x39, 0x03, // pushi 3
0x67, 0x1a, // pTos 1a [ deskLamp noun (5) ]
SIG_END
};
static const uint16 laurabow2PatchMissingDeskLampMessage[] = {
PATCH_ADDTOOFFSET(+7),
0x39, 0x2d, // pushi 45d [ correct message noun ]
PATCH_END
};
// LB2 Floppy 1.0 doesn't handle events for the inset of the corpse in the armor in room 440,
// preventing its messages from being displayed.
//
// The inset has messages that respond to look, do, and the magnifying glass, but rm440:<noname133>,
// which is really handleEvent, never passes events to it. Sierra fixed this in later floppy and
// cd versions by adding a condition to rm440:handleEvent that first tests if the room has an inset
// and calls its handleEvent if so.
//
// We fix this by patching rm440:handleEvent to call super:handleEvent if the room has an inset.
// This is equivalent to Sierra's fix but can be done within the existing space as there is already
// code to call super:handleEvent on Move events. This patch just extends that condition to also
// include if an inset exists. This works because Rm:handleEvent contains the same inset handling
// code that Sierra added to rm440:handleEvent.
//
// This fix is for floppy 1.0 but the signature also matches later floppy versions. That's okay,
// it's compatible with their fix. Making the signature only match 1.0 would add almost 100 bytes
// as the closest difference is at the start of the method and the patch is at the end.
//
// Applies to: English floppy 1.000
// Responsible method: rm440:<noname133>, which is really handleEvent
// Fixes bug: #10709
static const uint16 laurabow2SignatureHandleArmorInsetEvents[] = {
SIG_MAGICDWORD,
0x31, 0x0b, // bnt 0b [ event type isn't Move ]
0x38, SIG_UINT16(0x0085), // push 0085 [ <noname113> aka handleEvent ]
0x78, // push1
0x8f, 0x01, // lsp 01
0x57, 0x7a, 0x06, // super LBRoom[7a] 6 [ handle event ]
0x33, 0x03, // jmp 3
0x35, 0x00, // ldi 0 [ event not handled ]
0x48, // ret
0x48, // ret
SIG_END
};
static const uint16 laurabow2PatchHandleArmorInsetEvents[] = {
0x2f, 0x04, // bt 4 [ event type is Move ]
0x63, 0x3a, // pToa <noname365> aka inset
0x31, 0x09, // bnt 9 [ room has no inset, event not handled ]
0x38, PATCH_UINT16(0x0085), // push 0085 [ <noname113> aka handleEvents ]
0x78, // push1
0x8f, 0x01, // lsp 01
0x57, 0x7a, 0x06, // super LBRoom[7a] 6 [ handle event ]
PATCH_END
};
// The "bugs with meat" in the basement hallway (room 600) can lockup the game
// if they appear while ego is leaving the room through one of the doors.
//
// bugsWithMeat cues after 5 seconds in the room and runs sDoMeat if no room
// script is set. sDoMeat:changeState(0) calls handsOff. Ego might already be
// leaving through the north door in handsOff mode, which is managed by lRS
// (Leave Room Script), which doesn't prevent sDoMeat from running because lRS
// isn't set as the room script. If the door is animating when the timer goes
// off then ego will continue to Wolfe's (room 650) and the unexpected second
// handsOff will cause handsOn(1) to restore the disabled state and the user
// will never regain control. If sDoMeat runs after the door animates then
// ego's movement will be interrupted and the door will be left open and broken.
// Similar problems occur with the other door in the room.
//
// We fix this by patching bugsWithMeat:cue from testing if the room has no
// script to instead testing if the user has control before running sDoMeat.
// All of the room's scripts call handsOff in state 0 and handsOn in their
// final state so this change just extends the interruption test to include
// other handsOff scripts.
//
// The signature and patch are duplicated for floppy and cd versions due to
// User:canControl having different selector values between versions, floppy
// versions not including selector names, and User:canControl's selector
// values not appearing in the script being patched.
//
// Applies to: All Floppy and CD versions
// Responsible method: bugsWithMeat:cue/<noname145>
// Fixes bug #10730
static const uint16 laurabow2FloppySignatureFixBugsWithMeat[] = {
SIG_MAGICDWORD,
0x57, 0x32, 0x06, // super Actor[32], 6 [ floppy: 32, cd: 31 ]
0x3a, // toss
0x48, // ret [ end of bugsWithMeat:<noname300> aka doVerb ]
0x38, SIG_UINT16(0x008e), // pushi 008e [ <noname142> aka script ]
0x76, // push0
0x81, 0x02, // lag 2 [ rm600 ]
0x4a, 0x04, // send 4
0x31, 0x0e, // bnt 0e [ run sDoMeat if not rm600:<noname142>? ]
SIG_END
};
static const uint16 laurabow2FloppyPatchFixBugsWithMeat[] = {
PATCH_ADDTOOFFSET(+5),
0x38, PATCH_UINT16(0x00ed), // pushi 00ed [ <noname237> aka canControl ]
0x76, // push0
0x81, 0x50, // lag 50 [ User ]
0x4a, 0x04, // send 4
0x2f, 0x0e, // bt 0e [ run sDoMeat if User:<noname237>? ]
PATCH_END
};
// cd version of the above signature/patch
static const uint16 laurabow2CDSignatureFixBugsWithMeat[] = {
SIG_MAGICDWORD,
0x57, 0x31, 0x06, // super Actor[31], 6 [ floppy: 32, cd: 31 ]
0x3a, // toss
0x48, // ret [ end of bugsWithMeat:doVerb ]
0x38, SIG_UINT16(0x008e), // pushi 008e [ script ]
0x76, // push0
0x81, 0x02, // lag 2 [ rm600 ]
0x4a, 0x04, // send 4
0x31, 0x0e, // bnt 0e [ run sDoMeat if not rm600:script? ]
SIG_END
};
static const uint16 laurabow2CDPatchFixBugsWithMeat[] = {
PATCH_ADDTOOFFSET(+5),
0x38, PATCH_UINT16(0x00f6), // pushi 00f6 [ canControl ]
0x76, // push0
0x81, 0x50, // lag 50 [ User ]
0x4a, 0x04, // send 4
0x2f, 0x0e, // bt 0e [ run sDoMeat if User:canControl? ]
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
// other SCI games.
//
// Platforms such as iOS can introduce a lag during game initialization that
// causes the speed test to occasionally get the lowest score, causing
// detail to be initialized to lowest and subsequent scenes such as the act 5
// chase scene to go very slow.
//
// We patch startGame:doit to ignore the score and always set the highest detail
// level and cpu speed so that detail needn't be manually increased and act 5
// behaves consistently. This also helps touchscreen devices as the game's
// detail slider is prohibitively difficult to manually set to highest without
// switching from the default touch mode.
//
// Applies to: All Floppy and CD versions
// Responsible method: startGame:doit/<noname57>
// Fixes bug #10761
static const uint16 laurabow2SignatureDisableSpeedTest[] = {
0x89, 0x57, // lsg 87 [ speed test result ]
SIG_MAGICDWORD,
0x35, 0x03, // ldi 03 [ low-speed threshold ]
0x24, // le?
0x31, 0x04, // bnt 04
0x35, 0x01, // ldi 01 [ lowest detail ]
0x33, 0x0d, // jmp 0d
0x89, 0x57, // lsg global87 [ speed test result ]
SIG_END
};
static const uint16 laurabow2PatchDisableSpeedTest[] = {
0x38, PATCH_UINT16(0x0005), // pushi 0005
0x81, 0x01, // lag 01
0x4a, 0x06, // send 06 [ LB2:detailLevel = 5, max detail ]
0x35, 0x0f, // ldi 0f
0xa1, 0x57, // sag global87 [ global87 = f, max cpu speed ]
0x33, 0x10, // jmp 10 [ continue init ]
PATCH_END
};
// Laura Bow 2 CD resets the audio mode to speech on init/restart
// We already sync the settings from ScummVM (see SciEngine::syncIngameAudioOptions())
// and this script code would make it impossible to see the intro using "dual" mode w/o using debugger command
// That's why we remove the corresponding code
// Patched method: LB2::init, rm100::init
static const uint16 laurabow2CDSignatureAudioTextSupportModeReset[] = {
SIG_MAGICDWORD,
0x35, 0x02, // ldi 02
0xa1, 0x5a, // sag global[5a]
SIG_END
};
static const uint16 laurabow2CDPatchAudioTextSupportModeReset[] = {
0x34, PATCH_UINT16(0x0001), // ldi 0001 (waste bytes)
0x18, // not (waste bytes)
PATCH_END
};
// Directly use global 5a for view-cel id
// That way it's possible to use a new "dual" mode view in the game menu
// View 995, loop 13, cel 0 -> "text"
// View 995, loop 13, cel 1 -> "speech"
// View 995, loop 13, cel 2 -> "dual" (this view is injected by us into the game)
// Patched method: gcWin::open
static const uint16 laurabow2CDSignatureAudioTextMenuSupport1[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x36, // push
SIG_END
};
static const uint16 laurabow2CDPatchAudioTextMenuSupport1[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x01, // ldi 01
0x04, // sub
PATCH_END
};
// Adds another button state for the text/audio button. We currently use the "speech" view for "dual" mode.
// Patched method: iconMode::doit
static const uint16 laurabow2CDSignatureAudioTextMenuSupport2[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x3c, // dup
0x1a, // eq?
0x31, 0x0a, // bnt [set text mode]
0x35, 0x02, // ldi 02
0xa1, 0x5a, // sag global[5a]
0x35, 0x01, // ldi 01
0xa5, 0x00, // sat temp[0]
0x33, 0x0e, // jmp [draw cel code]
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x08, // bnt [draw cel code]
0x35, 0x01, // ldi 01
0xa1, 0x5a, // sag global[5a]
0x35, 0x00, // ldi 00
0xa5, 0x00, // sat temp[0]
0x3a, // toss
SIG_END
};
static const uint16 laurabow2CDPatchAudioTextMenuSupport2[] = {
0x81, 0x5a, // lag global[5a]
0x78, // push1
0x02, // add
0xa1, 0x5a, // sag global[5a]
0x36, // push
0x35, 0x03, // ldi 03
0x1e, // gt?
0x31, 0x03, // bnt [skip over]
0x78, // push1
0xa9, 0x5a, // ssg global[5a]
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x04, // sub
0xa5, 0x00, // sat temp[0] - calculate global[5a] - 1 to use as view cel id
0x33, 0x07, // jmp [draw cel code, don't do toss]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry laurabow2Signatures[] = {
{ true, 560, "CD: painting closing immediately", 1, laurabow2CDSignaturePaintingClosing, laurabow2CDPatchPaintingClosing },
{ true, 0, "CD: fix problematic icon bar", 1, laurabow2CDSignatureFixProblematicIconBar, laurabow2CDPatchFixProblematicIconBar },
{ true, 90, "CD: fix yvette's tut response", 1, laurabow2CDSignatureFixYvetteTutResponse, laurabow2CDPatchFixYvetteTutResponse },
{ true, 350, "CD/Floppy: museum party fix entering south 1/2", 1, laurabow2SignatureMuseumPartyFixEnteringSouth1, laurabow2PatchMuseumPartyFixEnteringSouth1 },
{ true, 350, "CD/Floppy: museum party fix entering south 2/2", 1, laurabow2SignatureMuseumPartyFixEnteringSouth2, laurabow2PatchMuseumPartyFixEnteringSouth2 },
{ true, 430, "CD/Floppy: make wired east door persistent", 1, laurabow2SignatureRememberWiredEastDoor, laurabow2PatchRememberWiredEastDoor },
{ true, 430, "CD/Floppy: fix wired east door", 1, laurabow2SignatureFixWiredEastDoor, laurabow2PatchFixWiredEastDoor },
{ true, 460, "CD/Floppy: fix crate room east door lockup", 1, laurabow2SignatureFixCrateRoomEastDoorLockup, laurabow2PatchFixCrateRoomEastDoorLockup },
{ true, 550, "CD/Floppy: fix back rub east entrance lockup", 1, laurabow2SignatureFixBackRubEastEntranceLockup, laurabow2PatchFixBackRubEastEntranceLockup },
{ true, 26, "Floppy: fix act 4 initialization", 1, laurabow2SignatureFixAct4Initialization, laurabow2PatchFixAct4Initialization },
{ true, 550, "Floppy: missing desk lamp message", 1, laurabow2SignatureMissingDeskLampMessage, laurabow2PatchMissingDeskLampMessage },
{ 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, 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 },
{ false, 924, "CD: audio + text support 2", 1, kq6laurabow2CDSignatureAudioTextSupport2, kq6laurabow2CDPatchAudioTextSupport2 },
{ false, 924, "CD: audio + text support 3", 1, kq6laurabow2CDSignatureAudioTextSupport3, kq6laurabow2CDPatchAudioTextSupport3 },
{ false, 928, "CD: audio + text support 4", 1, kq6laurabow2CDSignatureAudioTextSupport4, kq6laurabow2CDPatchAudioTextSupport4 },
{ false, 928, "CD: audio + text support 5", 2, kq6laurabow2CDSignatureAudioTextSupport5, kq6laurabow2CDPatchAudioTextSupport5 },
{ false, 0, "CD: audio + text support disable mode reset", 1, laurabow2CDSignatureAudioTextSupportModeReset, laurabow2CDPatchAudioTextSupportModeReset },
{ false, 100, "CD: audio + text support disable mode reset", 1, laurabow2CDSignatureAudioTextSupportModeReset, laurabow2CDPatchAudioTextSupportModeReset },
{ false, 24, "CD: audio + text support LB2 menu 1", 1, laurabow2CDSignatureAudioTextMenuSupport1, laurabow2CDPatchAudioTextMenuSupport1 },
{ false, 24, "CD: audio + text support LB2 menu 2", 1, laurabow2CDSignatureAudioTextMenuSupport2, laurabow2CDPatchAudioTextMenuSupport2 },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Mother Goose SCI1/SCI1.1
// MG::replay somewhat calculates the savedgame-id used when saving again
// this doesn't work right and we remove the code completely.
// We set the savedgame-id directly right after restoring in kRestoreGame.
// We also draw the background picture in here instead.
// This Mixed Up Mother Goose draws the background picture before restoring,
// instead of doing it properly in MG::replay. This fixes graphic issues,
// when restoring from GMM.
//
// Applies to at least: English SCI1 CD, English SCI1.1 floppy, Japanese FM-Towns
// Responsible method: MG::replay (script 0)
static const uint16 mothergoose256SignatureReplay[] = {
0x7a, // push2
0x78, // push1
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x43, 0x70, 0x04, // callk MemorySegment
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x76, // push0
0x43, 0x62, 0x04, // callk StrAt
0xa1, 0xaa, // sag global[AAh]
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x78, // push1
0x43, 0x62, 0x04, // callk StrAt
0x36, // push
0x35, 0x20, // ldi 20
0x04, // sub
0xa1, SIG_ADDTOOFFSET(+1), // sag global[57h] -> FM-Towns [9Dh]
// 35 bytes
0x39, 0x03, // pushi 03
0x89, SIG_ADDTOOFFSET(+1), // lsg global[1Dh] -> FM-Towns [1Eh]
0x76, // push0
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x7a, // push2
0x43, 0x62, 0x04, // callk StrAt
0x36, // push
0x35, 0x01, // ldi 01
0x04, // sub
0x36, // push
0x43, 0x62, 0x06, // callk StrAt
// 22 bytes
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BE]
0x36, // push
0x39, 0x03, // pushi 03
0x43, 0x62, 0x04, // callk StrAt
// 10 bytes
0x36, // push
0x35, SIG_MAGICDWORD, 0x20, // ldi 20
0x04, // sub
0xa1, 0xb3, // sag global[b3]
// 6 bytes
SIG_END
};
static const uint16 mothergoose256PatchReplay[] = {
0x39, 0x06, // pushi 06
0x76, // push0
0x76, // push0
0x38, PATCH_UINT16(200), // pushi 200d
0x38, PATCH_UINT16(320), // pushi 320d
0x76, // push0
0x76, // push0
0x43, 0x15, 0x0c, // callk SetPort -> set picture port to full screen
// 15 bytes
0x39, 0x04, // pushi 04
0x3c, // dup
0x76, // push0
0x38, PATCH_UINT16(255), // pushi 255d
0x76, // push0
0x43, 0x6f, 0x08, // callk Palette -> set intensity to 0 for all colors
// 11 bytes
0x7a, // push2
0x38, PATCH_UINT16(800), // pushi 800
0x76, // push0
0x43, 0x08, 0x04, // callk DrawPic -> draw picture 800
// 8 bytes
0x39, 0x06, // pushi 06
0x39, 0x0c, // pushi 0Ch
0x76, // push0
0x76, // push0
0x38, PATCH_UINT16(200), // push 200
0x38, PATCH_UINT16(320), // push 320
0x78, // push1
0x43, 0x6c, 0x0c, // callk Graph -> send everything to screen
// 16 bytes
0x39, 0x06, // pushi 06
0x76, // push0
0x76, // push0
0x38, PATCH_UINT16(156), // pushi 156d
0x38, PATCH_UINT16(258), // pushi 258d
0x39, 0x03, // pushi 03
0x39, 0x04, // pushi 04
0x43, 0x15, 0x0c, // callk SetPort -> set picture port back
// 17 bytes
0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy)
0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy)
PATCH_END
};
// when saving, it also checks if the savegame ID is below 13.
// we change this to check if below 113 instead
//
// Applies to at least: English SCI1 CD, English SCI1.1 floppy, Japanese FM-Towns
// Responsible method: Game::save (script 994 for SCI1), MG::save (script 0 for SCI1.1)
static const uint16 mothergoose256SignatureSaveLimit[] = {
0x89, SIG_MAGICDWORD, 0xb3, // lsg global[b3]
0x35, 0x0d, // ldi 0d
0x20, // ge?
SIG_END
};
static const uint16 mothergoose256PatchSaveLimit[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x0d + SAVEGAMEID_OFFICIALRANGE_START, // ldi 113d
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry mothergoose256Signatures[] = {
{ true, 0, "replay save issue", 1, mothergoose256SignatureReplay, mothergoose256PatchReplay },
{ true, 0, "save limit dialog (SCI1.1)", 1, mothergoose256SignatureSaveLimit, mothergoose256PatchSaveLimit },
{ true, 994, "save limit dialog (SCI1)", 1, mothergoose256SignatureSaveLimit, mothergoose256PatchSaveLimit },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Mixed-up Mother Goose Deluxe
// The game uses pic 10005 to render the Sierra logo, but then it also
// initialises a logo object with view 502 on the same priority as the pic. In
// the original interpreter, it is dumb luck which is drawn first (based on the
// order of the memory IDs), though usually the pic is drawn first because not
// many objects have been created at the start of the game. In ScummVM, the
// renderer guarantees a sort order based on the creation order of screen items,
// and since the view is created after the pic, it wins and is drawn on top.
// This patch stops the view object from being created at all.
//
// Applies to at least: English CD from King's Quest Collection
// Responsible method: sShowLogo::changeState
static const uint16 mothergooseHiresLogoSignature[] = {
0x38, SIG_SELECTOR16(init), // pushi $8e (init)
SIG_MAGICDWORD,
0x76, // push0
0x72, SIG_UINT16(0x82), // lofsa logo[82]
0x4a, SIG_UINT16(0x04), // send $4
SIG_END
};
static const uint16 mothergooseHiresLogoPatch[] = {
0x33, 0x08, // jmp [past bad logo init]
PATCH_END
};
// After finishing the rhyme at the fountain, a horse will appear and walk
// across the screen. The priority of the horse is set too high, so it is
// rendered in front of the fountain instead of behind the fountain. This patch
// corrects the priority so the horse draws behind the fountain.
//
// Applies to at least: English CD from King's Quest Collection
// Responsible method: rhymeScript::changeState
static const uint16 mothergooseHiresHorseSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(setPri), // pushi $4a (setPri)
0x78, // push1
0x38, SIG_UINT16(0xb7), // pushi $b7
SIG_END
};
static const uint16 mothergooseHiresHorsePatch[] = {
PATCH_ADDTOOFFSET(3), // pushi setPri, push1
0x38, PATCH_UINT16(0x59), // pushi $59
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry mothergooseHiresSignatures[] = {
{ true, 0, "disable volume reset on startup (1/2)", 2, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 90, "disable volume reset on startup (2/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 108, "fix bad logo rendering", 1, mothergooseHiresLogoSignature, mothergooseHiresLogoPatch },
{ true, 318, "fix bad horse z-index", 1, mothergooseHiresHorseSignature, mothergooseHiresHorsePatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Phantasmagoria
// Phantasmagoria persists audio volumes in the save games, but ScummVM manages
// game volumes through the launcher, so stop the game from overwriting the
// ScummVM volumes with volumes from save games.
// Applies to at least: English CD
static const uint16 phant1SavedVolumeSignature[] = {
0x7a, // push2
0x39, 0x08, // pushi 8
0x38, SIG_SELECTOR16(readWord), // push $20b (readWord)
0x76, // push0
0x72, SIG_UINT16(0x13c), // lofsa $13c (PREF.DAT)
0x4a, SIG_UINT16(0x04), // send 4
SIG_MAGICDWORD,
0xa1, 0xbc, // sag $bc
0x36, // push
0x43, 0x76, SIG_UINT16(0x04), // callk DoAudio[76], 4
0x7a, // push2
0x76, // push0
0x38, SIG_SELECTOR16(readWord), // push $20b (readWord)
0x76, // push0
0x72, SIG_UINT16(0x13c), // lofsa $13c (PREF.DAT)
0x4a, SIG_UINT16(0x04), // send 4
0xa1, 0xbb, // sag $bb
0x36, // push
0x43, 0x75, SIG_UINT16(0x04), // callk DoSound[75], 4
SIG_END
};
static const uint16 phant1SavedVolumePatch[] = {
0x32, PATCH_UINT16(36), // jmp [to prefFile::close]
PATCH_END
};
// Phantasmagoria performs an incomplete initialisation of a rat view when
// exiting the alcove in the basement any time after chapter 3 when flag 26 is
// not set. This causes the rat view to be rendered with the same origin and
// priority as the background picture for the game plane, triggering last ditch
// sorting of the screen items in the renderer. This happens to work OK most of
// the time in SSCI because the last ditch sort uses memory handle indexes, and
// the index of the rat seems to usually end up below the index for the
// background pic, so the rat's screen item is submitted before the background,
// ensuring that the background palette overrides the rat view's palette. In
// ScummVM, last ditch sorting operates using the creation order of screen
// items, so the rat ends up always sorting above the background, which causes
// the background palette to get replaced by the rat palette, which corrupts the
// background. This patch stops the game script from initialising the bad rat
// view entirely.
// Applies to at least: English CD, French CD
static const uint16 phant1RatSignature[] = {
SIG_MAGICDWORD,
0x78, // push1
0x39, 0x1a, // pushi $1a
0x45, 0x03, SIG_UINT16(0x02), // callb 3, 2
0x18, // not
0x31, 0x18, // bnt $18
SIG_END
};
static const uint16 phant1RatPatch[] = {
0x33, 0x20, // jmp [past rat condition + call]
PATCH_END
};
// In Phantasmagoria the cursor's hover state will not trigger on any of the
// buttons in the main menu after returning to the main menu from a game, or
// when choosing "Quit" on the main menu and then cancelling the quit in the
// confirmation dialogue, until another button has been hovered and unhovered
// once.
// This happens because the quit confirmation dialogue creates its own
// event handling loop which prevents the main event loop from handling the
// cursor leaving the button (which would reset global 193 to 0), and the
// dialogue does not reset global193 itself, so it remains at 2 until a new
// button gets hovered and unhovered.
// There is not enough space in the confirmation dialogue code to add a reset
// of global 193, so we just remove the check entirely, since it is only used
// to avoid resetting the cursor's view on every mouse movement, and this
// button type is only used on the main menu and the in-game control panel.
//
// Applies to at least: English CD
static const uint16 phant1RedQuitCursorSignature[] = {
SIG_MAGICDWORD,
0x89, 0xc1, // lsg $c1
0x35, 0x02, // ldi 02
SIG_END
};
static const uint16 phant1RedQuitCursorPatch[] = {
0x33, 0x05, // jmp [past global193 check]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry phantasmagoriaSignatures[] = {
{ true, 23, "make cursor red after clicking quit", 1, phant1RedQuitCursorSignature, phant1RedQuitCursorPatch },
{ true, 901, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 1111, "ignore audio settings from save game", 1, phant1SavedVolumeSignature, phant1SavedVolumePatch },
{ true, 20200, "fix broken rat init in sEnterFromAlcove", 1, phant1RatSignature, phant1RatPatch },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Phantasmagoria 2
// The game uses a spin loop when navigating to and from Curtis's computer in
// the office, and when entering passwords, which causes the mouse to appear
// unresponsive. Replace the spin loop with a call to ScummVM kWait.
// Applies to at least: US English
// Responsible method: Script 3000 localproc 2ee4, script 63019 localproc 4f04
static const uint16 phant2WaitParam1Signature[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 0
0xa5, 0x00, // sat 0
0x8d, 0x00, // lst 0
0x87, 0x01, // lap 1
SIG_END
};
static const uint16 phant2WaitParam1Patch[] = {
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2
0x48, // ret
PATCH_END
};
// The interface bars at the top and bottom of the screen fade in and out when
// hovered over. This fade is performed by a script loop that calls kFrameOut
// directly and uses global 227 as the fade delta for each frame. Global 227
// normally contains the value 1, which means that these fades are quite slow.
// This patch replaces the use of global 227 with an immediate value that gives
// a reasonable fade speed.
// Applies to at least: US English
static const uint16 phant2SlowIFadeSignature[] = {
0x43, 0x21, SIG_UINT16(0), // callk FrameOut, 0
SIG_MAGICDWORD,
0x67, 0x03, // pTos 03 (scratch)
0x81, 0xe3, // lag $e3 (227)
SIG_END
};
static const uint16 phant2SlowIFadePatch[] = {
PATCH_ADDTOOFFSET(6), // skip to lag
0x35, 0x05, // ldi 5
PATCH_END
};
// The game uses a spin loop during music transitions which causes the mouse to
// appear unresponsive during scene changes. Replace the spin loop with a call
// to ScummVM kWait.
// Applies to at least: US English
// Responsible method: P2SongPlyr::wait4Fade
static const uint16 phant2Wait4FadeSignature[] = {
SIG_MAGICDWORD,
0x76, // push0
0x43, 0x79, SIG_UINT16(0), // callk GetTime, 0
0xa5, 0x01, // sat 1
0x78, // push1
SIG_END
};
static const uint16 phant2Wait4FadePatch[] = {
0x78, // push1
0x8d, 0x00, // lst temp[0]
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2
0x48, // ret
PATCH_END
};
// When reading the VERSION file, Phant2 sends a Str object instead of a
// reference to a string (kernel signature violation), and flips the file handle
// and size arguments, so the version file data never actually makes it into the
// game.
// Applies to at least: Phant2 US English CD
static const uint16 phant2GetVersionSignature[] = {
0x36, // push
0x35, 0xff, // ldi $ff
0x1c, // ne?
0x31, 0x0e, // bnt $e
0x39, 0x04, // pushi 4
0x39, 0x05, // pushi 5
SIG_MAGICDWORD,
0x89, 0x1b, // lsg $1b
0x8d, 0x05, // lst 5
0x39, 0x09, // pushi 9
0x43, 0x5d, SIG_UINT16(0x08), // callk FileIO, 8
0x7a, // push2
0x78, // push1
0x8d, 0x05, // lst 5
0x43, 0x5d, SIG_UINT16(0x04), // callk FileIO, 4
0x35, 0x01, // ldi 1
0xa1, 0xd8, // sag $d8
SIG_END
};
static const uint16 phant2GetVersionPatch[] = {
0x39, 0x04, // pushi 4
0x39, 0x05, // pushi 5
0x81, 0x1b, // lag $1b
0x39, PATCH_SELECTOR8(data), // pushi data
0x76, // push0
0x4a, PATCH_UINT16(4), // send 4
0x36, // push
0x39, 0x09, // pushi 9
0x8d, 0x05, // lst 5
0x43, 0x5d, PATCH_UINT16(0x08), // callk FileIO, 8
0x7a, // push2
0x78, // push1
0x8d, 0x05, // lst 5
0x43, 0x5d, PATCH_UINT16(0x04), // callk FileIO, 4
0x78, // push1
0xa9, 0xd8, // ssg $d8
PATCH_END
};
// The game uses a spin loop when displaying the success animation of the ratboy
// puzzle, which causes the mouse to appear unresponsive. Replace the spin loop
// with a call to ScummVM kWait.
// Applies to at least: US English
static const uint16 phant2RatboySignature[] = {
0x8d, 0x01, // lst 1
0x35, 0x1e, // ldi $1e
0x22, // lt?
SIG_MAGICDWORD,
0x31, 0x17, // bnt $17 [0c3d]
0x76, // push0
0x43, 0x79, SIG_UINT16(0x00), // callk GetTime, 0
SIG_END
};
static const uint16 phant2RatboyPatch[] = {
0x78, // push1
0x35, 0x1e, // ldi $1e
0x36, // push
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, $2
0x33, 0x14, // jmp [to next outer loop]
PATCH_END
};
// Phant2 has separate in-game volume controls for handling movie volume and
// in-game volume (misleading labelled "music volume"), but really needs the
// in-game volume to always be significantly lower than the movie volume in
// order for dialogue in movies to be consistently audible, so patch the in-game
// volume slider to limit it to our maximum.
// Applies to at least: US English
static const uint16 phant2AudioVolumeSignature[] = {
SIG_MAGICDWORD,
0x39, 0x7f, // pushi 127 (clientMax value)
0x39, 0x14, // pushi 20 (clientPageSize value)
SIG_ADDTOOFFSET(+10), // skip other init arguments
0x51, 0x5e, // class P2ScrollBar
SIG_ADDTOOFFSET(+3), // skip send
0xa3, 0x06, // sal 6 (identifies correct slider)
SIG_END
};
static const uint16 phant2AudioVolumePatch[] = {
0x39, kPhant2VolumeMax, // pushi (our custom volume max)
0x39, 0x14 * kPhant2VolumeMax / 127, // pushi (ratio of original value)
PATCH_END
};
// When censorship is disabled the game sticks <PROTECTED> at the end of every
// save game name, and when it is enabled it pads the save game name with a
// bunch of spaces. This is annoying and not helpful, so just disable all of
// this nonsense.
// Applies to at least: US English
static const uint16 phant2SaveNameSignature1[] = {
SIG_MAGICDWORD,
0x57, 0x4b, SIG_UINT16(0x06), // super SREdit, 6
0x63, // pToa (plane)
SIG_END
};
static const uint16 phant2SaveNamePatch1[] = {
PATCH_ADDTOOFFSET(+4), // super SREdit, 6
0x48, // ret
PATCH_END
};
static const uint16 phant2SaveNameSignature2[] = {
SIG_MAGICDWORD,
0xa5, 0x00, // sat 0
0x39, SIG_SELECTOR8(format), // pushi format
SIG_END
};
static const uint16 phant2SaveNamePatch2[] = {
PATCH_ADDTOOFFSET(+2), // sat 0
0x33, 0x68, // jmp [past name mangling]
PATCH_END
};
// Phant2-specific version of sci2NumSavesSignature1/2
// Applies to at least: English CD
static const uint16 phant2NumSavesSignature1[] = {
SIG_MAGICDWORD,
0x8d, 0x01, // lst 1
0x35, 0x14, // ldi 20
0x1a, // eq?
SIG_END
};
static const uint16 phant2NumSavesPatch1[] = {
PATCH_ADDTOOFFSET(+2), // lst 1
0x35, 0x63, // ldi 99
PATCH_END
};
static const uint16 phant2NumSavesSignature2[] = {
SIG_MAGICDWORD,
0x8d, 0x00, // lst 0
0x35, 0x14, // ldi 20
0x22, // lt?
SIG_END
};
static const uint16 phant2NumSavesPatch2[] = {
PATCH_ADDTOOFFSET(+2), // lst 0
0x35, 0x63, // ldi 99
PATCH_END
};
// The game script responsible for handling document scrolling in the computer
// interface uses a spin loop to wait for 10 ticks every time the document
// scrolls. This makes scrolling janky and makes the mouse appear
// non-responsive. Eliminating the delay entirely makes scrolling with the arrow
// buttons a little too quick; a delay of 3 ticks is an OK middle-ground between
// allowing mostly fluid motion with mouse dragging and reasonably paced
// scrolling holding down the arrows. Preferably, ScrollbarArrow::handleEvent or
// ScrollbarArrow::action would only send cues once every N ticks whilst being
// held down, but unfortunately the game was not programmed to do this.
// Applies to at least: US English
static const uint16 phant2SlowScrollSignature[] = {
SIG_MAGICDWORD,
0x35, 0x0a, // ldi 10
0x22, // lt?
0x31, 0x17, // bnt [end of loop]
0x76, // push0
0x43, 0x79, SIG_UINT16(0), // callk GetTime, 0
SIG_END
};
static const uint16 phant2SlowScrollPatch[] = {
0x78, // push1
0x39, 0x03, // pushi 3
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2
0x33, 0x13, // jmp [end of loop]
PATCH_END
};
// WynNetDoco::open calls setSize before it calls posn, but the values set by
// posn are used by setSize, so the left/top coordinates of the text and note
// fields is wrong for the first render of a document or email. (Incidentally,
// these fields are the now-seen rect fields, and the game is doing a very bad
// thing by touching these manually and then relying on the values instead of
// asking the kernel.) This is most noticeable during chapters 1 and 3 when the
// computer is displaying scary messages, since every time the scary message is
// rendered the text fields re-render at the top-left corner of the screen.
// Applies to at least: US English
static const uint16 phant2BadPositionSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(setSize), // pushi setSize
0x76, // push0
0x39, SIG_SELECTOR8(init), // pushi init
0x78, // pushi 1
0x89, 0x03, // lsg 3
0x39, SIG_SELECTOR8(posn), // pushi posn
0x7a, // push2
0x66, SIG_ADDTOOFFSET(+2), // pTos (x position)
0x66, SIG_ADDTOOFFSET(+2), // pTos (y position)
SIG_END
};
static const uint16 phant2BadPositionPatch[] = {
0x39, PATCH_SELECTOR8(posn), // pushi posn
0x7a, // push2
0x66, PATCH_GETORIGINALUINT16(12), // pTos (x position)
0x66, PATCH_GETORIGINALUINT16(15), // pTos (y position)
0x39, PATCH_SELECTOR8(setSize), // pushi setSize
0x76, // push0
0x39, PATCH_SELECTOR8(init), // pushi init
0x78, // pushi 1
0x89, 0x03, // lsg 3
PATCH_END
};
// WynDocuStore::refresh resets the cel of the open folder and document icons,
// so they don't end up being rendered as closed folder/document icons, but it
// forgets to actually update the icon's View with the kernel, so they render
// as closed for the first render after a refresh anyway. This is most
// noticeable during chapters 1 and 3 when the computer is displaying scary
// messages, since every time the scary message is rendered the icons re-render
// as closed.
// Applies to at least: US English
static const uint16 phant2BadIconSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setCel), // pushi setCel
0x78, // push1
0x78, // push1
0x38, SIG_SELECTOR16(iconV), // pushi iconV
0x76, // push0
0x62, SIG_ADDTOOFFSET(+2), // pToa curFolder/curDoco
0x4a, SIG_UINT16(0x04), // send 4
0x4a, SIG_UINT16(0x06), // send 6
SIG_END
};
static const uint16 phant2BadIconPatch[] = {
PATCH_ADDTOOFFSET(+5), // pushi setCel, push1, push1
0x38, PATCH_SELECTOR16(update), // pushi update
0x76, // push0
0x4a, PATCH_UINT16(0x0a), // send 10
0x33, 0x04, // jmp [past unused bytes]
PATCH_END
};
// The left and right arrows move inventory items a pixel more than each
// inventory item is wide, which causes the inventory to creep to the left by
// one pixel per scrolled item.
// Applies to at least: US English
static const uint16 phant2InvLeftDeltaSignature[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x42), // delta
SIG_UINT16(0x19), // moveDelay
SIG_END
};
static const uint16 phant2InvLeftDeltaPatch[] = {
PATCH_UINT16(0x41), // delta
PATCH_END
};
static const uint16 phant2InvRightDeltaSignature[] = {
SIG_MAGICDWORD,
SIG_UINT16(0xffbe), // delta
SIG_UINT16(0x19), // moveDelay
SIG_END
};
static const uint16 phant2InvRightDeltaPatch[] = {
PATCH_UINT16(0xffbf), // delta
PATCH_END
};
// The first inventory item is put too far to the right, which causes wide items
// to get cut off on the right side of the inventory.
// Applies to at least: US English
static const uint16 phant2InvOffsetSignature[] = {
SIG_MAGICDWORD,
0x35, 0x26, // ldi 38
0x64, SIG_SELECTOR16(xOff), // aTop xOff
SIG_END
};
static const uint16 phant2InvOffsetPatch[] = {
0x35, 0x1d, // ldi 29
PATCH_END
};
// The text placement of "File" and "Note" content inside DocuStore File
// Retrieval System makes some letters especially "g" overlap the
// corresponding box. Set by 'WynNetDoco::open'.
// We fix this by changing the position of those 2 inside the heap of
// subclass 'WynNetDoco' slightly.
// Applies to at least: English CD, Japanese CD, German CD
static const uint16 phant2DocuStoreFileNotePlacementSignature[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x0046), // nameX
SIG_UINT16(0x000a), // nameY
SIG_ADDTOOFFSET(+10), // skip over nameMsg*
SIG_UINT16(0x0046), // noteX
SIG_UINT16(0x001e), // noteY
SIG_END
};
static const uint16 phant2DocuStoreFileNotePlacementPatch[] = {
PATCH_ADDTOOFFSET(+2),
PATCH_UINT16(0x0006), // new nameY
PATCH_ADDTOOFFSET(+12),
PATCH_UINT16(0x001b), // new noteY
PATCH_END
};
// The text placement of "From" and "Subject" content inside DocuStore.
// We fix this by changing the position inside the heap of subclass
// 'WynNetEmail' slightly.
// For this one, we also fix the horizontal placement.
static const uint16 phant2DocuStoreEmailPlacementSignature[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x0049), // nameX
SIG_UINT16(0x0008), // nameY
SIG_ADDTOOFFSET(+10), // skip over nameMsg*
SIG_UINT16(0x0049), // noteX
SIG_UINT16(0x001c), // noteY
SIG_END
};
static const uint16 phant2DocuStoreEmailPlacementPatch[] = {
PATCH_UINT16(0x0050), // new nameX
PATCH_UINT16(0x0006), // new nameY
SIG_ADDTOOFFSET(+10),
PATCH_UINT16(0x0050), // new noteX
PATCH_UINT16(0x001b), // new noteY
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry phantasmagoria2Signatures[] = {
{ true, 0, "speed up interface fades", 3, phant2SlowIFadeSignature, phant2SlowIFadePatch },
{ true, 0, "fix bad arguments to get game version", 1, phant2GetVersionSignature, phant2GetVersionPatch },
{ true, 3000, "replace spin loop in alien password window", 1, phant2WaitParam1Signature, phant2WaitParam1Patch },
{ true, 4081, "replace spin loop after ratboy puzzle", 1, phant2RatboySignature, phant2RatboyPatch },
{ true, 63001, "fix inventory left scroll delta", 1, phant2InvLeftDeltaSignature, phant2InvLeftDeltaPatch },
{ true, 63001, "fix inventory right scroll delta", 1, phant2InvRightDeltaSignature, phant2InvRightDeltaPatch },
{ true, 63001, "fix inventory wrong initial offset", 1, phant2InvOffsetSignature, phant2InvOffsetPatch },
{ true, 63004, "limit in-game audio volume", 1, phant2AudioVolumeSignature, phant2AudioVolumePatch },
{ true, 63016, "replace spin loop during music fades", 1, phant2Wait4FadeSignature, phant2Wait4FadePatch },
{ true, 63019, "replace spin loop during computer load", 1, phant2WaitParam1Signature, phant2WaitParam1Patch },
{ true, 63019, "replace spin loop during computer scrolling", 1, phant2SlowScrollSignature, phant2SlowScrollPatch },
{ true, 63019, "fix bad doc/email name & memo positioning", 2, phant2BadPositionSignature, phant2BadPositionPatch },
{ true, 63019, "fix bad folder/doc icon refresh", 2, phant2BadIconSignature, phant2BadIconPatch },
{ true, 63019, "fix file and note content placement", 1, phant2DocuStoreFileNotePlacementSignature, phant2DocuStoreFileNotePlacementPatch },
{ true, 63019, "fix email content placement", 1, phant2DocuStoreEmailPlacementSignature, phant2DocuStoreEmailPlacementPatch },
{ true, 64990, "remove save game name mangling (1/2)", 1, phant2SaveNameSignature1, phant2SaveNamePatch1 },
{ true, 64990, "increase number of save games (1/2)", 1, phant2NumSavesSignature1, phant2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 2, phant2NumSavesSignature2, phant2NumSavesPatch2 },
{ true, 64994, "remove save game name mangling (2/2)", 1, phant2SaveNameSignature2, phant2SaveNamePatch2 },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// Police Quest 1 VGA
// When briefing is about to start in room 15, other officers will get into the room too.
// When one of those officers gets into the way of ego, they will tell the player to sit down.
// But control will be disabled right at that point. Ego may then go to his seat by himself,
// or more often than not will just stand there. The player is unable to do anything.
//
// Sergeant Dooley will then enter the room. Tell the player to sit down 3 times and after
// that it's game over.
//
// Because the Sergeant is telling the player to sit down, one has to assume that the player
// is meant to still be in control. Which is why this script patch removes disabling of player control.
//
// The script also tries to make ego walk to the chair, but it fails because it gets stuck with other
// actors. So I guess the safest way is to remove all of that and let the player do it manually.
//
// The responsible method seems to use a few hardcoded texts, which is why I have to assume that it's
// not used anywhere else. I also checked all scripts and couldn't find any other calls to it.
//
// This of course also happens when using the original interpreter.
//
// Scripts work like this: manX::doit (script 134) triggers gab::changeState, which then triggers rm015::notify
//
// Applies to at least: English floppy
// Responsible method: gab::changeState (script 152)
// Fixes bug: #5865
static const uint16 pq1vgaSignatureBriefingGettingStuck[] = {
0x76, // push0
0x45, 0x02, 0x00, // call export 2 of script 0 (disable control)
0x38, SIG_ADDTOOFFSET(+2), // pushi notify
0x76, // push0
0x81, 0x02, // lag global[2] (get current room)
0x4a, 0x04, // send 04
SIG_MAGICDWORD,
0x8b, 0x02, // lsl local[2]
0x35, 0x01, // ldi 01
0x02, // add
SIG_END
};
static const uint16 pq1vgaPatchBriefingGettingStuck[] = {
0x33, 0x0a, // jmp to lsl local[2], skip over export 2 and ::notify
PATCH_END // rm015::notify would try to make ego walk to the chair
};
// When at the police station, you can put or get your gun from your locker.
// The script, that handles this, is buggy. It disposes the gun as soon as
// you click, but then waits 2 seconds before it also closes the locker.
// Problem is that it's possible to click again, which then results in a
// disposed object getting accessed. This happened to work by pure luck in
// SSCI.
// This patch changes the code, so that the gun is actually given away
// when the 2 seconds have passed and the locker got closed.
// Applies to at least: English floppy
// Responsible method: putGun::changeState (script 341)
// Fixes bug: #5705 / #6400
static const uint16 pq1vgaSignaturePutGunInLockerBug[] = {
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x25, // bnt [next state check]
SIG_ADDTOOFFSET(+22), // [skip 22 bytes]
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(put), // pushi "put"
0x78, // push1
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 - ego::put(0)
0x35, 0x02, // ldi 02
0x65, 0x1c, // aTop 1c (set timer to 2 seconds)
0x33, 0x0e, // jmp [end of method]
0x3c, // dup --- next state check target
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x08, // bnt [end of method]
0x39, SIG_SELECTOR8(dispose), // pushi "dispose"
0x76, // push0
0x72, SIG_UINT16(0x0088), // lofsa 0088
0x4a, 0x04, // send 04 - locker::dispose
SIG_END
};
static const uint16 pq1vgaPatchPutGunInLockerBug[] = {
PATCH_ADDTOOFFSET(+3),
0x31, 0x1c, // bnt [next state check]
PATCH_ADDTOOFFSET(+22),
0x35, 0x02, // ldi 02
0x65, 0x1c, // aTop 1c (set timer to 2 seconds)
0x33, 0x17, // jmp [end of method]
0x3c, // dup --- next state check target
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x11, // bnt [end of method]
0x38, PATCH_SELECTOR16(put), // pushi "put"
0x78, // push1
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 - ego::put(0)
PATCH_END
};
// When restoring a saved game, which was made while driving around,
// the game didn't redraw the map. This also happened in Sierra SCI.
//
// The map is a picture resource and drawn over the main picture.
// This is called an "overlay" in SCI. This wasn't implemented properly.
// We fix it by actually implementing it properly.
//
// Applies to at least: English floppy
// Responsible method: rm500::init, changeOverlay::changeState (script 500)
// Fixes bug: #5016
static const uint16 pq1vgaSignatureMapSaveRestoreBug[] = {
0x39, 0x04, // pushi 04
SIG_ADDTOOFFSET(+2), // skip either lsg global[f9] or pTos register
SIG_MAGICDWORD,
0x38, 0x64, 0x80, // pushi 8064
0x76, // push0
0x89, 0x28, // lsg global[28]
0x43, 0x08, 0x08, // kDrawPic (8)
SIG_END
};
static const uint16 pq1vgaPatchMapSaveRestoreBug[] = {
0x38, PATCH_SELECTOR16(overlay), // pushi "overlay"
0x7a, // push2
0x89, 0xf9, // lsg global[f9]
0x39, 0x64, // pushi 64 (no transition)
0x81, 0x02, // lag global[02] (current room object)
0x4a, 0x08, // send 08
0x18, // not (waste byte)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pq1vgaSignatures[] = {
{ true, 152, "getting stuck while briefing is about to start", 1, pq1vgaSignatureBriefingGettingStuck, pq1vgaPatchBriefingGettingStuck },
{ true, 341, "put gun in locker bug", 1, pq1vgaSignaturePutGunInLockerBug, pq1vgaPatchPutGunInLockerBug },
{ true, 500, "map save/restore bug", 2, pq1vgaSignatureMapSaveRestoreBug, pq1vgaPatchMapSaveRestoreBug },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Police Quest 3
// The player can give the locket to Marie on day 6, which was supposed to grant
// 10 points. Sadly no version did so, so it was not possible to complete the game
// with a perfect score (460 points).
// Those 10 points are mentioned in the official Sierra hint book for day 6,
// which is why we consider this to be accurate.
// This bug occurs of course also, when using the original interpreter.
// We fix this issue by granting those 10 points.
// Applies to at least: English PC floppy, English Amiga, German PC floppy
// Responsible method: giveLocket::changeState(1), script 36
// Fixes bug: #9862
static const uint16 pq3SignatureGiveLocketPoints[] = {
// selectors hardcoded in here, it seems all game versions use the same selector ids
0x39, 0x20, // pushi 20h (state)
0x78, // push1
0x78, // push1
0x39, 0x43, // pushi 43h (at)
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x25, // pushi 25h
0x81, 0x09, // lag global[9]
0x4a, 0x06, // send 06 - Inv::at(25h)
0x4a, 0x06, // send 06 - locket::state(1)
0x38, SIG_UINT16(0x009b), // pushi 009bh (owner)
0x76, // push0
0x39, 0x43, // pushi 43h (at)
0x78, // push1
0x39, 0x25, // pushi 25h
0x81, 0x09, // lag global[9]
0x4a, 0x06, // send 06 - Inv:at(25h)
0x4a, 0x04, // send 04 - locket::owner
SIG_END
};
static const uint16 pq3PatchGiveLocketPoints[] = {
// new code for points, 9 bytes
0x7a, // push2
0x38, PATCH_UINT16(0x00ff), // pushi 0x00ff - using last flag slot, seems to be unused
0x39, 0x0a, // pushi 10d - 10 points
0x45, 0x06, 0x04, // callb export000_6, 4
// original code
0x39, 0x20, // pushi 20h (state)
0x78, // push1
0x78, // push1
0x39, 0x43, // pushi 43h (at)
0x78, // push1
0x39, 0x25, // pushi 25h
0x81, 0x09, // lag global[9]
0x4a, 0x06, // send 06 - Inv::at(25h)
0x4a, 0x06, // send 06 - locket::state(1)
// optimized code, saving 9 bytes
0x38, PATCH_UINT16(0x009b), // pushi 009bh (owner)
0x76, // push0
0x4a, 0x04, // send 04 - locket::owner
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pq3Signatures[] = {
{ true, 36, "give locket missing points", 1, pq3SignatureGiveLocketPoints, pq3PatchGiveLocketPoints },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Police Quest 4
// Add support for simultaneous speech & subtitles to the in-game UI.
// The original game code has code paths for lo-res mode but only creates the
// buttons in hi-res mode, so the lo-res code paths are removed to gain more
// space for the patch.
// Applies to: English CD
// Responsible method: iconText::init, iconText::select
static const uint16 pq4CdSpeechAndSubtitlesSignature[] = {
// iconText::init
0x76, // push0
0x43, 0x22, SIG_UINT16(0x00), // callk IsHiRes
0x18, // not
0x31, 0x05, // bnt [skip next 2 opcodes, when hires]
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x2661), // ldi 9825
0x65, 0x78, // aTop mainView
0x89, 0x5a, // lsg global[$5a]
0x35, 0x01, // ldi 1
0x12, // and
0x30, SIG_UINT16(0x1b), // bnt [when in speech mode]
0x76, // push0
0x43, 0x22, SIG_UINT16(0x00), // callk IsHiRes
SIG_ADDTOOFFSET(+45), // skip over the remaining code
0x38, SIG_SELECTOR16(init), // pushi $93 (init)
0x76, // push0
0x59, 0x01, // &rest 01
0x57, 0x8f, SIG_UINT16(0x04), // super GCItem
0x48, // ret
// iconText::select
0x38, SIG_SELECTOR16(select), // pushi $1c4 (select)
0x76, // push0
0x59, 0x01, // &rest 01
0x57, 0x8f, SIG_UINT16(0x04), // super GCItem, 4
0x89, 0x5a, // lsg global[$5a]
0x35, 0x02, // ldi 2
0x12, // and
0x30, SIG_UINT16(0x1f), // bnt [jump to currently-in-text-mode code]
SIG_ADDTOOFFSET(+67), // skip over the rest
0x48, // ret
SIG_END
};
static const uint16 pq4CdSpeechAndSubtitlesPatch[] = {
// iconText::init
0x76, // push0
0x41, 0x02, PATCH_UINT16(0x00), // call [our new subroutine which sets view+loop+cel], 0
0x33, 0x40, // jmp [to original init, super GCItem call]
// new code for setting view+loop+cel
0x34, PATCH_UINT16(0x2aeb), // ldi 10987
0x65, 0x78, // aTop mainView - always set this view, because it's used by 2 states
0x89, 0x5a, // lsg global[$5a]
0x35, 0x03, // ldi 3
0x1a, // eq?
0x31, 0x04, // bnt [skip over follow up code]
// speech+subtitles mode
0x78, // push1
0x69, 0x7a, // sTop mainLoop
0x48, // ret
0x89, 0x5a, // lsg global[$5a]
0x35, 0x01, // ldi 1
0x12, // and
0x31, 0x04, // bnt [skip over follow up code]
// subtitles mode
0x76, // push0
0x69, 0x7a, // sTop mainLoop
0x48, // ret
// speech mode
0x34, PATCH_UINT16(0x2ae6), // ldi 10982
0x65, 0x78, // aTop mainView
0x35, 0x0f, // ldi 15
0x65, 0x7a, // aTop mainLoop
0x48, // ret
PATCH_ADDTOOFFSET(+38), // skip to iconText::select
// iconText::select
PATCH_ADDTOOFFSET(+10), // skip over the super code
0xc1, 0x5a, // +ag $5a
0xa1, 0x5a, // sag $5a
0x36, // push
0x35, 0x04, // ldi 4
0x28, // uge?
0x31, 0x03, // bnt [skip over follow up code]
0x78, // push1
0xa9, 0x5a, // ssg $5a
0x76, // push0
0x41, 0x99, PATCH_UINT16(0x00), // call [our new subroutine which sets view+loop+cel, effectively -103], 0
0x33, 0x2f, // jmp [to end of original select, show call]
PATCH_END
};
// When showing the red shoe to Barbie after showing the police badge but before
// exhausting the normal dialogue tree, the game plays the expected dialogue but
// fails to award points or set an internal flag indicating this interaction has
// occurred (which is needed to progress in the game). This is because the game
// checks global $9a (dialogue progress flag) instead of local 3 (badge shown
// flag) when interacting with Barbie. The game uses the same
// `shoeShoe::changeState(0)` method for showing the shoe to the young woman at the
// bar earlier in the game, and checks local 3 then, so just check local 3 in
// both cases to prevent the game from appearing to be in an unwinnable state
// just because the player interacted in the "wrong" order.
// Applies to at least: English floppy, German floppy, English CD, German CD
static const uint16 pq4BittyKittyShowBarieRedShoeSignature[] = {
// stripper::noun check is for checking, if police badge was shown
SIG_MAGICDWORD,
0x89, 0x9a, // lsg global[$9a]
0x35, 0x02, // ldi 2
0x1e, // gt?
0x30, SIG_UINT16(0x0028), // bnt [skip 2 points code]
0x39, SIG_SELECTOR8(points), // pushi $61 (points)
SIG_END
};
static const uint16 pq4BittyKittyShowBarbieRedShoePatch[] = {
0x83, 0x03, // lal local[3]
0x30, PATCH_UINT16(0x002b), // bnt [skip 2 points code]
0x33, 1, // jmp 1 (waste some bytes)
PATCH_END
};
// In PQ4, scripts for the city hall action sequences use `ticks`. These
// continue to count down even during inventory interaction, so if the user is
// unable to find the correct inventory item quickly enough for the sequence,
// the game will immediately end with a "game over" once they close the
// inventory and the main game loop resumes. This can seem like a game bug, so
// we change these sequences to use `seconds`, which only tick down by 1 when
// the game returns to the main loop and the wall time has changed, even if many
// seconds have actually elapsed. However, since `seconds` uses absolute
// hardware clock time with a granularity of 1 second, "one" second can actually
// be less than one second if the timer is set in between hardware clock
// seconds, so the values are increased slightly from their equivalent tick
// values to compensate for this.
// Applies to at least: English Floppy, German floppy
// Responsible method: metzAttack::changeState(2) - 120 ticks (player needs to draw gun)
// stickScr::changeState(0) - 180 ticks (player needs to tell enemy to drop gun)
// dropStick::changeState(5) - 120 ticks (player needs to tell enemy to turn around)
// turnMetz::changeState(5) - 600/420 ticks (player needs to cuff Metz)
// all in script 390
//
// TODO: The object structure changed in PQ4CD so ticks moved from 0x20 to 0x22.
// Additional signatures/patches will need to be added for CD version.
static const uint16 pq4FloppyCityHallDrawGunTimerSignature[] = {
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x08), // send 8
0x32, // jmp [ret]
SIG_ADDTOOFFSET(+8), // skip over some code
0x35, 0x78, // pushi $78 (120)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 pq4FloppyCityHallDrawGunTimerPatch[] = {
PATCH_ADDTOOFFSET(+12), // send 8, jmp, skip over some code
0x35, 0x05, // pushi 4 (120t/2s -> 4s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0xb4), // pushi $b4 (180)
0x65, 0x20, // aTop ticks
0x32, SIG_UINT16(0x5e), // jmp to ret
SIG_END
};
static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerPatch[] = {
0x34, PATCH_UINT16(0x05), // pushi 5 (180t/3s -> 5s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerSignature[] = {
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x04), // send 4
0x35, 0x78, // pushi $78 (120)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerPatch[] = {
PATCH_ADDTOOFFSET(+3), // send 4
0x35, 0x03, // pushi 3 (120t/2s -> 3s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
static const uint16 pq4FloppyCityHallCuffEnemyTimerSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x258), // pushi $258 (600)
0x65, 0x20, // aTop ticks
SIG_ADDTOOFFSET(+3),
0x34, SIG_UINT16(0x1a4), // pushi $1a4 (420)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 pq4FloppyCityHallCuffEnemyTimerPatch[] = {
0x34, PATCH_UINT16(0x0a), // pushi 10 (600t/10s)
0x65, 0x1c, // aTop seconds
PATCH_ADDTOOFFSET(+3),
0x34, SIG_UINT16(0x07), // pushi 7 (420t/7s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
// The end game action sequence also uses ticks instead of seconds. See the
// description of city hall action sequence issues for more information.
// Applies to at least: English Floppy, German floppy, English CD
// Responsible method: comeInLast::changeState(11)
static const uint16 pq4LastActionHeroTimerSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x12c), // pushi $12c (300)
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks ($20 for floppy, $22 for CD)
SIG_END
};
static const uint16 pq4LastActionHeroTimerPatch[] = {
0x34, PATCH_UINT16(0x05), // pushi 5 (300t/5s)
0x65, PATCH_GETORIGINALBYTEADJUST(4, -4), // aTop seconds
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pq4Signatures[] = {
{ true, 9, "add speech+subtitles to in-game UI", 1, pq4CdSpeechAndSubtitlesSignature, pq4CdSpeechAndSubtitlesPatch },
{ true, 315, "fix missing points showing barbie the red shoe", 1, pq4BittyKittyShowBarieRedShoeSignature, pq4BittyKittyShowBarbieRedShoePatch },
{ true, 390, "change floppy city hall use gun timer", 1, pq4FloppyCityHallDrawGunTimerSignature, pq4FloppyCityHallDrawGunTimerPatch },
{ true, 390, "change floppy city hall say 'drop weapon' timer", 1, pq4FloppyCityHallTellEnemyDropWeaponTimerSignature, pq4FloppyCityHallTellEnemyDropWeaponTimerPatch },
{ true, 390, "change floppy city hall say 'turn around' timer", 1, pq4FloppyCityHallTellEnemyTurnAroundTimerSignature, pq4FloppyCityHallTellEnemyTurnAroundTimerPatch },
{ true, 390, "change floppy city hall use handcuffs timer", 1, pq4FloppyCityHallCuffEnemyTimerSignature, pq4FloppyCityHallCuffEnemyTimerPatch },
{ true, 755, "change last action sequence timer", 1, pq4LastActionHeroTimerSignature, pq4LastActionHeroTimerPatch },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 64918, "fix Str::strip in floppy version", 1, sci2BrokenStrStripSignature, sci2BrokenStrStripPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Police Quest: SWAT
// The init code that runs when PQ:SWAT starts up unconditionally resets the
// master sound volume to 127, but the game should always use the volume stored
// in ScummVM.
// Applies to at least: English CD
static const uint16 pqSwatVolumeResetSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume
0x78, // push1
0x39, 0x7f, // push $7f
0x54, SIG_UINT16(0x06), // self 6
SIG_END
};
static const uint16 pqSwatVolumeResetPatch[] = {
0x32, PATCH_UINT16(6), // jmp 6 [past volume reset]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pqSwatSignatures[] = {
{ true, 0, "disable volume reset on startup (1/2)", 1, pqSwatVolumeResetSignature, pqSwatVolumeResetPatch },
{ true, 1, "disable volume reset on startup (2/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// At the healer's house there is a bird's nest up on the tree.
// The player can throw rocks at it until it falls to the ground.
// The hero will then grab the item, that is in the nest.
//
// When running is active, the hero will not reach the actual destination
// and because of that, the game will get stuck.
//
// We just change the coordinate of the destination slightly, so that walking,
// sneaking and running work.
//
// This bug was fixed by Sierra at least in the Japanese PC-9801 version.
// Applies to at least: English floppy (1.000, 1.012)
// Responsible method: pickItUp::changeState (script 54)
// Fixes bug: #6407
static const uint16 qfg1egaSignatureThrowRockAtNest[] = {
0x4a, 0x04, // send 04 (nest::x)
0x36, // push
SIG_MAGICDWORD,
0x35, 0x0f, // ldi 0f (15d)
0x02, // add
0x36, // push
SIG_END
};
static const uint16 qfg1egaPatchThrowRockAtNest[] = {
PATCH_ADDTOOFFSET(+3),
0x35, 0x12, // ldi 12 (18d)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg1egaSignatures[] = {
{ true, 54, "throw rock at nest while running", 1, qfg1egaSignatureThrowRockAtNest, qfg1egaPatchThrowRockAtNest },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// script 215 of qfg1vga pointBox::doit actually processes button-presses
// during fighting with monsters. It strangely also calls kGetEvent. Because
// the main User::doit also calls kGetEvent it's pure luck, where the event
// will hit. It's the same issue as in freddy pharkas and if you turn dos-box
// to max cycles, sometimes clicks also won't get registered. Strangely it's
// not nearly as bad as in our sci, but these differences may be caused by
// timing.
// We just reuse the active event, thus removing the duplicate kGetEvent call.
// Applies to at least: English floppy
// Responsible method: pointBox::doit
static const uint16 qfg1vgaSignatureFightEvents[] = {
0x39, SIG_MAGICDWORD,
SIG_SELECTOR8(new), // pushi "new"
0x76, // push0
0x51, 0x07, // class Event
0x4a, 0x04, // send 04 - call Event::new
0xa5, 0x00, // sat temp[0]
0x78, // push1
0x76, // push0
0x4a, 0x04, // send 04 - read Event::x
0xa5, 0x03, // sat temp[3]
0x76, // push0 (selector y)
0x76, // push0
0x85, 0x00, // lat temp[0]
0x4a, 0x04, // send 04 - read Event::y
0x36, // push
0x35, 0x0a, // ldi 0a
0x04, // sub (poor mans localization) ;-)
SIG_END
};
static const uint16 qfg1vgaPatchFightEvents[] = {
0x38, PATCH_SELECTOR16(curEvent), // pushi 15a (selector curEvent)
0x76, // push0
0x81, 0x50, // lag global[50]
0x4a, 0x04, // send 04 - read User::curEvent -> needs one byte more than previous code
0xa5, 0x00, // sat temp[0]
0x78, // push1
0x76, // push0
0x4a, 0x04, // send 04 - read Event::x
0xa5, 0x03, // sat temp[3]
0x76, // push0 (selector y)
0x76, // push0
0x85, 0x00, // lat temp[0]
0x4a, 0x04, // send 04 - read Event::y
0x39, 0x00, // pushi 00
0x02, // add (waste 3 bytes) - we don't need localization, User::doit has already done it
PATCH_END
};
// Script 814 of QFG1VGA is responsible for showing dialogs. However, the death
// screen message shown when the hero dies in room 64 (ghost room) is too large
// (254 chars long). Since the window header and main text are both stored in
// temp space, this is an issue, as the scripts read the window header, then the
// window text, which erases the window header text because of its length. To
// fix that, we allocate more temp space and move the pointer used for the
// window header a little bit, wherever it's used in script 814.
// Fixes bug: #6139.
// Patch 1: Increase temp space
static const uint16 qfg1vgaSignatureTempSpace[] = {
SIG_MAGICDWORD,
0x3f, 0xba, // link 0xba
0x87, 0x00, // lap 0
SIG_END
};
static const uint16 qfg1vgaPatchTempSpace[] = {
0x3f, 0xca, // link 0xca
PATCH_END
};
// Patch 2: Move the pointer used for the window header a little bit
static const uint16 qfg1vgaSignatureDialogHeader[] = {
SIG_MAGICDWORD,
0x5b, 0x04, 0x80, // lea temp[0x80]
0x36, // push
SIG_END
};
static const uint16 qfg1vgaPatchDialogHeader[] = {
0x5b, 0x04, 0x90, // lea temp[0x90]
PATCH_END
};
// When clicking on the crusher in room 331, Ego approaches him to talk to him,
// an action that is handled by moveToCrusher::changeState in script 331. The
// scripts set Ego to move close to the crusher, but when Ego is sneaking instead
// of walking, the target coordinates specified by script 331 are never reached,
// as Ego is making larger steps, and never reaches the required spot. This is an
// edge case that can occur when Ego is set to sneak. Normally, when clicking on
// the crusher, ego is supposed to move close to position 79, 165. We change it
// to 85, 165, which is not an edge case thus the freeze is avoided.
// Fixes bug: #6180
static const uint16 qfg1vgaSignatureMoveToCrusher[] = {
SIG_MAGICDWORD,
0x51, 0x1f, // class Motion
0x36, // push
0x39, 0x4f, // pushi 4f (79 - x)
0x38, SIG_UINT16(0x00a5), // pushi 00a5 (165 - y)
0x7c, // pushSelf
SIG_END
};
static const uint16 qfg1vgaPatchMoveToCrusher[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x55, // pushi 55 (85 - x)
PATCH_END
};
// Same pathfinding bug as above, where Ego is set to move to an impossible
// spot when sneaking. In GuardsTrumpet::changeState, we change the final
// location where Ego is moved from 111, 111 to 116, 116.
// target coordinate is really problematic here.
//
// 114, 114 works when the speed slider is all the way up, but doesn't work
// when the speed slider is not.
//
// It seems that this bug was fixed by Sierra for the Macintosh version.
//
// Applies to at least: English PC floppy
// Responsible method: GuardsTrumpet::changeState(8)
// Fixes bug: #6248
static const uint16 qfg1vgaSignatureMoveToCastleGate[] = {
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
SIG_MAGICDWORD,
0x36, // push
0x39, 0x6f, // pushi 6f (111d)
0x3c, // dup (111d) - coordinates 111, 111
0x7c, // pushSelf
SIG_END
};
static const uint16 qfg1vgaPatchMoveToCastleGate[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x74, // pushi 74 (116d), changes coordinates to 116, 116
PATCH_END
};
// Typo in the original Sierra scripts
// Looking at a cheetaur resulted in a text about a Saurus Rex
// The code treats both monster types the same.
// Applies to at least: English floppy
// Responsible method: smallMonster::doVerb
// Fixes bug #6249
static const uint16 qfg1vgaSignatureCheetaurDescription[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x01b8), // ldi 01b8
0x1a, // eq?
0x31, 0x16, // bnt 16
0x38, SIG_SELECTOR16(say), // pushi 0127h (selector "say")
0x39, 0x06, // pushi 06
0x39, 0x03, // pushi 03
0x78, // push1
0x39, 0x12, // pushi 12 -> monster type Saurus Rex
SIG_END
};
static const uint16 qfg1vgaPatchCheetaurDescription[] = {
PATCH_ADDTOOFFSET(+14),
0x39, 0x11, // pushi 11 -> monster type cheetaur
PATCH_END
};
// In the "funny" room (Yorick's room) in QfG1 VGA, pulling the chain and
// then pressing the button on the right side of the room results in
// a broken game. This also happens in SSCI.
// Problem is that the Sierra programmers forgot to disable the door, that
// gets opened by pulling the chain. So when ego falls down and then
// rolls through the door, one method thinks that the player walks through
// it and acts that way and the other method is still doing the roll animation.
// Local 5 of that room is a timer, that closes the door (object door11).
// Setting it to 1 during happyFace::changeState(0) stops door11::doit from
// calling goTo6::init, so the whole issue is stopped from happening.
//
// Applies to at least: English floppy
// Responsible method: happyFace::changeState, door11::doit
// Fixes bug #6181
static const uint16 qfg1vgaSignatureFunnyRoomFix[] = {
0x65, 0x14, // aTop 14 (state)
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, SIG_UINT16(0x0025), // bnt 0025 [-> next state]
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0xa3, 0x4e, // sal 4e
SIG_END
};
static const uint16 qfg1vgaPatchFunnyRoomFix[] = {
PATCH_ADDTOOFFSET(+3),
0x2e, PATCH_UINT16(0x0029), // bt 0029 [-> next state] - saves 4 bytes
0x35, 0x01, // ldi 01
0xa3, 0x4e, // sal 4e
0xa3, 0x05, // sal 05 (sets local 5 to 1)
0xa3, 0x05, // and again to make absolutely sure (actually to waste 2 bytes)
PATCH_END
};
// The player is able to buy (and also steal) potions in the healer's hut
// Strangely Sierra delays the actual buy/get potion code for 60 ticks
// Why they did that is unknown. The code is triggered anyway only after
// the relevant dialog boxes are closed.
//
// This delay causes problems in case the user quickly enters the inventory.
// That's why we change the amount of ticks to 1, so that the remaining states
// are executed right after the dialog boxes are closed.
//
// Applies to at least: English floppy
// Responsible method: cueItScript::changeState
// Fixes bug #6706
static const uint16 qfg1vgaSignatureHealerHutNoDelay[] = {
0x65, 0x14, // aTop 14 (state)
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x07, // bnt 07 [-> next state]
SIG_MAGICDWORD,
0x35, 0x3c, // ldi 3c (60 ticks)
0x65, 0x20, // aTop ticks
0x32, // jmp [-> end of method]
SIG_END
};
static const uint16 qfg1vgaPatchHealerHutNoDelay[] = {
PATCH_ADDTOOFFSET(+9),
0x35, 0x01, // ldi 01 (1 tick only, so that execution will resume as soon as dialog box is closed)
PATCH_END
};
// When following the white stag, you can actually enter the 2nd room from the mushroom/fairy location,
// which results in ego entering from the top. When you then throw a dagger at the stag, one animation
// frame will stay on screen, because of a script bug.
//
// Applies to at least: English floppy, Mac floppy
// Responsible method: stagHurt::changeState
// Fixes bug #6135
static const uint16 qfg1vgaSignatureWhiteStagDagger[] = {
0x87, 0x01, // lap param[1]
0x65, 0x14, // aTop state
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 0
0x1a, // eq?
0x31, 0x16, // bnt [next parameter check]
0x76, // push0
0x45, 0x02, 0x00, // callb export 2 from script 0, 0
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(say), // pushi 0127h (selector "say")
0x39, 0x05, // pushi 05
0x39, 0x03, // pushi 03
0x39, 0x51, // pushi 51h
0x76, // push0
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag global[5Bh] -> qg1Messager
0x4a, 0x0e, // send 0Eh -> qg1Messager::say(3, 51h, 0, 0, stagHurt)
0x33, 0x12, // jmp -> [ret]
0x3c, // dup
0x35, 0x01, // ldi 1
0x1a, // eq?
0x31, 0x0c, // bnt [ret]
0x38, // pushi...
SIG_ADDTOOFFSET(+11),
0x3a, // toss
0x48, // ret
SIG_END
};
static const uint16 qfg1vgaPatchWhiteStagDagger[] = {
PATCH_ADDTOOFFSET(+4),
0x2f, 0x05, // bt [next check] (state != 0)
// state = 0 code
0x35, 0x01, // ldi 1
0x65, 0x1a, // aTop cycles
0x48, // ret
0x36, // push
0x35, 0x01, // ldi 1
0x1a, // eq?
0x31, 0x16, // bnt [state = 2 code]
// state = 1 code
0x76, // push0
0x45, 0x02, 0x00, // callb export 2 from script 0, 0
0x38, PATCH_SELECTOR16(say), // pushi 0127h (selector "say")
0x39, 0x05, // pushi 05
0x39, 0x03, // pushi 03
0x39, 0x51, // pushi 51h
0x76, // push0
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag global[5Bh] -> qg1Messager
0x4a, 0x0e, // send 0Eh -> qg1Messager::say(3, 51h, 0, 0, stagHurt)
0x48, // ret
// state = 2 code
PATCH_ADDTOOFFSET(+13),
0x48, // ret (remove toss)
PATCH_END
};
// The dagger range has a script bug that can freeze the game or cause Brutus to kill you even after you've killed him.
// This is a bug in the original game.
//
// When Bruno leaves, a 300 tick countdown starts. If you kill Brutus or leave room 73 within those 300 ticks then
// the game is left in a broken state. For the rest of the game, if you ever return to the dagger range from the
// east or west during the first half of the day then the game will freeze or Brutus will come back to life
// and kill you, even if you already killed him.
//
// Special thanks, credits and kudos to sluicebox, who did a ton of research on this and even found this game bug originally.
//
// Applies to at least: English floppy, Mac floppy
// Responsible method: brutusWaits::changeState
// Fixes bug #9558
static const uint16 qfg1vgaSignatureBrutusScriptFreeze[] = {
0x78, // push1
0x38, SIG_UINT16(0x144), // pushi 144h (324d)
0x45, 0x05, 0x02, // call export 5 of script 0
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x12c), // ldi 12Ch (300d)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 qfg1vgaPatchBrutusScriptFreeze[] = {
0x34, PATCH_UINT16(0), // ldi 0 (waste 7 bytes)
0x35, 0x00, // ldi 0
0x35, 0x00, // ldi 0
PATCH_END
};
// Speed up the speed test by a factor 50, ensuring the detected speed
// will end up at the highest level. This improves the detail in
// Yorick's room (96), and slightly changes the timing in other rooms.
//
// Method changed: speedTest::changeState
static const uint16 qfg1vgaSignatureSpeedTest[] = {
0x76, // push0
0x43, 0x42, 0x00, // callk GetTime 0
SIG_MAGICDWORD,
0xa3, 0x01, // sal 1
0x35, 0x32, // ldi 50
0x65, 0x1a, // aTop cycles
SIG_END
};
static const uint16 qfg1vgaPatchSpeedTest[] = {
PATCH_ADDTOOFFSET(+6),
0x35, 0x01, // ldi 1
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg1vgaSignatures[] = {
{ true, 41, "moving to castle gate", 1, qfg1vgaSignatureMoveToCastleGate, qfg1vgaPatchMoveToCastleGate },
{ true, 55, "healer's hut, no delay for buy/steal", 1, qfg1vgaSignatureHealerHutNoDelay, qfg1vgaPatchHealerHutNoDelay },
{ true, 73, "brutus script freeze glitch", 1, qfg1vgaSignatureBrutusScriptFreeze, qfg1vgaPatchBrutusScriptFreeze },
{ true, 77, "white stag dagger throw animation glitch", 1, qfg1vgaSignatureWhiteStagDagger, qfg1vgaPatchWhiteStagDagger },
{ true, 96, "funny room script bug fixed", 1, qfg1vgaSignatureFunnyRoomFix, qfg1vgaPatchFunnyRoomFix },
{ true, 210, "cheetaur description fixed", 1, qfg1vgaSignatureCheetaurDescription, qfg1vgaPatchCheetaurDescription },
{ true, 215, "fight event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents },
{ true, 216, "weapon master event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents },
{ true, 299, "speedtest", 1, qfg1vgaSignatureSpeedTest, qfg1vgaPatchSpeedTest },
{ true, 331, "moving to crusher", 1, qfg1vgaSignatureMoveToCrusher, qfg1vgaPatchMoveToCrusher },
{ true, 814, "window text temp space", 1, qfg1vgaSignatureTempSpace, qfg1vgaPatchTempSpace },
{ true, 814, "dialog header offset", 3, qfg1vgaSignatureDialogHeader, qfg1vgaPatchDialogHeader },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// This is a very complicated bug.
// When the player encounters an enemy in the desert while riding a saurus and later
// tries to get back on it by entering "ride", the game will not give control back
// to the player.
//
// This is caused by script mountSaurus getting triggered twice.
// Once by 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
// then mountSaurus::changeState() from script 660 is triggered
// mountSaurus::changeState(5) finally calls mountSaurus::dispose(), which is also in script 20
// which finally re-enables controls
//
// 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).
// This worked as far as for controls, but 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.
//
// This fix could cause issues in case there is a cutscene, where ego is supposed to get onto the saurus using
// sheepScript.
//
// Applies to at least: English PC Floppy, English Amiga Floppy
// Responsible method: mountSaurus::changeState(), mountSaurus::init(), mountSaurus::dispose()
// Fixes bug: #5156
static const uint16 qfg2SignatureSaurusFreeze[] = {
0x3c, // dup
0x35, 0x02, // ldi 5
SIG_MAGICDWORD,
0x1a, // eq?
0x30, SIG_UINT16(0x0043), // bnt [ret]
0x76, // push0
SIG_ADDTOOFFSET(+61), // skip to dispose code
0x39, SIG_SELECTOR8(dispose), // pushi "dispose"
0x76, // push0
0x54, 0x04, // self 04
SIG_END
};
static const uint16 qfg2PatchSaurusFreeze[] = {
0x81, 0x66, // lag 66h
0x2e, SIG_UINT16(0x0040), // bt [to dispose code]
0x35, 0x00, // ldi 0 (waste 2 bytes)
PATCH_END
};
// The Jackalmen combat code has at least one serious issue.
//
// Jackalmen may attack in groups.
// This is handled by 2 globals.
// Global 136h contains the amount of cur. Jackalmen alive.
// Global 137h contains the amount of cur. Jackalmen killed during combat.
//
// Global 137h is subtracted from Global 136h after combat
// has ended, BUT when the player manages to hit the last enemy
// AFTER defeating it during its death animation (yes, that is possible - don't ask),
// the code is called a second time. Subtracting 137h twice, which will make global 136h
// negative and which will then make it so that there is an inconsistent state.
// Some variables will show that there is still an enemy, while others don't.
//
// 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.
// Responsible method: jackalMan::die (script 695)
// Fixes bug: #10218
static const uint16 qfg2SignatureOopsJackalMen[] = {
SIG_MAGICDWORD,
0x8b, 0x00, // lsl local[0]
0x35, 0x00, // ldi 0
0x22, // lt?
0x30, SIG_UINT16(0x000b), // bnt [Jackalman death animation code]
0x38, SIG_ADDTOOFFSET(+2), // pushi (die)
0x76, // push0
0x57, 0x66, 0x04, // super Monster, 4
0x48, // ret
0x32, SIG_UINT16(0x001a), // jmp (seems to be a compiler bug)
// Jackalman death animation code
0x83, 0x00, // lal local[0]
0x18, // not
0x30, SIG_UINT16(0x0003), // bnt [make next enemy walk in]
SIG_END
};
static const uint16 qfg2PatchOopsJackalMen[] = {
0x80, PATCH_UINT16(0x0136), // lag global[136h]
0x31, 0x0E, // bnt [skip everything] - requires 5 extra bytes
0x8b, 0x00, // lsl local[0]
0x35, 0x00, // ldi 0
0x22, // lt?
0x31, 0x08, // bnt [Jackalman death animation code] - save 1 byte
0x38, PATCH_GETORIGINALUINT16(+9), // pushi (die)
0x76, // push0
0x57, 0x66, 0x04, // super Monster, 4
0x48, // ret
// Jackalman death animation code
0x83, 0x00, // lal local[0]
0x18, // not
0x31, 0x03, // bnt [make next enemy walk in] - save 1 byte
PATCH_END
};
// Script 944 in QFG2 contains the FileSelector system class, used in the
// character import screen. This gets incorrectly called constantly, whenever
// the user clicks on a button in order to refresh the file list. This was
// probably done because it would be easier to refresh the list whenever the
// user inserted a new floppy disk, or changed directory. The problem is that
// the script has a bug, and it invalidates the text of the entries in the
// list. This has a high probability of breaking, as the user could change the
// list very quickly, or the garbage collector could kick in and remove the
// deleted entries. We don't allow the user to change the directory, thus the
// contents of the file list are constant, so we can avoid the constant file
// and text entry refreshes whenever a button is pressed, and prevent possible
// crashes because of these constant quick object reallocations.
// Fixes bug: #5096
static const uint16 qfg2SignatureImportDialog[] = {
0x63, SIG_MAGICDWORD, 0x20, // pToa text
0x30, SIG_UINT16(0x000b), // bnt [next state]
0x7a, // push2
0x39, 0x03, // pushi 03
0x36, // push
0x43, 0x72, 0x04, // callk Memory 4
0x35, 0x00, // ldi 00
0x65, 0x20, // aTop text
SIG_END
};
static const uint16 qfg2PatchImportDialog[] = {
PATCH_ADDTOOFFSET(+5),
0x48, // ret
PATCH_END
};
// Quest For Glory 2 character import doesn't properly set the character type
// in versions 1.102 and below, which makes all imported characters a fighter.
//
// Sierra released an official patch. However the fix is really easy to
// implement on our side, so we also patch the flaw in here in case we find it.
//
// The version released on GOG is 1.102 without this patch applied, so us
// patching it is quite useful.
//
// Applies to at least: English Floppy
// Responsible method: importHero::changeState
// Fixes bug: inside versions 1.102 and below
static const uint16 qfg2SignatureImportCharType[] = {
0x35, 0x04, // ldi 04
0x90, SIG_UINT16(0x023b), // lagi global[23Bh]
0x02, // add
0x36, // push
0x35, 0x04, // ldi 04
0x08, // div
0x36, // push
0x35, 0x0d, // ldi 0D
0xb0, SIG_UINT16(0x023b), // sagi global[023Bh]
0x8b, 0x1f, // lsl local[1Fh]
0x35, 0x05, // ldi 05
SIG_MAGICDWORD,
0xb0, SIG_UINT16(0x0150), // sagi global[0150h]
0x8b, 0x02, // lsl local[02h]
SIG_END
};
static const uint16 qfg2PatchImportCharType[] = {
0x80, PATCH_UINT16(0x023f), // lag global[23Fh] <-- patched to save 2 bytes
0x02, // add
0x36, // push
0x35, 0x04, // ldi 04
0x08, // div
0x36, // push
0xa8, SIG_UINT16(0x0248), // ssg global[0248h] <-- patched to save 2 bytes
0x8b, 0x1f, // lsl local[1Fh]
0xa8, SIG_UINT16(0x0155), // ssg global[0155h] <-- patched to save 2 bytes
// new code, directly from the official sierra patch file
0x83, 0x01, // lal local[01h]
0xa1, 0xbb, // sag global[BBh]
0xa1, 0x73, // sag global[73h]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg2Signatures[] = {
{ true, 665, "getting back on saurus freeze fix", 1, qfg2SignatureSaurusFreeze, qfg2PatchSaurusFreeze },
{ true, 695, "Oops Jackalmen fix", 1, qfg2SignatureOopsJackalMen, qfg2PatchOopsJackalMen },
{ true, 805, "import character type fix", 1, qfg2SignatureImportCharType, qfg2PatchImportCharType },
{ true, 944, "import dialog continuous calls", 1, qfg2SignatureImportDialog, qfg2PatchImportDialog },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Patch for the import screen in QFG3, same as the one for QFG2 above
static const uint16 qfg3SignatureImportDialog[] = {
0x63, SIG_MAGICDWORD, 0x2a, // pToa text
0x31, 0x0b, // bnt [next state]
0x7a, // push2
0x39, 0x03, // pushi 03
0x36, // push
0x43, 0x72, 0x04, // callk Memory 4
0x35, 0x00, // ldi 00
0x65, 0x2a, // aTop text
SIG_END
};
static const uint16 qfg3PatchImportDialog[] = {
PATCH_ADDTOOFFSET(+4),
0x48, // ret
PATCH_END
};
// ===========================================================================
// Patch for the Woo dialog option in Uhura's conversation.
// Problem: The Woo dialog option (0xffb5) is negative, and therefore
// treated as an option opening a submenu. This leads to uhuraTell::doChild
// being called, which calls hero::solvePuzzle and then proceeds with
// Teller::doChild to open the submenu. However, there is no actual submenu
// defined for option -75 since -75 does not show up in uhuraTell::keys.
// This will cause Teller::doChild to run out of bounds while scanning through
// uhuraTell::keys.
// Strategy: there is another conversation option in uhuraTell::doChild calling
// hero::solvePuzzle (0xfffc) which does a ret afterwards without going to
// Teller::doChild. We jump to this call of hero::solvePuzzle to get that same
// behaviour.
// Applies to at least: English, German, Italian, French, Spanish Floppy
// Responsible method: uhuraTell::doChild
// Fixes bug: #5172
static const uint16 qfg3SignatureWooDialog[] = {
SIG_MAGICDWORD,
0x67, 0x12, // pTos 12 (query)
0x35, 0xb6, // ldi b6
0x1a, // eq?
0x2f, 0x05, // bt 05
0x67, 0x12, // pTos 12 (query)
0x35, 0x9b, // ldi 9b
0x1a, // eq?
0x31, 0x0c, // bnt 0c
0x38, SIG_SELECTOR16(solvePuzzle), // pushi 0297
0x7a, // push2
0x38, SIG_UINT16(0x010c), // pushi 010c
0x7a, // push2
0x81, 0x00, // lag 00
0x4a, 0x08, // send 08
0x67, 0x12, // pTos 12 (query)
0x35, 0xb5, // ldi b5
SIG_END
};
static const uint16 qfg3PatchWooDialog[] = {
PATCH_ADDTOOFFSET(+0x29),
0x33, 0x11, // jmp to 0x6a2, the call to hero::solvePuzzle for 0xFFFC
PATCH_END
};
// Alternative version, with uint16 offsets, for GOG release of QfG3.
static const uint16 qfg3SignatureWooDialogAlt[] = {
SIG_MAGICDWORD,
0x67, 0x12, // pTos 12 (query)
0x35, 0xb6, // ldi b6
0x1a, // eq?
0x2e, SIG_UINT16(0x0005), // bt 05
0x67, 0x12, // pTos 12 (query)
0x35, 0x9b, // ldi 9b
0x1a, // eq?
0x30, SIG_UINT16(0x000c), // bnt 0c
0x38, SIG_SELECTOR16(solvePuzzle), // pushi 0297
0x7a, // push2
0x38, SIG_UINT16(0x010c), // pushi 010c
0x7a, // push2
0x81, 0x00, // lag 00
0x4a, 0x08, // send 08
0x67, 0x12, // pTos 12 (query)
0x35, 0xb5, // ldi b5
SIG_END
};
static const uint16 qfg3PatchWooDialogAlt[] = {
PATCH_ADDTOOFFSET(+0x2C),
0x33, 0x12, // jmp to 0x708, the call to hero::solvePuzzle for 0xFFFC
PATCH_END
};
// When exporting characters at the end of Quest for Glory 3, the underlying
// code has issues with values, that are above 9999.
// For further study: https://github.com/Blazingstix/QFGImporter/blob/master/QFGImporter/QFGImporter/QFG3.txt
//
// If a value is above 9999, parts or even the whole character file will get corrupted.
//
// We are fixing the code because of that. We are patching code, that is calculating the checksum
// and add extra code to lower such values to 9999.
//
// Applies to at least: English, French, German, Italian, Spanish floppy
// Responsible method: saveHero::changeState
// Fixes bug #6807
static const uint16 qfg3SignatureExportChar[] = {
0x35, SIG_ADDTOOFFSET(+1), // ldi 00 / ldi 01 (2 loops, we patch both)
0xa5, 0x00, // sat temp[0] [contains index to data]
0x8d, 0x00, // lst temp[0]
SIG_MAGICDWORD,
0x35, 0x2c, // ldi 2c
0x22, // lt? [index above or equal 2Ch (44d)?
0x31, 0x23, // bnt [exit loop]
// from this point it's actually useless code, maybe a sci compiler bug
0x8d, 0x00, // lst temp[0]
0x35, 0x01, // ldi 01
0x02, // add
0x9b, 0x00, // lsli local[0] ---------- load local[0 + ACC] onto stack
0x8d, 0x00, // lst temp[0]
0x35, 0x01, // ldi 01
0x02, // add
0xb3, 0x00, // sali local[0] ---------- save stack to local[0 + ACC]
// end of useless code
0x8b, SIG_ADDTOOFFSET(+1), // lsl local[36h/37h] ---- load local[36h/37h] onto stack
0x8d, 0x00, // lst temp[0]
0x35, 0x01, // ldi 01
0x02, // add
0x93, 0x00, // lali local[0] ---------- load local[0 + ACC] into ACC
0x02, // add -------------------- add ACC + stack and put into ACC
0xa3, SIG_ADDTOOFFSET(+1), // sal local[36h/37h] ---- save ACC to local[36h/37h]
0x8d, 0x00, // lst temp[0] ------------ temp[0] to stack
0x35, 0x02, // ldi 02
0x02, // add -------------------- add 2 to stack
0xa5, 0x00, // sat temp[0] ------------ save ACC to temp[0]
0x33, 0xd6, // jmp [loop]
SIG_END
};
static const uint16 qfg3PatchExportChar[] = {
PATCH_ADDTOOFFSET(+11),
0x85, 0x00, // lat temp[0]
0x9b, 0x01, // lsli local[0] + 1 ------ load local[ ACC + 1] onto stack
0x3c, // dup
0x34, PATCH_UINT16(0x2710), // ldi 2710h (10000d)
0x2c, // ult? ------------------- is value smaller than 10000?
0x2f, 0x0a, // bt [jump over]
0x3a, // toss
0x38, PATCH_UINT16(0x270f), // pushi 270fh (9999d)
0x3c, // dup
0x85, 0x00, // lat temp[0]
0xba, PATCH_UINT16(0x0001), // ssli local[0] + 1 ------ save stack to local[ ACC + 1] (UINT16 to waste 1 byte)
// jump offset
0x83, PATCH_GETORIGINALBYTE(+26), // lal local[37h/36h] ---- load local[37h/36h] into ACC
0x02, // add -------------------- add local[37h/36h] + data value
PATCH_END
};
// Quest for Glory 3 doesn't properly import the character type of Quest for Glory 1 character files.
// This issue was never addressed. It's caused by Sierra reading data directly from the local
// area, which is only set by Quest For Glory 2 import data, instead of reading the properly set global variable.
//
// We fix it, by also directly setting the local variable.
//
// Applies to at least: English, French, German, Italian, Spanish floppy
// Responsible method: importHero::changeState(4)
static const uint16 qfg3SignatureImportQfG1Char[] = {
SIG_MAGICDWORD,
0x82, SIG_UINT16(0x0238), // lal local[0x0238]
0xa0, SIG_UINT16(0x016a), // sag global[0x016a]
0xa1, 0x7d, // sag global[0x7d]
0x35, 0x01, // ldi 01
0x99, 0xfb, // lsgi global[0xfb]
SIG_END
};
static const uint16 qfg3PatchImportQfG1Char[] = {
PATCH_ADDTOOFFSET(+8),
0xa3, 0x01, // sal 01 -> also set local[01]
0x89, 0xfc, // lsg global[0xFD] -> save 2 bytes
PATCH_END
};
// The chief in his hut (room 640) is not drawn using the correct priority,
// which results in a graphical glitch. This is a game bug and also happens
// in Sierra's SCI. We adjust priority accordingly to fix it.
//
// Applies to at least: English, French, German, Italian, Spanish floppy
// Responsible method: heap in script 640
// Fixes bug #5173
static const uint16 qfg3SignatureChiefPriority[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x0002), // yStep 0x0002
SIG_UINT16(0x0281), // view 0x0281
SIG_UINT16(0x0000), // loop 0x0000
SIG_UINT16(0x0000), // cel 0x0000
SIG_UINT16(0x0000), // priority 0x0000
SIG_UINT16(0x0000), // underbits 0x0000
SIG_UINT16(0x1000), // signal 0x1000
SIG_END
};
static const uint16 qfg3PatchChiefPriority[] = {
PATCH_ADDTOOFFSET(+8),
PATCH_UINT16(0x000A), // new priority 0x000A (10d)
PATCH_ADDTOOFFSET(+2),
PATCH_UINT16(0x1010), // signal 0x1010 (set fixed priority flag)
PATCH_END
};
// There are 3 points that can't be achieved in the game. They should've been
// awarded for telling Rakeesh and Kreesha (room 285) about the Simabni
// initiation.
// However the array of posibble messages the hero can tell in that room
// (local 156) is missing the "Tell about Initiation" message (#31) which
// awards these points.
// This patch adds the message to that array, thus allowing the hero to tell
// that message (after completing the initiation) and gain the 3 points.
// A side effect of increasing the local156 array is that the next local
// array is shifted and shrinks in size from 4 words to 3. The patch changes
// the 2 locations in the script that reference that array, to point to the new
// location ($aa --> $ab). It is safe to shrink the 2nd array to 3 words
// because only the first element in it is ever used.
//
// Note: You have to re-enter the room in case a saved game was loaded from a
// previous version of ScummVM and that saved game was made inside that room.
//
// Applies to: English, French, German, Italian, Spanish and the GOG release.
// Responsible method: heap in script 285
// Fixes bug #7086
static const uint16 qfg3SignatureMissingPoints1[] = {
// local[$9c] = [0 -41 -76 1 -30 -77 -33 -34 -35 -36 -37 -42 -80 999]
// local[$aa] = [0 0 0 0]
SIG_UINT16(0x0000), // 0 START MARKER
SIG_MAGICDWORD,
SIG_UINT16(0xFFD7), // -41 "Greet"
SIG_UINT16(0xFFB4), // -76 "Say Good-bye"
SIG_UINT16(0x0001), // 1 "Tell about Tarna"
SIG_UINT16(0xFFE2), // -30 "Tell about Simani"
SIG_UINT16(0xFFB3), // -77 "Tell about Prisoner"
SIG_UINT16(0xFFDF), // -33 "Dispelled Leopard Lady"
SIG_UINT16(0xFFDE), // -34 "Tell about Leopard Lady"
SIG_UINT16(0xFFDD), // -35 "Tell about Leopard Lady"
SIG_UINT16(0xFFDC), // -36 "Tell about Leopard Lady"
SIG_UINT16(0xFFDB), // -37 "Tell about Village"
SIG_UINT16(0xFFD6), // -42 "Greet"
SIG_UINT16(0xFFB0), // -80 "Say Good-bye"
SIG_UINT16(0x03E7), // 999 END MARKER
SIG_ADDTOOFFSET(+2), // local[$aa][0]
SIG_END
};
static const uint16 qfg3PatchMissingPoints1[] = {
PATCH_ADDTOOFFSET(+14),
PATCH_UINT16(0xFFE1), // -31 "Tell about Initiation"
PATCH_UINT16(0xFFDE), // -34 "Tell about Leopard Lady"
PATCH_UINT16(0xFFDD), // -35 "Tell about Leopard Lady"
PATCH_UINT16(0xFFDC), // -36 "Tell about Leopard Lady"
PATCH_UINT16(0xFFDB), // -37 "Tell about Village"
PATCH_UINT16(0xFFD6), // -42 "Greet"
PATCH_UINT16(0xFFB0), // -80 "Say Good-bye"
PATCH_UINT16(0x03E7), // 999 END MARKER
PATCH_GETORIGINALUINT16(+28), // local[$aa][0]
PATCH_END
};
static const uint16 qfg3SignatureMissingPoints2a[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 0
0xb3, 0xaa, // sali local[$aa]
SIG_END
};
static const uint16 qfg3SignatureMissingPoints2b[] = {
SIG_MAGICDWORD,
0x36, // push
0x5b, 0x02, 0xaa, // lea local[$aa]
SIG_END
};
static const uint16 qfg3PatchMissingPoints2[] = {
PATCH_ADDTOOFFSET(+3),
0xab, // local[$aa] ==> local[$ab]
PATCH_END
};
// Partly WORKAROUND:
// During combat, the game is not properly throttled. That's because the game uses
// an inner loop for combat and does not iterate through the main loop.
// It also doesn't call kGameIsRestarting. This may get fixed properly at some point
// by rewriting the speed throttler.
//
// Additionally Sierra set the cycle speed of the hero to 0. Which explains
// why the actions of the hero are so incredibly fast. This issue also happened
// in the original interpreter, when the computer was too powerful.
//
// Applies to at least: English, French, German, Italian, Spanish PC floppy
// Responsible method: combatControls::dispatchEvent (script 550) + WarriorObj in heap
// Fixes bug #6247
static const uint16 qfg3SignatureCombatSpeedThrottling1[] = {
0x31, 0x0d, // bnt [skip code]
SIG_MAGICDWORD,
0x89, 0xd2, // lsg global[D2h]
0x35, 0x00, // ldi 0
0x1e, // gt?
0x31, 0x06, // bnt [skip code]
0xe1, 0xd2, // -ag global[D2h] (jump skips over this)
0x81, 0x58, // lag global[58h]
0xa3, 0x01, // sal local[01]
SIG_END
};
static const uint16 qfg3PatchCombatSpeedThrottling1[] = {
0x80, 0xd2, // lsg global[D2h]
0x14, // or
0x31, 0x06, // bnt [skip code] - saves 4 bytes
0xe1, 0xd2, // -ag global[D2h]
0x81, 0x58, // lag global[58h]
0xa3, 0x01, // sal local[01] (jump skips over this)
// our code
0x76, // push0
0x43, 0x2c, 0x00, // callk GameIsRestarting <-- add this so that our speed throttler is triggered
PATCH_END
};
static const uint16 qfg3SignatureCombatSpeedThrottling2[] = {
SIG_MAGICDWORD,
SIG_UINT16(12), // priority 12
SIG_UINT16(0), // underbits 0
SIG_UINT16(0x4010), // signal 4010h
SIG_ADDTOOFFSET(+18),
SIG_UINT16(0), // scaleSignal 0
SIG_UINT16(128), // scaleX
SIG_UINT16(128), // scaleY
SIG_UINT16(128), // maxScale
SIG_UINT16(0), // cycleSpeed
SIG_END
};
static const uint16 qfg3PatchCombatSpeedThrottling2[] = {
PATCH_ADDTOOFFSET(+32),
PATCH_UINT16(5), // set cycleSpeed to 5
PATCH_END
};
// In room #750, when the hero enters from the top east path (room #755), it
// could go out of the contained-access polygon bounds, and be able to travel
// freely in the room.
// The reason is that the cutoff y value (42) that determines whether the hero
// enters from the top or bottom path is inaccurate: it's possible to enter the
// top path from as low as y=45.
// This patch changes the cutoff to be 50 which should be low enough.
// It also changes the position in which the hero enters from the top east path
// as the current location is hidden behind the tree.
//
// Applies to: English, French, German, Italian, Spanish and the GOG release.
// Responsible method: enterEast::changeState (script 750)
// Fixes bug #6693
static const uint16 qfg3SignatureRoom750Bounds1[] = {
// (if (< (ego y?) 42)
0x76, // push0 ("y")
0x76, // push0
0x81, 0x00, // lag global[0] (ego)
0x4a, 0x04, // send 4
SIG_MAGICDWORD,
0x36, // push
0x35, 42, // ldi 42 <-- comparing ego.y with 42
0x22, // lt?
SIG_END
};
static const uint16 qfg3PatchRoom750Bounds1[] = {
// (if (< (ego y?) 50)
PATCH_ADDTOOFFSET(+8),
50, // 42 --> 50
PATCH_END
};
static const uint16 qfg3SignatureRoom750Bounds2[] = {
// (ego x: 294 y: 39)
0x78, // push1 ("x")
0x78, // push1
0x38, SIG_UINT16(294), // pushi 294
0x76, // push0 ("y")
0x78, // push1
SIG_MAGICDWORD,
0x39, 29, // pushi 29
0x81, 0x00, // lag global[0] (ego)
0x4a, 0x0c, // send 12
SIG_END
};
static const uint16 qfg3PatchRoom750Bounds2[] = {
// (ego x: 320 y: 39)
PATCH_ADDTOOFFSET(+3),
PATCH_UINT16(320), // 294 --> 320
PATCH_ADDTOOFFSET(+3),
39, // 29 --> 39
PATCH_END
};
static const uint16 qfg3SignatureRoom750Bounds3[] = {
// (ego setMotion: MoveTo 282 29 self)
0x38, SIG_SELECTOR16(setMotion), // pushi "setMotion" 0x133 in QfG3
0x39, 0x04, // pushi 4
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
0x36, // push
0x38, SIG_UINT16(282), // pushi 282
SIG_MAGICDWORD,
0x39, 29, // pushi 29
0x7c, // pushSelf
0x81, 0x00, // lag global[0] (ego)
0x4a, 0x0c, // send 12
SIG_END
};
static const uint16 qfg3PatchRoom750Bounds3[] = {
// (ego setMotion: MoveTo 309 35 self)
PATCH_ADDTOOFFSET(+9),
PATCH_UINT16(309), // 282 --> 309
PATCH_ADDTOOFFSET(+1),
35, // 29 --> 35
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg3Signatures[] = {
{ true, 944, "import dialog continuous calls", 1, qfg3SignatureImportDialog, qfg3PatchImportDialog },
{ true, 440, "dialog crash when asking about Woo", 1, qfg3SignatureWooDialog, qfg3PatchWooDialog },
{ true, 440, "dialog crash when asking about Woo", 1, qfg3SignatureWooDialogAlt, qfg3PatchWooDialogAlt },
{ true, 52, "export character save bug", 2, qfg3SignatureExportChar, qfg3PatchExportChar },
{ true, 54, "import character from QfG1 bug", 1, qfg3SignatureImportQfG1Char, qfg3PatchImportQfG1Char },
{ true, 640, "chief in hut priority fix", 1, qfg3SignatureChiefPriority, qfg3PatchChiefPriority },
{ true, 285, "missing points for telling about initiation heap", 1, qfg3SignatureMissingPoints1, qfg3PatchMissingPoints1 },
{ true, 285, "missing points for telling about initiation script", 1, qfg3SignatureMissingPoints2a, qfg3PatchMissingPoints2 },
{ true, 285, "missing points for telling about initiation script", 1, qfg3SignatureMissingPoints2b, qfg3PatchMissingPoints2 },
{ true, 550, "combat speed throttling script", 1, qfg3SignatureCombatSpeedThrottling1, qfg3PatchCombatSpeedThrottling1 },
{ true, 550, "combat speed throttling heap", 1, qfg3SignatureCombatSpeedThrottling2, qfg3PatchCombatSpeedThrottling2 },
{ true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds1, qfg3PatchRoom750Bounds1 },
{ true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds2, qfg3PatchRoom750Bounds2 },
{ true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds3, qfg3PatchRoom750Bounds3 },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Quest for Glory 4
// The 'Trap::init' code incorrectly creates an int array for string data.
// Applies to at least: English CD
static const uint16 qfg4TrapArrayTypeSignature[] = {
0x38, SIG_SELECTOR16(new), // pushi new
0x78, // push1
0x38, SIG_UINT16(0x80), // pushi $80 (128)
SIG_MAGICDWORD,
0x51, 0x0b, // class $b (IntArray)
0x4a, SIG_UINT16(0x06), // send 6
SIG_END
};
static const uint16 qfg4TrapArrayTypePatch[] = {
PATCH_ADDTOOFFSET(+4), // pushi $92 (new), push1
0x38, PATCH_UINT16(0x100), // pushi $100 (256)
0x51, 0x0d, // class $d (ByteArray)
PATCH_END
};
// QFG4 has custom video benchmarking code inside a subroutine, which is called
// by 'glryInit::init', that needs to be disabled; see sci2BenchmarkSignature
// Applies to at least: English CD, German Floppy
static const uint16 qfg4BenchmarkSignature[] = {
0x38, SIG_SELECTOR16(new), // pushi new
0x76, // push0
0x51, SIG_ADDTOOFFSET(+1), // class View
0x4a, SIG_UINT16(0x04), // send 4
0xa5, 0x00, // sat 0
0x39, SIG_SELECTOR8(view), // pushi $e (view)
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x270f), // push $270f (9999)
SIG_END
};
static const uint16 qfg4BenchmarkPatch[] = {
0x35, 0x01, // ldi 0
0xa1, 0xbf, // sag $bf (191)
0x48, // ret
PATCH_END
};
// Right at the start of the game inside room 800, when automatically sliding down a slope
// an error may happen inside Grooper::doit caused by a timing issue.
//
// We delay a bit, so that hero::cycler should always be set.
//
// Applies to: English CD, English floppy, German floppy
// Responsible method: sFallsBackSide::changeState (script 803)
// Fixes bug #9801
static const uint16 qfg4SlidingDownSlopeSignature[] = {
0x87, 0x01, // lap param[1]
0x65, SIG_ADDTOOFFSET(+1), // aTop state
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x30, // bnt [skip state 0]
0x38, SIG_SELECTOR16(handsOff), // pushi handsOff
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, SIG_UINT16(0x0004), // send 04
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x0004), // send 04
0xa3, 0x00, // sal local[0]
0x38, SIG_SELECTOR16(setStep), // pushi setStep
0x7a, // push2
0x78, // push1
0x78, // push1
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion
0x38, SIG_UINT16(0x0004), // pushi 04
0x51, SIG_ADDTOOFFSET(+1), // class PolyPath
0x36, // push
0x39, 0x49, // pushi $49
0x39, 0x50, // pushi $50
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x0014), // send $14
SIG_END
};
static const uint16 qfg4SlidingDownSlopePatch[] = {
PATCH_ADDTOOFFSET(+5),
0x2f, 0x34, // bt [skip state 0]
0x38, PATCH_SELECTOR16(handsOff), // pushi handsOff
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, PATCH_UINT16(0x0004), // send 04
0x78, // push1
0x39, 0x20, // pushi $20
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, $2
0x38, PATCH_SELECTOR16(setStep), // pushi setStep
0x7a, // push2
0x78, // push1
0x78, // push1
0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion
0x38, PATCH_UINT16(0x0004), // pushi 04
0x51, PATCH_GETORIGINALBYTE(+44), // class PolyPath
0x36, // push
0x39, 0x49, // pushi $49
0x39, 0x50, // pushi $50
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x76, // push0
0x4a, PATCH_UINT16(0x0018), // send $18
0xa3, 0x00, // sal local[0]
0x3a, // toss
0x48, // ret
PATCH_END
};
// At the inn, there is a path that goes off screen. In our pathfinding
// algorithm, we move all the pathfinding points so that they are within
// the visible area. However, two points of the path are outside the
// screen, so moving them will place them both on top of each other,
// thus creating an impossible pathfinding area. This makes the
// pathfinding algorithm ignore the walkable area when the hero moves
// up the ladder to his room. We therefore move one of the points
// slightly, so that it is already within the visible screen, so that
// the walkable polygon is valid, and the pathfinding algorithm can
// work properly.
//
// Applies to: English CD, English floppy, German floppy
//
// Fixes bug #10693
static const uint16 qg4InnPathfindingSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0154), // pushi x = 340
0x39, 0x77, // pushi y = 119
0x38, SIG_UINT16(0x0114), // pushi x = 276
0x39, 0x31, // pushi y = 49
0x38, SIG_UINT16(0x00fc), // pushi x = 252
0x39, 0x30, // pushi y = 48
0x38, SIG_UINT16(0x00a5), // pushi x = 165
0x39, 0x55, // pushi y = 85
0x38, SIG_UINT16(0x00c0), // pushi x = 192
0x39, 0x55, // pushi y = 85
0x38, SIG_UINT16(0x010b), // pushi x = 267
0x39, 0x34, // pushi y = 52
0x38, SIG_UINT16(0x0144), // pushi x = 324
0x39, 0x77, // pushi y = 119
SIG_END
};
static const uint16 qg4InnPathfindingPatch[] = {
PATCH_ADDTOOFFSET(+30),
0x38, PATCH_UINT16(0x013f), // pushi x = 319 (was 324)
0x39, 0x77, // pushi y = 119
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg4Signatures[] = {
{ true, 1, "disable volume reset on startup", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 1, "disable video benchmarking", 1, qfg4BenchmarkSignature, qfg4BenchmarkPatch },
{ true, 83, "fix incorrect array type", 1, qfg4TrapArrayTypeSignature, qfg4TrapArrayTypePatch },
{ true, 320, "fix pathfinding at the inn", 1, qg4InnPathfindingSignature, qg4InnPathfindingPatch },
{ true, 803, "fix sliding down slope", 1, qfg4SlidingDownSlopeSignature, qfg4SlidingDownSlopePatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// script 298 of sq4/floppy has an issue. object "nest" uses another property
// which isn't included in property count. We return 0 in that case, the game
// adds it to nest::x. The problem is that the script also checks if x exceeds
// we never reach that of course, so the pterodactyl-flight will go endlessly
// we could either calculate property count differently somehow fixing this
// but I think just patching it out is cleaner.
// Fixes bug: #5093
static const uint16 sq4FloppySignatureEndlessFlight[] = {
0x39, 0x04, // pushi 04 (selector x)
SIG_MAGICDWORD,
0x78, // push1
0x67, 0x08, // pTos 08 (property x)
0x63, SIG_ADDTOOFFSET(+1), // pToa (invalid property) - 44h for English floppy, 4ch for German floppy
0x02, // add
SIG_END
};
static const uint16 sq4FloppyPatchEndlessFlight[] = {
PATCH_ADDTOOFFSET(+5),
0x35, 0x03, // ldi 03 (which would be the content of the property)
PATCH_END
};
// Floppy-only: When the player tries to throw something at the sequel police in Space Quest X (zero g zone),
// the game will first show a textbox and then cause a signature mismatch in ScummVM/
// crash the whole game in Sierra SCI/display garbage (the latter when the Sierra "patch" got applied).
//
// All of this is caused by a typo in the script. Right after the code for showing the textbox,
// there is more similar code for showing another textbox, but without a pointer to the text.
// This has to be a typo, because there is no unused text to be found within that script.
//
// Sierra's "patch" didn't include a proper fix (as in a modified script). Instead they shipped a dummy
// text resource, which somewhat "solved" the issue in Sierra SCI, but it still showed another textbox
// with garbage in it. Funnily Sierra must have known that, because that new text resource contains:
// "Hi! This is a kludge!"
//
// We properly fix it by removing the faulty code.
// Applies to at least: English Floppy
// Responsible method: sp1::doVerb
// Fixes bug: found by SCI developer
static const uint16 sq4FloppySignatureThrowStuffAtSequelPoliceBug[] = {
0x47, 0xff, 0x00, 0x02, // call export 255_0, 2
0x3a, // toss
SIG_MAGICDWORD,
0x36, // push
0x47, 0xff, 0x00, 0x02, // call export 255_0, 2
SIG_END
};
static const uint16 sq4FloppyPatchThrowStuffAtSequelPoliceBug[] = {
PATCH_ADDTOOFFSET(+5),
0x48, // ret
PATCH_END
};
// Right at the start of Space Quest 4 CD, when walking up in the first room, ego will
// immediately walk down just after entering the upper room.
//
// This is caused by the scripts setting ego's vertical coordinate to 189 (BDh), which is the
// trigger in rooms to walk to the room below it. Sometimes this isn't triggered, because
// the scripts also initiate a motion to vertical coordinate 188 (BCh). When you lower the game's speed,
// this bug normally always triggers. And it triggers of course also in the original interpreter.
//
// It doesn't happen in PC floppy, because nsRect is not the same as in CD.
//
// We fix it by setting ego's vertical coordinate to 188 and we also initiate a motion to 187.
//
// Applies to at least: English PC CD
// Responsible method: rm045::doit
// Fixes bug: #5468
static const uint16 sq4CdSignatureWalkInFromBelowRoom45[] = {
0x76, // push0
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x00bd), // pushi 00BDh
0x38, SIG_ADDTOOFFSET(+2), // pushi [setMotion selector]
0x39, 0x03, // pushi 3
0x51, SIG_ADDTOOFFSET(+1), // class [MoveTo]
0x36, // push
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 04 -> get ego::x
0x36, // push
0x38, SIG_UINT16(0x00bc), // pushi 00BCh
SIG_END
};
static const uint16 sq4CdPatchWalkInFromBelowRoom45[] = {
PATCH_ADDTOOFFSET(+2),
0x38, PATCH_UINT16(0x00bc), // pushi 00BCh
PATCH_ADDTOOFFSET(+15),
0x38, PATCH_UINT16(0x00bb), // pushi 00BBh
PATCH_END
};
// Sierra seems to have forgotten to include code to play the audio
// describing the "Universal Remote Control" inside the "Hz So good" store.
//
// We add it, so that the audio is now playing.
//
// Applies to at least: English PC CD
// Responsible method: doCatalog::changeState(1Ch) in script 391
// Implements enhancement: #10227
static const uint16 sq4CdSignatureMissingAudioUniversalRemote[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x00b1), // bnt [skip over state 1Ch code]
0x35, 0x1c, // ldi 1Ch
0x39, 0x0c, // pushi 0Ch
SIG_ADDTOOFFSET(+127), // skip over to substate 1 code of state 1Ch code
0x32, SIG_UINT16(0x0028), // jmp [to toss/ret, substate 0-code]
// substate 1 code
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0021), // bnt [skip over substate 1 code]
0x39, SIG_SELECTOR8(number), // pushi (number)
0x78, // push1
0x7a, // push2
0x38, SIG_UINT16(0x0188), // pushi 188h
0x38, SIG_UINT16(0x018b), // pushi 18Bh
0x43, 0x3C, 0x04, // call kRandom, 4
0x36, // push
0x39, SIG_SELECTOR8(play), // pushi (play)
0x76, // push0
0x81, 0x64, // lag global[64h]
0x4a, 0x0a, // send 0Ah
0x38, SIG_SELECTOR16(setScript), // pushi (setScript)
0x78, // push1
0x72, SIG_UINT16(0x0488), // lofsa startTerminal
0x36, // push
0x63, 0x12, // pToa client
0x4a, 0x06, // send 06
0x3a, // toss
0x33, 0x14, // jmp [to toss/ret]
// state 1Dh, called when returning back to main menu from catalog sub menu
0x3c, // dup
0x35, 0x1d, // ldi 1Dh
0x1a, // eq?
0x31, 0x0e, // bnt [skip last state and toss/ret]
0x35, 0x1d, // ldi 1Dh
0x38, SIG_SELECTOR16(setScript), // pushi (setScript)
0x78, // push1
0x72, SIG_UINT16(0x0488), // lofsa startTerminal
0x36, // push
0x63, 0x12, // pToa client
0x4a, 0x06, // send 06
0x3a, // toss
0x48, // ret
SIG_END
};
static const uint16 sq4CdPatchMissingAudioUniversalRemote[] = {
0x30, SIG_UINT16(0x00b7), // bnt [now directly to last state code, saving 6 bytes]
0x32, PATCH_UINT16(+154), // jmp [to our new code]
// 1 not used byte here
SIG_ADDTOOFFSET(+128), // skip over to substate 1 code of state 1Ch code
0x32, PATCH_UINT16(0x003f), // substate 0 code, jumping to toss/ret
// directly start with substate 1 code, saving 7 bytes
0x39, PATCH_SELECTOR8(number), // pushi 28h (number)
0x78, // push1
0x7a, // push2
0x38, PATCH_UINT16(0x0188), // pushi 188h
0x38, PATCH_UINT16(0x018b), // pushi 18Bh
0x43, 0x3C, 0x04, // call kRandom, 4
0x36, // push
0x39, PATCH_SELECTOR8(play), // pushi (play)
0x76, // push0
0x81, 0x64, // lag global[64h]
0x4a, 0x0a, // send 0Ah
0x33, 0x1a, // jmp [state 1Dh directly, saving 12 bytes]
// additional code for playing missing audio (18 bytes w/o jmp back)
0x89, 0x5a, // lsg global[5Ah]
0x35, 0x01, // ldi 1
0x1c, // ne?
0x31, 0x0b, // bnt [skip play audio]
0x38, PATCH_SELECTOR16(say), // pushi 0123h (say)
0x78, // push1
0x39, 0x14, // pushi 14h
0x72, PATCH_UINT16(0x0850), // lofsa newRob
0x4a, 0x06, // send 06
// now get back
0x39, 0x0c, // pushi 0Ch
0x32, PATCH_UINT16(0xff50), // jmp back
PATCH_END
};
// It seems that Sierra forgot to set a script flag, when cleaning out the bank account
// in Space Quest 4 CD. This was probably caused by the whole bank account interaction
// getting a rewrite and polish in the CD version.
//
// Because of this bug, points for changing back clothes will not get awarded, which
// makes it impossible to get a perfect point score in the CD version of the game.
// The points are awarded by rm371::doit in script 371.
//
// We fix this. Bug also happened, when using the original interpreter.
// Bug does not happen for PC floppy.
//
// Attention: Some Let's Plays on youtube show that points are in fact awarded. Which is true.
// But those Let's Plays were actually created by playing a hacked Space Quest 4 version
// (which is part Floppy, part CD version - we consider it to be effectively pirated)
// and not the actual CD version of Space Quest 4.
// It's easy to identify - talkie + store called "Radio Shack" -> is hacked version.
//
// Applies to at least: English PC CD
// Responsible method: but2Script::changeState(2)
// Fixes bug: #6866
static const uint16 sq4CdSignatureGetPointsForChangingBackClothes[] = {
0x35, 0x02, // ldi 02
SIG_MAGICDWORD,
0x1a, // eq?
0x30, SIG_UINT16(0x006a), // bnt [state 3]
0x76,
SIG_ADDTOOFFSET(+46), // jump over "withdraw funds" code
0x33, 0x33, // jmp [end of state 2, set cycles code]
SIG_ADDTOOFFSET(+51), // jump over "clean bank account" code
0x35, 0x02, // ldi 02
0x65, 0x1a, // aTop cycles
0x33, 0x0b, // jmp [toss/ret]
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x05, // bnt [toss/ret]
SIG_END
};
static const uint16 sq4CdPatchGetPointsForChangingBackClothes[] = {
PATCH_ADDTOOFFSET(+3),
0x30, PATCH_UINT16(0x0070), // bnt [state 3]
PATCH_ADDTOOFFSET(+47), // "withdraw funds" code
0x33, 0x39, // jmp [end of state 2, set cycles code]
PATCH_ADDTOOFFSET(+51),
0x78, // push1
0x39, 0x1d, // ldi 1Dh
0x45, 0x07, 0x02, // call export 7 of script 0 (set flag) -> effectively sets global 73h, bit 2
0x35, 0x02, // ldi 02
0x65, 0x1c, // aTop cycles
0x33, 0x05, // jmp [toss/ret]
// check for state 3 code removed to save 6 bytes
PATCH_END
};
// For Space Quest 4 CD, Sierra added a pick up animation for Roger, when he picks up the rope.
//
// When the player is detected by the zombie right at the start of the game, while picking up the rope,
// scripts bomb out. This also happens, when using the original interpreter.
//
// This is caused by code, that's supposed to make Roger face the arriving drone.
// We fix it, by checking if ego::cycler is actually set before calling that code.
//
// Applies to at least: English PC CD
// Responsible method: droidShoots::changeState(3)
// Fixes bug: #6076
static const uint16 sq4CdSignatureGettingShotWhileGettingRope[] = {
0x35, 0x02, // ldi 02
0x65, 0x1a, // aTop cycles
0x32, SIG_UINT16(0x02fa), // jmp [end]
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x0b, // bnt [state 3 check]
0x76, // push0
0x45, 0x02, 0x00, // call export 2 of script 0 -> disable controls
0x35, 0x02, // ldi 02
0x65, 0x1a, // aTop cycles
0x32, SIG_UINT16(0x02e9), // jmp [end]
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x1e, // bnt [state 4 check]
0x76, // push0
0x45, 0x02, 0x00, // call export 2 of script 0 -> disable controls again??
0x7a, // push2
0x89, 0x00, // lsg global[0]
0x72, SIG_UINT16(0x0242), // lofsa deathDroid
0x36, // push
0x45, 0x0d, 0x04, // call export 13 of script 0 -> set heading of ego to face droid
SIG_END
};
static const uint16 sq4CdPatchGettingShotWhileGettingRope[] = {
PATCH_ADDTOOFFSET(+11),
// this makes state 2 only do the 2 cycles wait, controls should always be disabled already at this point
0x2f, 0xf3, // bt [previous state aTop cycles code]
// Now we check for state 3, this change saves us 11 bytes
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x29, // bnt [state 4 check]
// new state 3 code
0x76, // push0
0x45, 0x02, 0x00, // call export 2 of script 0 (disable controls, actually not needed)
0x38, PATCH_SELECTOR16(cycler), // pushi cycler
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 04 (get ego::cycler)
0x30, PATCH_UINT16(10), // bnt [jump over heading call]
PATCH_END
};
// The scripts in SQ4CD support simultaneous playing of speech and subtitles,
// but this was not available as an option. The following two patches enable
// this functionality in the game's GUI options dialog.
// Patch 1: iconTextSwitch::show, called when the text options button is shown.
// This is patched to add the "Both" text resource (i.e. we end up with
// "Speech", "Text" and "Both")
static const uint16 sq4CdSignatureTextOptionsButton[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 0x01
0xa1, 0x53, // sag 0x53
0x39, 0x03, // pushi 0x03
0x78, // push1
0x39, 0x09, // pushi 0x09
0x54, 0x06, // self 0x06
SIG_END
};
static const uint16 sq4CdPatchTextOptionsButton[] = {
PATCH_ADDTOOFFSET(+7),
0x39, 0x0b, // pushi 0x0b
PATCH_END
};
// Patch 2: Adjust a check in babbleIcon::init, which handles the babble icon
// (e.g. the two guys from Andromeda) shown when dying/quitting.
// Fixes bug: #6068
static const uint16 sq4CdSignatureBabbleIcon[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg 5a
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x26, // bnt 26 [02a7]
SIG_END
};
static const uint16 sq4CdPatchBabbleIcon[] = {
0x89, 0x5a, // lsg 5a
0x35, 0x01, // ldi 01
0x1a, // eq?
0x2f, 0x26, // bt 26 [02a7]
PATCH_END
};
// Patch 3: Add the ability to toggle among the three available options,
// when the text options button is clicked: "Speech", "Text" and "Both".
// Refer to the patch above for additional details.
// iconTextSwitch::doit (called when the text options button is clicked)
static const uint16 sq4CdSignatureTextOptions[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg 0x5a (load global 90 to stack)
0x3c, // dup
0x35, 0x01, // ldi 0x01
0x1a, // eq? (global 90 == 1)
0x31, 0x06, // bnt 0x06 (0x0691)
0x35, 0x02, // ldi 0x02
0xa1, 0x5a, // sag 0x5a (save acc to global 90)
0x33, 0x0a, // jmp 0x0a (0x69b)
0x3c, // dup
0x35, 0x02, // ldi 0x02
0x1a, // eq? (global 90 == 2)
0x31, 0x04, // bnt 0x04 (0x069b)
0x35, 0x01, // ldi 0x01
0xa1, 0x5a, // sag 0x5a (save acc to global 90)
0x3a, // toss
0x38, SIG_SELECTOR16(show), // pushi 0x00d9
0x76, // push0
0x54, 0x04, // self 0x04
0x48, // ret
SIG_END
};
static const uint16 sq4CdPatchTextOptions[] = {
0x89, 0x5a, // lsg 0x5a (load global 90 to stack)
0x3c, // dup
0x35, 0x03, // ldi 0x03 (acc = 3)
0x1a, // eq? (global 90 == 3)
0x2f, 0x07, // bt 0x07
0x89, 0x5a, // lsg 0x5a (load global 90 to stack again)
0x35, 0x01, // ldi 0x01 (acc = 1)
0x02, // add: acc = global 90 (on stack) + 1 (previous acc value)
0x33, 0x02, // jmp 0x02
0x35, 0x01, // ldi 0x01 (reset acc to 1)
0xa1, 0x5a, // sag 0x5a (save acc to global 90)
0x33, 0x03, // jmp 0x03 (jump over the wasted bytes below)
0x34, PATCH_UINT16(0x0000), // ldi 0x0000 (waste 3 bytes)
0x3a, // toss
// (the rest of the code is the same)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq4Signatures[] = {
{ true, 298, "Floppy: endless flight", 1, sq4FloppySignatureEndlessFlight, sq4FloppyPatchEndlessFlight },
{ true, 700, "Floppy: throw stuff at sequel police bug", 1, sq4FloppySignatureThrowStuffAtSequelPoliceBug, sq4FloppyPatchThrowStuffAtSequelPoliceBug },
{ true, 45, "CD: walk in from below for room 45 fix", 1, sq4CdSignatureWalkInFromBelowRoom45, sq4CdPatchWalkInFromBelowRoom45 },
{ true, 391, "CD: missing Audio for universal remote control", 1, sq4CdSignatureMissingAudioUniversalRemote, sq4CdPatchMissingAudioUniversalRemote },
{ true, 396, "CD: get points for changing back clothes fix", 1, sq4CdSignatureGetPointsForChangingBackClothes, sq4CdPatchGetPointsForChangingBackClothes },
{ true, 701, "CD: getting shot, while getting rope", 1, sq4CdSignatureGettingShotWhileGettingRope, sq4CdPatchGettingShotWhileGettingRope },
{ true, 0, "CD: Babble icon speech and subtitles fix", 1, sq4CdSignatureBabbleIcon, sq4CdPatchBabbleIcon },
{ true, 818, "CD: Speech and subtitles option", 1, sq4CdSignatureTextOptions, sq4CdPatchTextOptions },
{ true, 818, "CD: Speech and subtitles option button", 1, sq4CdSignatureTextOptionsButton, sq4CdPatchTextOptionsButton },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// When you leave Ulence Flats, another timepod is supposed to appear.
// On fast machines, that timepod appears fully immediately and then
// starts to appear like it should be. That first appearance is caused
// by the scripts setting an invalid cel number and the machine being
// so fast that there is no time for another script to actually fix
// the cel number. On slower machines, the cel number gets fixed
// by the cycler and that's why only fast machines are affected.
// The same issue happens in Sierra SCI.
// We simply set the correct starting cel number to fix the bug.
// Responsible method: robotIntoShip::changeState(9)
static const uint16 sq1vgaSignatureUlenceFlatsTimepodGfxGlitch[] = {
0x39,
SIG_MAGICDWORD, SIG_SELECTOR8(cel), // pushi "cel"
0x78, // push1
0x39, 0x0a, // pushi 0x0a (set ship::cel to 10)
0x38, SIG_UINT16(0x00a0), // pushi 0x00a0 (ship::setLoop)
SIG_END
};
static const uint16 sq1vgaPatchUlenceFlatsTimepodGfxGlitch[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x09, // pushi 0x09 (set ship::cel to 9)
PATCH_END
};
// In Ulence Flats, there is a space ship, that you will use at some point.
// Near that space ship are 2 force field generators.
// When you look at the top of those generators, the game will crash.
// This happens also in Sierra SCI. It's caused by a jump, that goes out of bounds.
// We currently do not know if this was caused by a compiler glitch or if it was a developer error.
// Anyway we patch this glitchy code, so that the game won't crash anymore.
//
// Applies to at least: English Floppy
// Responsible method: radar1::doVerb
// Fixes bug: #6816
static const uint16 sq1vgaSignatureUlenceFlatsGeneratorGlitch[] = {
SIG_MAGICDWORD, 0x1a, // eq?
0x30, SIG_UINT16(0xcdf4), // bnt absolute 0xf000
SIG_END
};
static const uint16 sq1vgaPatchUlenceFlatsGeneratorGlitch[] = {
PATCH_ADDTOOFFSET(+1),
0x32, PATCH_UINT16(0x0000), // jmp 0x0000 (waste bytes)
PATCH_END
};
// No documentation for this patch (TODO)
static const uint16 sq1vgaSignatureEgoShowsCard[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(timesShownID), // push "timesShownID"
0x78, // push1
0x38, SIG_SELECTOR16(timesShownID), // push "timesShownID"
0x76, // push0
0x51, 0x7c, // class DeltaurRegion
0x4a, 0x04, // send 0x04 (get timesShownID)
0x36, // push
0x35, 0x01, // ldi 1
0x02, // add
0x36, // push
0x51, 0x7c, // class DeltaurRegion
0x4a, 0x06, // send 0x06 (set timesShownID)
0x36, // push (wrong, acc clobbered by class, above)
0x35, 0x03, // ldi 0x03
0x22, // lt?
SIG_END
};
// Note that this script patch is merely a reordering of the
// instructions in the original script.
static const uint16 sq1vgaPatchEgoShowsCard[] = {
0x38, PATCH_SELECTOR16(timesShownID), // push "timesShownID"
0x76, // push0
0x51, 0x7c, // class DeltaurRegion
0x4a, 0x04, // send 0x04 (get timesShownID)
0x36, // push
0x35, 0x01, // ldi 1
0x02, // add
0x36, // push (this push corresponds to the wrong one above)
0x38, PATCH_SELECTOR16(timesShownID), // push "timesShownID"
0x78, // push1
0x36, // push
0x51, 0x7c, // class DeltaurRegion
0x4a, 0x06, // send 0x06 (set timesShownID)
0x35, 0x03, // ldi 0x03
0x22, // lt?
PATCH_END
};
// The spider droid on planet Korona has a fixed movement speed,
// which is way faster than the default movement speed of ego.
// This means that the player would have to turn up movement speed,
// otherwise it will be impossible to escape it.
// We fix this issue by making the droid move a bit slower than ego
// does (relative to movement speed setting).
//
// Applies to at least: English PC floppy
// Responsible method: spider::doit
static const uint16 sq1vgaSignatureSpiderDroidTiming[] = {
SIG_MAGICDWORD,
0x63, 0x4e, // pToa script
0x30, SIG_UINT16(0x0005), // bnt [further method code]
0x35, 0x00, // ldi 00
0x32, SIG_UINT16(0x0062), // jmp [super-call]
0x38, SIG_UINT16(0x0088), // pushi 0088h (script)
0x76, // push0
0x81, 0x02, // lag global[2] (current room)
0x4a, 0x04, // send 04 (get [current room].script)
0x30, SIG_UINT16(0x0005), // bnt [further method code]
0x35, 0x00, // ldi 00
0x32, SIG_UINT16(0x0052), // jmp [super-call]
0x89, 0xa6, // lsg global[a6] <-- flag gets set to 1 when ego went up the skeleton tail, when going down it's set to 2
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0012), // bnt [PChase set code], in case global A6 <> 1
0x81, 0xb5, // lag global[b5]
0x30, SIG_UINT16(0x000d), // bnt [PChase set code], in case global B5 == 0
0x38, SIG_UINT16(0x008c), // pushi 008c
0x78, // push1
0x72, SIG_UINT16(0x1cb6), // lofsa 1CB6 (moveToPath)
0x36, // push
0x54, 0x06, // self 06
0x32, SIG_UINT16(0x0038), // jmp [super-call]
// PChase set call
0x81, 0xb5, // lag global[B5]
0x18, // not
0x30, SIG_UINT16(0x0032), // bnt [super-call], in case global B5 <> 0
// followed by:
// is spider in current room
// is global A6h == 2? -> set PChase
SIG_END
}; // 58 bytes)
// Global A6h <> 1 (did NOT went up the skeleton)
// Global B5h = 0 -> set PChase
// Global B5h <> 0 -> do not do anything
// Global A6h = 1 (did went up the skeleton)
// Global B5h = 0 -> set PChase
// Global B5h <> 0 -> set moveToPath
static const uint16 sq1vgaPatchSpiderDroidTiming[] = {
0x63, 0x4e, // pToa script
0x2f, 0x68, // bt [super-call]
0x38, PATCH_UINT16(0x0088), // pushi 0088 (script)
0x76, // push0
0x81, 0x02, // lag global[2] (current room)
0x4a, 0x04, // send 04
0x2f, 0x5e, // bt [super-call]
// --> 12 bytes saved
// new code
0x38, PATCH_UINT16(0x0176), // pushi 0176 (egoMoveSpeed)
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04 - sq1::egoMoveSpeed
0x36, // push
0x36, // push
0x35, 0x03, // ldi 03
0x0c, // shr
0x02, // add --> egoMoveSpeed + (egoMoveSpeed >> 3)
0x39, 0x01, // push 01 (waste 1 byte)
0x02, // add --> egoMoveSpeed++
0x65, 0x4c, // aTop cycleSpeed
0x65, 0x5e, // aTop moveSpeed
// new code end
0x81, 0xb5, // lag global[B5]
0x31, 0x13, // bnt [PChase code chunk]
0x89, 0xa6, // lsg global[A6]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x3e, // bnt [super-call]
0x38, PATCH_UINT16(0x008c), // pushi 008c
0x78, // push1
0x72, PATCH_UINT16(0x1cb6), // lofsa moveToPath
0x36, // push
0x54, 0x06, // self 06 - spider::setScript(movePath)
0x33, 0x32, // jmp [super-call]
// --> 9 bytes saved
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq1vgaSignatures[] = {
{ true, 45, "Ulence Flats: timepod graphic glitch", 1, sq1vgaSignatureUlenceFlatsTimepodGfxGlitch, sq1vgaPatchUlenceFlatsTimepodGfxGlitch },
{ true, 45, "Ulence Flats: force field generator glitch", 1, sq1vgaSignatureUlenceFlatsGeneratorGlitch, sq1vgaPatchUlenceFlatsGeneratorGlitch },
{ true, 58, "Sarien armory droid zapping ego first time", 1, sq1vgaSignatureEgoShowsCard, sq1vgaPatchEgoShowsCard },
{ true, 704, "spider droid timing issue", 1, sq1vgaSignatureSpiderDroidTiming, sq1vgaPatchSpiderDroidTiming },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// The toolbox in sq5 is buggy. When you click on the upper part of the "put
// in inventory"-button (some items only - for example the hole puncher - at the
// upper left), points will get awarded correctly and the item will get put into
// the player's inventory, but you will then get a "not here" message and the
// item will also remain to be the current mouse cursor.
// The bug report also says that items may get lost. I wasn't able to reproduce
// that part.
// This is caused by the mouse-click event getting reprocessed (which wouldn't
// be a problem by itself) and during this reprocessing coordinates are not
// processed the same as during the first click (script 226 includes a local
// subroutine, which checks coordinates in a hardcoded way w/o port-adjustment).
// Because of this, the hotspot for the button is lower than it should be, which
// then results in the game thinking that the user didn't click on the button
// and also results in the previously mentioned message.
// This happened in Sierra SCI as well (of course).
// We fix it by combining state 0 + 1 of takeTool::changeState and so stopping
// the event to get reprocessed. This was the only way possible, because everything
// else is done in SCI system scripts and I don't want to touch those.
// Applies to at least: English/German/French PC floppy
// Responsible method: takeTool::changeState
// Fixes bug: #6457
static const uint16 sq5SignatureToolboxFix[] = {
0x31, 0x13, // bnt [check for state 1]
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00aa), // pushi 00aa
0x39, 0x05, // pushi 05
0x39, 0x16, // pushi 16
0x76, // push0
0x39, 0x03, // pushi 03
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag 5b
0x4a, 0x0e, // send 0e
0x32, SIG_UINT16(0x0088), // jmp [end-of-method]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x28, // bnt [check for state 2]
SIG_END
};
static const uint16 sq5PatchToolboxFix[] = {
0x31, 0x41, // bnt [check for state 2]
PATCH_ADDTOOFFSET(+16), // skip to jmp offset
0x35, 0x01, // ldi 01
0x65, 0x14, // aTop [state]
0x36, 0x00, 0x00, // ldi 0000 (waste 3 bytes)
0x35, 0x00, // ldi 00 (waste 2 bytes)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq5Signatures[] = {
{ true, 226, "toolbox fix", 1, sq5SignatureToolboxFix, sq5PatchToolboxFix },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark RAMA
// RAMA has custom video benchmarking code that needs to be disabled; see
// sci2BenchmarkSignature
static const uint16 ramaBenchmarkSignature[] = {
0x38, SIG_SELECTOR16(view), // pushi view
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0xfdd4), // pushi 64980
SIG_END
};
static const uint16 ramaBenchmarkPatch[] = {
0x34, PATCH_UINT16(0x2710), // ldi 10000
0x48, // ret
PATCH_END
};
// RAMA uses a custom save game format that game scripts read and write
// manually. The save game format serialises object references, which SSCI could
// be done just by writing int16s (since object references were just 16-bit
// indexes), but in ScummVM we have to write the full 32-bit reg_t. We hijack
// kFileIOReadWord/kFileIOWriteWord to do this for us, but we need the game to
// agree to use those kFileIO calls instead of doing raw reads and creating its
// own numbers, as it tries to do here in `SaveManager::readWord`.
static const uint16 ramaSerializeRegTSignature1[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(newWith), // pushi $10b (newWith)
0x7a, // push2
0x7a, // push2
0x72, SIG_UINT16(0x00), // lofsa ""
0x36, // push
0x51, 0x0f, // class Str
SIG_END
};
static const uint16 ramaSerializeRegTPatch1[] = {
0x38, PATCH_SELECTOR16(readWord), // pushi readWord
0x76, // push0
0x62, PATCH_SELECTOR16(saveFilePtr), // pToa saveFilePtr
0x4a, PATCH_UINT16(0x04), // send 4
0x48, // ret
PATCH_END
};
// When restoring a NukeTimer client, the game makes a self-call to
// `NukeTimer::getSubscriberObj` from `NukeTimer::serialize`, but forgets to
// pass a required argument. In SSCI this happens to work because the value on
// the stack where the first argument should be is the `getSubscriberObj`
// selector, so it evaluates to true, but currently ScummVM defaults
// uninitialised param reads to 0 so the game was following the wrong path and
// breaking.
// Applies to at least: US English
static const uint16 ramaNukeTimerSignature[] = {
0x7e, SIG_ADDTOOFFSET(+2), // line whatever
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(getSubscriberObj), // pushi $3ca (getSubscriberObj)
0x76, // push0
0x54, SIG_UINT16(0x04), // self 4
SIG_END
};
static const uint16 ramaNukeTimerPatch[] = {
0x38, PATCH_SELECTOR16(getSubscriberObj), // pushi $3ca (getSubscriberObj)
0x78, // push1
0x38, PATCH_UINT16(0x01), // pushi 1 (wasting bytes)
0x54, PATCH_UINT16(0x06), // self 6
PATCH_END
};
// When opening a datacube on the pocket computer, `DocReader::init` will try
// to perform arithmetic on a pointer to `thighComputer::plane` and then use the
// resulting value as the priority for the DocReader. This happened to work in
// SSCI because the plane pointer would just be a high numeric value, but
// ScummVM needs an actual number, not a pointer.
// Applies to at least: US English
static const uint16 ramaDocReaderInitSignature[] = {
0x39, SIG_SELECTOR8(priority), // pushi $1a (priority)
0x78, // push1
0x39, SIG_SELECTOR8(plane), // pushi $19 (plane)
0x76, // push0
0x7a, // push2
SIG_MAGICDWORD,
0x39, 0x2c, // pushi 44
0x76, // push0
0x43, 0x02, SIG_UINT16(0x04), // callk ScriptID, 4
SIG_END
};
static const uint16 ramaDocReaderInitPatch[] = {
PATCH_ADDTOOFFSET(+3), // pushi priority, push1
0x39, PATCH_SELECTOR8(priority), // pushi priority
PATCH_END
};
// It is not possible to change the directory for ScummVM save games, so disable
// the "change directory" button in the RAMA save dialogue
static const uint16 ramaChangeDirSignature[] = {
SIG_MAGICDWORD,
0x7e, SIG_UINT16(0x64), // line 100
0x39, SIG_SELECTOR8(state), // pushi $1d (state)
0x78, // push1
0x39, 0x03, // pushi 3
0x72, SIG_ADDTOOFFSET(+2), // lofsa changeDirI
0x4a, SIG_UINT16(0x0e), // send 14
SIG_END
};
static const uint16 ramaChangeDirPatch[] = {
PATCH_ADDTOOFFSET(+6), // line 100, pushi state, push1
0x39, 0x00, // pushi 0
PATCH_END
};
static const SciScriptPatcherEntry ramaSignatures[] = {
{ true, 55, "fix bad DocReader::init priority calculation", 1, ramaDocReaderInitSignature, ramaDocReaderInitPatch },
{ true, 85, "fix SaveManager to use normal readWord calls", 1, ramaSerializeRegTSignature1, ramaSerializeRegTPatch1 },
{ true, 201, "fix crash restoring save games using NukeTimer", 1, ramaNukeTimerSignature, ramaNukeTimerPatch },
{ true, 64908, "disable video benchmarking", 1, ramaBenchmarkSignature, ramaBenchmarkPatch },
{ true, 64990, "disable change directory button", 1, ramaChangeDirSignature, ramaChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Shivers
// In room 35170, there is a CCTV control station with a joystick that must be
// clicked and dragged to pan the camera. In order to enable dragging, on
// mousedown, the `vJoystick::handleEvent` method calls `vJoystick::doVerb(1)`,
// which enables the drag functionality of the joystick. However,
// `vJoystick::handleEvent` then makes a super call to
// `ShiversProp::handleEvent`, which calls `vJoystick::doVerb()`. This second
// call, which fails to pass an argument, causes an uninitialized read off the
// stack for the first parameter. In SSCI, this happens to work because the
// uninitialized value on the stack happens to be 1. Disabling the super call
// avoids the bad doVerb call without any apparent ill effect.
// The same problem exists when trying to drag the volume & brightness sliders
// in the main menu. These controls are also fixed by this patch.
// Applies to at least: US English
static const uint16 shiversEventSuperCallSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(handleEvent), // pushi handleEvent
0x78, // push1
0x8f, 0x01, // lsp 1
0x59, 0x02, // &rest 2
0x57, 0x7f, SIG_UINT16(0x06), // super ShiversProp[7f], 6
SIG_END
};
static const uint16 shiversEventSuperCallPatch[] = {
0x48, // ret
PATCH_END
};
// When the Ixupi is present in the Gods and Items intro room, the game tries to
// play a sound using the play selector, but its arguments are only appropriate
// for the fade selector.
// If the badly constructed sound object from this call ends up receiving a
// signal at any time in the future, the game will try to send to a number and
// crash (because the third argument to play is supposed to be a client object,
// but here it is a number instead). Other rooms make this same call with the
// correct fade selector, so fix the selector here to match.
// Applies to at least: English CD
static const uint16 shiversGodsIxupiPlaySoundSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(play), // pushi $33
0x38, SIG_UINT16(0x06), // pushi 6
SIG_END
};
static const uint16 shiversGodsIxupiPlaySoundPatch[] = {
0x38, PATCH_SELECTOR16(fade), // pushi $f3
0x39, 0x06, // pushi 6
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry shiversSignatures[] = {
{ true, 990, "fix volume & brightness sliders", 2, shiversEventSuperCallSignature, shiversEventSuperCallPatch },
{ true, 23090, "fix bad Ixupi sound call", 1, shiversGodsIxupiPlaySoundSignature, shiversGodsIxupiPlaySoundPatch },
{ true, 35170, "fix CCTV joystick interaction", 1, shiversEventSuperCallSignature, shiversEventSuperCallPatch },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Space Quest 6
// After the explosion in the Quarters of Deepship 86, the game tries to perform
// a dramatic long fade, but does this with an unreasonably large number of
// divisions which takes tens of seconds to finish (because transitions are not
// CPU-dependent in ScummVM).
static const uint16 sq6SlowTransitionSignature1[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x578), // pushi $578
0x51, 0x33, // class Styler
SIG_END
};
static const uint16 sq6SlowTransitionPatch1[] = {
0x38, SIG_UINT16(0x1f4), // pushi 500
PATCH_END
};
// For whatever reason, SQ6 sets the default number of transition divisions to
// be a much larger value at startup (200 vs 30) if it thinks it is running in
// Windows. Room 410 (eulogy room) also unconditionally resets divisions to the
// larger value.
static const uint16 sq6SlowTransitionSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0xc8), // pushi $c8
0x51, 0x33, // class Styler
SIG_END
};
static const uint16 sq6SlowTransitionPatch2[] = {
0x38, SIG_UINT16(0x1e), // pushi 30
PATCH_END
};
// SQ6 has custom video benchmarking code that needs to be disabled; see
// sci2BenchmarkSignature. (The sci2BenchmarkPatch is suitable for use with
// SQ6 as well.)
static const uint16 sq6BenchmarkSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x7e, SIG_ADDTOOFFSET(+2), // line
0x38, SIG_SELECTOR16(posn), // pushi $140 (posn)
SIG_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq6Signatures[] = {
{ true, 0, "fix slow transitions", 1, sq6SlowTransitionSignature2, sq6SlowTransitionPatch2 },
{ true, 15, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 22, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 410, "fix slow transitions", 1, sq6SlowTransitionSignature2, sq6SlowTransitionPatch2 },
{ true, 460, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 500, "fix slow transitions", 1, sq6SlowTransitionSignature1, sq6SlowTransitionPatch1 },
{ true, 510, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 64908, "disable video benchmarking", 1, sq6BenchmarkSignature, sci2BenchmarkPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Torins Passage
// A subroutine that gets called by 'Torin::init' unconditionally resets the
// audio volumes to defaults, but the game should always use the volume stored
// in ScummVM. This patch is basically identical to the patch for LSL7, except
// that they left line numbers in the LSL7 scripts and changed the music volume.
// Applies to at least: English CD
static const uint16 torinVolumeResetSignature1[] = {
SIG_MAGICDWORD,
0x35, 0x28, // ldi $28
0xa1, 0xe3, // sag $e3 (music volume)
0x35, 0x3c, // ldi $3c
0xa1, 0xe4, // sag $e4 (sfx volume)
0x35, 0x64, // ldi $64
0xa1, 0xe5, // sag $e5 (speech volume)
SIG_END
};
static const uint16 torinVolumeResetPatch1[] = {
0x33, 0x0a, // jmp [past volume resets]
PATCH_END
};
// A subroutine that gets called by 'Torin::init' unconditionally resets the
// audio volumes to values stored in torin.prf, but the game should always use
// the volume stored in ScummVM. This patch is basically identical to the patch
// for LSL7, except that they left line numbers in the LSL7 scripts.
// Applies to at least: English CD
static const uint16 torinVolumeResetSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(readWord), // pushi $020b (readWord)
0x76, // push0
SIG_ADDTOOFFSET(6), // advance file stream
0xa1, 0xe3, // sag $e3 (music volume)
SIG_ADDTOOFFSET(10), // advance file stream
0xa1, 0xe4, // sag $e4 (sfx volume)
SIG_ADDTOOFFSET(10), // advance file stream
0xa1, 0xe5, // sag $e5 (speech volume)
SIG_END
};
static const uint16 torinVolumeResetPatch2[] = {
PATCH_ADDTOOFFSET(10), // advance file stream
0x18, 0x18, // waste bytes
PATCH_ADDTOOFFSET(10), // advance file stream
0x18, 0x18, // waste bytes
PATCH_ADDTOOFFSET(10), // advance file stream
0x18, 0x18, // waste bytes
PATCH_END
};
// In Escarpa, it is possible for Boogle to be left outside of Torin's bag
// when fast-forwarding through the exit animation of the seraglio. If this
// happens, when the player goes from the seraglio to the dragon's cave and then
// tries to worm Boogle to the left side of the cave, the game will hang because
// Boogle is on the wrong side of the navigable area barrier and cannot move
// through it to continue the cutscene. This patch fixes the fast-forward code
// 'soBoogleBackUp::ff' in the seraglio so that Boogle's in-the-bag flag is set
// when fast forwarding.
// Applies to at least: English CD, Spanish CD
static const uint16 torinSeraglioBoogleFlagSignature[] = {
0x35, 0x00, // ldi 0
SIG_MAGICDWORD,
0xa3, 0x00, // sal 0
0x38, SIG_SELECTOR16(test), // pushi test
SIG_ADDTOOFFSET(0x5a), // all the rest of the method
// CHECKME: Spanish version seems to have a total of 0x5d bytes from this point to the ret
// FIXME: Check for end of method (e.g. ret) and add different signatures in case localized versions are different
SIG_END
};
static const uint16 torinSeraglioBoogleFlagPatch[] = {
// @1e5f
// ldi 0, sal 0 removed from here (+4 bytes)
// @1e5f (+4 bytes)
// local[0] = /* oFlags */ ScriptID(64017, 0);
0x7a, // push2
0x38, PATCH_UINT16(0xfa11), // pushi 64017
0x76, // push0
0x43, 0x02, PATCH_UINT16(4), // callk ScriptID[2], 4
0xa3, 0x00, // sal 0 (-2 bytes)
// @1e6a (+2 bytes)
// acc = local[0].test(94);
0x38, PATCH_SELECTOR16(test), // pushi test
0x78, // push1
0x39, 0x5e, // pushi 94
0x4a, PATCH_UINT16(0x06), // send 6
// @1e73 (+2 bytes)
// if (!acc) goto elseCase;
0x30, PATCH_UINT16(0x34), // bnt 0x31 + 3
// @1e76 (+2 bytes)
// global[0].get(ScriptID(64001, 0).get(20));
0x38, PATCH_SELECTOR16(get), // pushi get
0x78, // push1
0x38, PATCH_SELECTOR16(get), // pushi get
0x78, // push1
0x39, 0x14, // pushi 20
0x7a, // push2
0x38, PATCH_UINT16(0xfa01), // pushi 64001
0x76, // push0
0x43, 0x02, PATCH_UINT16(4), // callk ScriptID[2], 4
0x4a, PATCH_UINT16(0x06), // send 6
0x36, // push
0x81, 0x00, // lag 0 (ego)
0x4a, PATCH_UINT16(0x06), // send 6
// @1e92 (+2 bytes)
// local[0].set(52);
0x38, PATCH_SELECTOR16(set), // pushi set
0x78, // push1
0x39, 0x34, // pushi 52
0x83, 0x00, // lal 0 (+7 byte)
0x4a, PATCH_UINT16(0x06), // send 6
// @1e9d (+9 bytes)
// goto endOfBranch;
0x33, 0x0b, // jmp [to end of conditional branch] (+1 byte)
// @1e9f (+10 bytes)
// elseCase: local[0].clear(97);
0x38, PATCH_SELECTOR16(clear), // pushi clear
0x78, // push1
0x39, 0x61, // pushi 97
0x83, 0x00, // lal 0 (+7 bytes)
0x4a, PATCH_UINT16(0x06), // send 6
// @1eaa (+17 bytes)
// endOfBranch: local[0].set(232);
0x38, PATCH_SELECTOR16(set), // pushi set (-3 bytes)
0x78, // push1 (-1 byte)
0x38, PATCH_UINT16(0xe8), // pushi 232 (Boogle-in-bag flag) (-3 bytes)
0x83, 0x00, // lal 0 (-2 bytes)
0x4a, PATCH_UINT16(0x06), // send 6 (-3 bytes)
// @1eb6 (+5 bytes)
// local[0] = 0; self.dispose();
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x3c, // dup (-1 byte)
0xab, 0x00, // ssl 0 (-2 bytes)
0x54, PATCH_UINT16(4), // self 4
0x48, // ret
// @1ec1 (+2 bytes)
PATCH_END
};
// At least some French PointSoft releases of Torin's Passage managed to get
// released with script 20700 from the official Sierra TORINPAT patch and
// *unpatched* heap 20700. Worse, the selector table is not the same as the one
// in the US release, so it is not possible to just apply TORINPAT to the game
// (it will just explode later when mismatched selectors are used). So, here we
// are hot-patching all of the wrong offsets in the original heap to match the
// patched script.
// Applies to at least: French PointSoft CD release
static const uint16 torinPointSoft20700HeapSignature[] = {
0xe1, 0x15, 0x23, 0x16, // end of patched 20700.SCR (so we don't
// accidentally patch the heap when it is correctly
// matched with an unpatched script)
SIG_ADDTOOFFSET(1), // padding byte added by Script::load
SIG_ADDTOOFFSET(0x1d2), // first bad offset in the heap is at 0x1d2
SIG_MAGICDWORD,
SIG_UINT16(0xd8),
SIG_UINT16(0xd8),
SIG_ADDTOOFFSET(0x200 - 0x1d2 - 4), // second bad offset, etc.
SIG_UINT16(0xde),
SIG_UINT16(0xde),
SIG_ADDTOOFFSET(0x280 - 0x200 - 4),
SIG_UINT16(0xe0),
SIG_UINT16(0xe0),
SIG_ADDTOOFFSET(0x300 - 0x280 - 4),
SIG_UINT16(0xe2),
SIG_UINT16(0xe2),
SIG_ADDTOOFFSET(0x374 - 0x300 - 4),
SIG_UINT16(0xe4),
SIG_UINT16(0xe4),
SIG_ADDTOOFFSET(0x3ce - 0x374 - 4),
SIG_UINT16(0xee),
SIG_UINT16(0xee),
SIG_ADDTOOFFSET(0x44e - 0x3ce - 4),
SIG_UINT16(0xf0),
SIG_UINT16(0xf0),
SIG_ADDTOOFFSET(0x482 - 0x44e - 4),
SIG_UINT16(0xf6),
SIG_UINT16(0xf6),
SIG_ADDTOOFFSET(0x4b6 - 0x482 - 4),
SIG_UINT16(0xfc),
SIG_UINT16(0xfc),
SIG_ADDTOOFFSET(0x4ea - 0x4b6 - 4),
SIG_UINT16(0x106),
SIG_UINT16(0x106),
SIG_ADDTOOFFSET(0x51e - 0x4ea - 4),
SIG_UINT16(0x110),
SIG_UINT16(0x110),
SIG_ADDTOOFFSET(0x55c - 0x51e - 4),
SIG_UINT16(0x116),
SIG_UINT16(0x116),
SIG_ADDTOOFFSET(0x5a2 - 0x55c - 4),
SIG_UINT16(0x118),
SIG_UINT16(0x118),
SIG_END
};
static const uint16 torinPointSoft20700HeapPatch[] = {
PATCH_ADDTOOFFSET(4), // end of patched 20700.SCR
PATCH_ADDTOOFFSET(1), // padding byte
PATCH_ADDTOOFFSET(0x1d2), // first bad offset
PATCH_UINT16(0xdc),
PATCH_UINT16(0xdc),
PATCH_ADDTOOFFSET(0x200 - 0x1d2 - 4), // second bad offset, etc.
PATCH_UINT16(0xe6),
PATCH_UINT16(0xe6),
PATCH_ADDTOOFFSET(0x280 - 0x200 - 4),
PATCH_UINT16(0xe8),
PATCH_UINT16(0xe8),
PATCH_ADDTOOFFSET(0x300 - 0x280 - 4),
PATCH_UINT16(0xea),
PATCH_UINT16(0xea),
PATCH_ADDTOOFFSET(0x374 - 0x300 - 4),
PATCH_UINT16(0xec),
PATCH_UINT16(0xec),
PATCH_ADDTOOFFSET(0x3ce - 0x374 - 4),
PATCH_UINT16(0xf6),
PATCH_UINT16(0xf6),
PATCH_ADDTOOFFSET(0x44e - 0x3ce - 4),
PATCH_UINT16(0xf8),
PATCH_UINT16(0xf8),
PATCH_ADDTOOFFSET(0x482 - 0x44e - 4),
PATCH_UINT16(0xfe),
PATCH_UINT16(0xfe),
PATCH_ADDTOOFFSET(0x4b6 - 0x482 - 4),
PATCH_UINT16(0x104),
PATCH_UINT16(0x104),
PATCH_ADDTOOFFSET(0x4ea - 0x4b6 - 4),
PATCH_UINT16(0x10e),
PATCH_UINT16(0x10e),
PATCH_ADDTOOFFSET(0x51e - 0x4ea - 4),
PATCH_UINT16(0x118),
PATCH_UINT16(0x118),
PATCH_ADDTOOFFSET(0x55c - 0x51e - 4),
PATCH_UINT16(0x11e),
PATCH_UINT16(0x11e),
PATCH_ADDTOOFFSET(0x5a2 - 0x55c - 4),
PATCH_UINT16(0x120),
PATCH_UINT16(0x120),
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry torinSignatures[] = {
{ true, 20600, "fix wrong boogle bag flag on fast-forward", 1, torinSeraglioBoogleFlagSignature, torinSeraglioBoogleFlagPatch },
{ true, 20700, "fix bad heap in PointSoft release", 1, torinPointSoft20700HeapSignature, torinPointSoft20700HeapPatch },
{ true, 64000, "disable volume reset on startup (1/2)", 1, torinVolumeResetSignature1, torinVolumeResetPatch1 },
{ true, 64000, "disable volume reset on startup (2/2)", 1, torinVolumeResetSignature2, torinVolumeResetPatch2 },
{ true, 64866, "increase number of save games", 1, torinLarry7NumSavesSignature, torinLarry7NumSavesPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// =================================================================================
ScriptPatcher::ScriptPatcher() {
int selectorCount = ARRAYSIZE(selectorNameTable);
int selectorNr;
// Allocate table for selector-IDs and initialize that table as well
_selectorIdTable = new Selector[ selectorCount ];
for (selectorNr = 0; selectorNr < selectorCount; selectorNr++)
_selectorIdTable[selectorNr] = -1;
_runtimeTable = NULL;
_isMacSci11 = false;
}
ScriptPatcher::~ScriptPatcher() {
delete[] _runtimeTable;
delete[] _selectorIdTable;
}
// will actually patch previously found signature area
void ScriptPatcher::applyPatch(const SciScriptPatcherEntry *patchEntry, SciSpan<byte> scriptData, int32 signatureOffset) {
const uint16 *patchData = patchEntry->patchData;
byte orgData[PATCH_VALUELIMIT];
int32 offset = signatureOffset;
uint16 patchWord = *patchEntry->patchData;
uint16 patchSelector = 0;
// Copy over original bytes from script
uint32 orgDataSize = scriptData.size() - offset;
if (orgDataSize > PATCH_VALUELIMIT)
orgDataSize = PATCH_VALUELIMIT;
scriptData.subspan(offset, orgDataSize).unsafeCopyDataTo(orgData);
while (patchWord != PATCH_END) {
uint16 patchCommand = patchWord & PATCH_COMMANDMASK;
uint16 patchValue = patchWord & PATCH_VALUEMASK;
switch (patchCommand) {
case PATCH_CODE_ADDTOOFFSET: {
// add value to offset
offset += patchValue;
break;
}
case PATCH_CODE_GETORIGINALBYTE: {
// get original byte from script and adjust it
if (patchValue >= orgDataSize)
error("Script-Patcher: can not get requested original byte from script");
byte orgByte = orgData[patchValue];
int16 adjustValue;
patchData++; adjustValue = (int16)(*patchData);
scriptData[offset] = orgByte + adjustValue;
offset++;
break;
}
case PATCH_CODE_GETORIGINALUINT16: {
// get original byte from script and adjust it
if ((patchValue >= orgDataSize) || (((uint32)patchValue + 1) >= orgDataSize))
error("Script-Patcher: can not get requested original uint16 from script");
uint16 orgUINT16;
int16 adjustValue;
if (!_isMacSci11) {
orgUINT16 = orgData[patchValue] | (orgData[patchValue + 1] << 8);
} else {
orgUINT16 = orgData[patchValue + 1] | (orgData[patchValue] << 8);
}
patchData++; adjustValue = (int16)(*patchData);
orgUINT16 += adjustValue;
if (!_isMacSci11) {
scriptData[offset] = orgUINT16 & 0xFF;
scriptData[offset + 1] = orgUINT16 >> 8;
} else {
scriptData[offset] = orgUINT16 >> 8;
scriptData[offset + 1] = orgUINT16 & 0xFF;
}
offset += 2;
break;
}
case PATCH_CODE_UINT16:
case PATCH_CODE_SELECTOR16: {
byte byte1;
byte byte2;
switch (patchCommand) {
case PATCH_CODE_UINT16: {
byte1 = patchValue & PATCH_BYTEMASK;
patchData++; patchWord = *patchData;
if (patchWord & PATCH_COMMANDMASK)
error("Script-Patcher: Patch inconsistent");
byte2 = patchWord & PATCH_BYTEMASK;
break;
}
case PATCH_CODE_SELECTOR16: {
patchSelector = _selectorIdTable[patchValue];
byte1 = patchSelector & 0xFF;
byte2 = patchSelector >> 8;
break;
}
default:
byte1 = 0; byte2 = 0;
}
if (!_isMacSci11) {
scriptData[offset++] = byte1;
scriptData[offset++] = byte2;
} else {
// SCI1.1+ on macintosh had uint16s in script in BE-order
scriptData[offset++] = byte2;
scriptData[offset++] = byte1;
}
break;
}
case PATCH_CODE_SELECTOR8: {
patchSelector = _selectorIdTable[patchValue];
if (patchSelector & 0xFF00)
error("Script-Patcher: 8 bit selector required, game uses 16 bit selector");
scriptData[offset] = patchSelector & 0xFF;
offset++;
break;
}
case PATCH_CODE_BYTE:
scriptData[offset] = patchValue & PATCH_BYTEMASK;
offset++;
}
patchData++;
patchWord = *patchData;
}
}
bool ScriptPatcher::verifySignature(uint32 byteOffset, const uint16 *signatureData, const char *signatureDescription, const SciSpan<const byte> &scriptData) {
uint16 sigSelector = 0;
uint16 sigWord = *signatureData;
while (sigWord != SIG_END) {
uint16 sigCommand = sigWord & SIG_COMMANDMASK;
uint16 sigValue = sigWord & SIG_VALUEMASK;
switch (sigCommand) {
case SIG_CODE_ADDTOOFFSET: {
// add value to offset
byteOffset += sigValue;
break;
}
case SIG_CODE_UINT16:
case SIG_CODE_SELECTOR16: {
if (byteOffset + 1 < scriptData.size()) {
byte byte1;
byte byte2;
switch (sigCommand) {
case SIG_CODE_UINT16: {
byte1 = sigValue & SIG_BYTEMASK;
signatureData++; sigWord = *signatureData;
if (sigWord & SIG_COMMANDMASK)
error("Script-Patcher: signature inconsistent\nFaulty signature: '%s'", signatureDescription);
byte2 = sigWord & SIG_BYTEMASK;
break;
}
case SIG_CODE_SELECTOR16: {
sigSelector = _selectorIdTable[sigValue];
byte1 = sigSelector & 0xFF;
byte2 = sigSelector >> 8;
break;
}
default:
byte1 = 0; byte2 = 0;
}
if (!_isMacSci11) {
if ((scriptData[byteOffset] != byte1) || (scriptData[byteOffset + 1] != byte2))
sigWord = SIG_MISMATCH;
} else {
// SCI1.1+ on macintosh had uint16s in script in BE-order
if ((scriptData[byteOffset] != byte2) || (scriptData[byteOffset + 1] != byte1))
sigWord = SIG_MISMATCH;
}
byteOffset += 2;
} else {
sigWord = SIG_MISMATCH;
}
break;
}
case SIG_CODE_SELECTOR8: {
if (byteOffset < scriptData.size()) {
sigSelector = _selectorIdTable[sigValue];
if (sigSelector & 0xFF00)
error("Script-Patcher: 8 bit selector required, game uses 16 bit selector\nFaulty signature: '%s'", signatureDescription);
if (scriptData[byteOffset] != (sigSelector & 0xFF))
sigWord = SIG_MISMATCH;
byteOffset++;
} else {
sigWord = SIG_MISMATCH; // out of bounds
}
break;
}
case SIG_CODE_BYTE:
if (byteOffset < scriptData.size()) {
if (scriptData[byteOffset] != sigWord)
sigWord = SIG_MISMATCH;
byteOffset++;
} else {
sigWord = SIG_MISMATCH; // out of bounds
}
}
if (sigWord == SIG_MISMATCH)
break;
signatureData++;
sigWord = *signatureData;
}
if (sigWord == SIG_END) // signature fully matched?
return true;
return false;
}
// will return -1 if no match was found, otherwise an offset to the start of the signature match
int32 ScriptPatcher::findSignature(uint32 magicDWord, int magicOffset, const uint16 *signatureData, const char *patchDescription, const SciSpan<const byte> &scriptData) {
if (scriptData.size() < 4) // we need to find a DWORD, so less than 4 bytes is not okay
return -1;
// magicDWord is in platform-specific BE/LE form, so that the later match will work, this was done for performance
const uint32 searchLimit = scriptData.size() - 3;
uint32 DWordOffset = 0;
// first search for the magic DWORD
while (DWordOffset < searchLimit) {
if (magicDWord == scriptData.getUint32At(DWordOffset)) {
// magic DWORD found, check if actual signature matches
uint32 offset = DWordOffset + magicOffset;
if (verifySignature(offset, signatureData, patchDescription, scriptData))
return offset;
}
DWordOffset++;
}
// nothing found
return -1;
}
int32 ScriptPatcher::findSignature(const SciScriptPatcherEntry *patchEntry, const SciScriptPatcherRuntimeEntry *runtimeEntry, const SciSpan<const byte> &scriptData) {
return findSignature(runtimeEntry->magicDWord, runtimeEntry->magicOffset, patchEntry->signatureData, patchEntry->description, scriptData);
}
// Attention: Magic DWord is returned using platform specific byte order. This is done on purpose for performance.
void ScriptPatcher::calculateMagicDWordAndVerify(const char *signatureDescription, const uint16 *signatureData, bool magicDWordIncluded, uint32 &calculatedMagicDWord, int &calculatedMagicDWordOffset) {
Selector curSelector = -1;
int magicOffset;
byte magicDWord[4];
int magicDWordLeft = 0;
uint16 curWord;
uint16 curCommand;
uint32 curValue;
byte byte1 = 0;
byte byte2 = 0;
memset(magicDWord, 0, sizeof(magicDWord));
curWord = *signatureData;
magicOffset = 0;
while (curWord != SIG_END) {
curCommand = curWord & SIG_COMMANDMASK;
curValue = curWord & SIG_VALUEMASK;
switch (curCommand) {
case SIG_MAGICDWORD: {
if (magicDWordIncluded) {
if ((calculatedMagicDWord) || (magicDWordLeft))
error("Script-Patcher: Magic-DWORD specified multiple times in signature\nFaulty patch: '%s'", signatureDescription);
magicDWordLeft = 4;
calculatedMagicDWordOffset = magicOffset;
} else {
error("Script-Patcher: Magic-DWORD sequence found in patch data\nFaulty patch: '%s'", signatureDescription);
}
break;
}
case SIG_CODE_ADDTOOFFSET: {
magicOffset -= curValue;
if (magicDWordLeft)
error("Script-Patcher: Magic-DWORD contains AddToOffset command\nFaulty patch: '%s'", signatureDescription);
break;
}
case SIG_CODE_UINT16:
case SIG_CODE_SELECTOR16: {
// UINT16 or 1
switch (curCommand) {
case SIG_CODE_UINT16: {
signatureData++; curWord = *signatureData;
if (curWord & SIG_COMMANDMASK)
error("Script-Patcher: signature entry inconsistent\nFaulty patch: '%s'", signatureDescription);
if (!_isMacSci11) {
byte1 = curValue;
byte2 = curWord & SIG_BYTEMASK;
} else {
byte1 = curWord & SIG_BYTEMASK;
byte2 = curValue;
}
break;
}
case SIG_CODE_SELECTOR16: {
curSelector = _selectorIdTable[curValue];
if (curSelector == -1) {
curSelector = g_sci->getKernel()->findSelector(selectorNameTable[curValue]);
_selectorIdTable[curValue] = curSelector;
}
if (!_isMacSci11) {
byte1 = curSelector & 0x00FF;
byte2 = curSelector >> 8;
} else {
byte1 = curSelector >> 8;
byte2 = curSelector & 0x00FF;
}
break;
}
}
magicOffset -= 2;
if (magicDWordLeft) {
// Remember current word for Magic DWORD
magicDWord[4 - magicDWordLeft] = byte1;
magicDWordLeft--;
if (magicDWordLeft) {
magicDWord[4 - magicDWordLeft] = byte2;
magicDWordLeft--;
}
if (!magicDWordLeft) {
// Magic DWORD is now known, convert to platform specific byte order
calculatedMagicDWord = READ_UINT32(magicDWord);
}
}
break;
}
case SIG_CODE_BYTE:
case SIG_CODE_SELECTOR8: {
if (curCommand == SIG_CODE_SELECTOR8) {
curSelector = _selectorIdTable[curValue];
if (curSelector == -1) {
curSelector = g_sci->getKernel()->findSelector(selectorNameTable[curValue]);
_selectorIdTable[curValue] = curSelector;
if (curSelector != -1) {
if (curSelector & 0xFF00)
error("Script-Patcher: 8 bit selector required, game uses 16 bit selector\nFaulty patch: '%s'", signatureDescription);
}
}
curValue = curSelector;
}
magicOffset--;
if (magicDWordLeft) {
// Remember current byte for Magic DWORD
magicDWord[4 - magicDWordLeft] = (byte)curValue;
magicDWordLeft--;
if (!magicDWordLeft) {
// Magic DWORD is now known, convert to platform specific byte order
calculatedMagicDWord = READ_UINT32(magicDWord);
}
}
break;
}
case PATCH_CODE_GETORIGINALBYTE:
case PATCH_CODE_GETORIGINALUINT16: {
signatureData++; // skip over extra uint16
break;
}
default:
break;
}
signatureData++;
curWord = *signatureData;
}
if (magicDWordLeft)
error("Script-Patcher: Magic-DWORD beyond End-Of-Signature\nFaulty patch: '%s'", signatureDescription);
if (magicDWordIncluded) {
if (!calculatedMagicDWord) {
error("Script-Patcher: Magic-DWORD not specified in signature\nFaulty patch: '%s'", signatureDescription);
}
}
}
// This method calculates the magic DWORD for each entry in the signature table
// and it also initializes the selector table for selectors used in the signatures/patches of the current game
void ScriptPatcher::initSignature(const SciScriptPatcherEntry *patchTable) {
const SciScriptPatcherEntry *curEntry = patchTable;
SciScriptPatcherRuntimeEntry *curRuntimeEntry;
int patchEntryCount = 0;
// Count entries and allocate runtime data
while (curEntry->signatureData) {
patchEntryCount++; curEntry++;
}
_runtimeTable = new SciScriptPatcherRuntimeEntry[patchEntryCount];
memset(_runtimeTable, 0, sizeof(SciScriptPatcherRuntimeEntry) * patchEntryCount);
curEntry = patchTable;
curRuntimeEntry = _runtimeTable;
while (curEntry->signatureData) {
// process signature
curRuntimeEntry->active = curEntry->defaultActive;
curRuntimeEntry->magicDWord = 0;
curRuntimeEntry->magicOffset = 0;
// We verify the signature data and remember the calculated magic DWord from the signature data
calculateMagicDWordAndVerify(curEntry->description, curEntry->signatureData, true, curRuntimeEntry->magicDWord, curRuntimeEntry->magicOffset);
// We verify the patch data
calculateMagicDWordAndVerify(curEntry->description, curEntry->patchData, false, curRuntimeEntry->magicDWord, curRuntimeEntry->magicOffset);
curEntry++; curRuntimeEntry++;
}
}
// This method enables certain patches
// It's used for patches, which are not meant to get applied all the time
void ScriptPatcher::enablePatch(const SciScriptPatcherEntry *patchTable, const char *searchDescription) {
const SciScriptPatcherEntry *curEntry = patchTable;
SciScriptPatcherRuntimeEntry *runtimeEntry = _runtimeTable;
int searchDescriptionLen = strlen(searchDescription);
int matchCount = 0;
while (curEntry->signatureData) {
if (strncmp(curEntry->description, searchDescription, searchDescriptionLen) == 0) {
// match found, enable patch
runtimeEntry->active = true;
matchCount++;
}
curEntry++; runtimeEntry++;
}
if (!matchCount)
error("Script-Patcher: no patch found to enable");
}
void ScriptPatcher::processScript(uint16 scriptNr, SciSpan<byte> scriptData) {
const SciScriptPatcherEntry *signatureTable = NULL;
const SciScriptPatcherEntry *curEntry = NULL;
SciScriptPatcherRuntimeEntry *curRuntimeEntry = NULL;
const Sci::SciGameId gameId = g_sci->getGameId();
switch (gameId) {
case GID_CAMELOT:
signatureTable = camelotSignatures;
break;
case GID_ECOQUEST:
signatureTable = ecoquest1Signatures;
break;
case GID_ECOQUEST2:
signatureTable = ecoquest2Signatures;
break;
case GID_FANMADE:
signatureTable = fanmadeSignatures;
break;
case GID_FREDDYPHARKAS:
signatureTable = freddypharkasSignatures;
break;
#ifdef ENABLE_SCI32
case GID_HOYLE5:
if (g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 100)) &&
g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 700)))
signatureTable = hoyle5Signatures;
else if (g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 100)) &&
!g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 700)))
signatureTable = hoyle5ChildrensCollectionSignatures;
else if (!g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 100)) &&
g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 700)))
signatureTable = hoyle5BridgeSignatures;
break;
case GID_GK1:
signatureTable = gk1Signatures;
break;
case GID_GK2:
signatureTable = gk2Signatures;
break;
#endif
case GID_KQ5:
signatureTable = kq5Signatures;
break;
case GID_KQ6:
signatureTable = kq6Signatures;
break;
#ifdef ENABLE_SCI32
case GID_KQ7:
signatureTable = kq7Signatures;
break;
#endif
case GID_LAURABOW:
signatureTable = laurabow1Signatures;
break;
case GID_LAURABOW2:
signatureTable = laurabow2Signatures;
break;
#ifdef ENABLE_SCI32
case GID_LIGHTHOUSE:
signatureTable = lighthouseSignatures;
break;
#endif
case GID_LONGBOW:
signatureTable = longbowSignatures;
break;
case GID_LSL1:
signatureTable = larry1Signatures;
break;
case GID_LSL2:
signatureTable = larry2Signatures;
break;
case GID_LSL5:
signatureTable = larry5Signatures;
break;
case GID_LSL6:
signatureTable = larry6Signatures;
break;
#ifdef ENABLE_SCI32
case GID_LSL6HIRES:
signatureTable = larry6HiresSignatures;
break;
case GID_LSL7:
signatureTable = larry7Signatures;
break;
#endif
case GID_MOTHERGOOSE256:
signatureTable = mothergoose256Signatures;
break;
#ifdef ENABLE_SCI32
case GID_MOTHERGOOSEHIRES:
signatureTable = mothergooseHiresSignatures;
break;
case GID_PHANTASMAGORIA:
signatureTable = phantasmagoriaSignatures;
break;
case GID_PHANTASMAGORIA2:
signatureTable = phantasmagoria2Signatures;
break;
#endif
case GID_PQ1:
signatureTable = pq1vgaSignatures;
break;
case GID_PQ3:
signatureTable = pq3Signatures;
break;
#ifdef ENABLE_SCI32
case GID_PQ4:
signatureTable = pq4Signatures;
break;
case GID_PQSWAT:
signatureTable = pqSwatSignatures;
break;
#endif
case GID_QFG1:
signatureTable = qfg1egaSignatures;
break;
case GID_QFG1VGA:
signatureTable = qfg1vgaSignatures;
break;
case GID_QFG2:
signatureTable = qfg2Signatures;
break;
case GID_QFG3:
signatureTable = qfg3Signatures;
break;
#ifdef ENABLE_SCI32
case GID_QFG4:
signatureTable = qfg4Signatures;
break;
case GID_RAMA:
signatureTable = ramaSignatures;
break;
case GID_SHIVERS:
signatureTable = shiversSignatures;
break;
#endif
case GID_SQ1:
signatureTable = sq1vgaSignatures;
break;
case GID_SQ4:
signatureTable = sq4Signatures;
break;
case GID_SQ5:
signatureTable = sq5Signatures;
break;
#ifdef ENABLE_SCI32
case GID_SQ6:
signatureTable = sq6Signatures;
break;
case GID_TORIN:
signatureTable = torinSignatures;
break;
#endif
default:
break;
}
if (signatureTable) {
_isMacSci11 = (g_sci->getPlatform() == Common::kPlatformMacintosh && getSciVersion() >= SCI_VERSION_1_1);
if (!_runtimeTable) {
// Abort, in case selectors are not yet initialized (happens for games w/o selector-dictionary)
if (!g_sci->getKernel()->selectorNamesAvailable())
return;
// signature table needs to get initialized (Magic DWORD set, selector table set)
initSignature(signatureTable);
// Do additional game-specific initialization
switch (gameId) {
case GID_KQ5:
if (g_sci->_features->useAltWinGMSound()) {
// See the explanation in the kq5SignatureWinGMSignals comment
enablePatch(signatureTable, "Win: GM Music signal checks");
}
break;
case GID_KQ6:
if (g_sci->isCD()) {
// Enables Dual mode patches (audio + subtitles at the same time) for King's Quest 6
enablePatch(signatureTable, "CD: audio + text support");
}
break;
case GID_LAURABOW2:
if (g_sci->isCD()) {
// Enables Dual mode patches (audio + subtitles at the same time) for Laura Bow 2
enablePatch(signatureTable, "CD: audio + text support");
}
break;
default:
break;
}
}
curEntry = signatureTable;
curRuntimeEntry = _runtimeTable;
while (curEntry->signatureData) {
if ((scriptNr == curEntry->scriptNr) && (curRuntimeEntry->active)) {
int32 foundOffset = 0;
int16 applyCount = curEntry->applyCount;
do {
foundOffset = findSignature(curEntry, curRuntimeEntry, scriptData);
if (foundOffset != -1) {
// found, so apply the patch
debugC(kDebugLevelScriptPatcher, "Script-Patcher: '%s' on script %d offset %d", curEntry->description, scriptNr, foundOffset);
applyPatch(curEntry, scriptData, foundOffset);
}
applyCount--;
} while ((foundOffset != -1) && (applyCount));
}
curEntry++; curRuntimeEntry++;
}
}
}
} // End of namespace Sci