scummvm/engines/sci/engine/script_patches.cpp
Martin Kiewitz a4bde6dade SCI: injecting "dual" view into King's Quest 6 CD
for dual mode (text+speech at the same time)
2013-12-24 23:31:17 +01:00

2959 lines
129 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"
#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.
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
"deskSarg", // Gabriel Knight
"localize", // Freddy Pharkas
"put", // Police Quest 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
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_deskSarg,
SELECTOR_localize,
SELECTOR_put,
SELECTOR_solvePuzzle,
SELECTOR_timesShownID,
SELECTOR_startText,
SELECTOR_startAudio,
SELECTOR_modNum
};
// ===========================================================================
// 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
};
// ===========================================================================
// 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 fanmadeSignatureInfiniteLoop[] = {
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 fanmadePatchInfiniteLoop[] = {
PATCH_ADDTOOFFSET(+10),
0x30, SIG_UINT16(0x0032), // bnt 0032 [06a8] --> pushi 004c
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry fanmadeSignatures[] = {
{ true, 999, "infinite loop on typo", 1, fanmadeSignatureInfiniteLoop, fanmadePatchInfiniteLoop },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// 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, 235, "CD: canister pickup hang", 3, freddypharkasSignatureCanisterHang, freddypharkasPatchCanisterHang },
{ true, 320, "ladder event issue", 2, freddypharkasSignatureLadderEvent, freddypharkasPatchLadderEvent },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// daySixBeignet::changeState (4) is called when the cop goes out and sets cycles to 220.
// this is not enough time to get to the door, so we patch that to 23 seconds
// Applies to at least: English PC-CD, German PC-CD, English Mac
// Responsible method: daySixBeignet::changeState
static const uint16 gk1SignatureDay6PoliceBeignet[] = {
0x35, 0x04, // ldi 04
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(0x0004), // send 04
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x00dc), // ldi 220
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles (1a for PC, 1c for Mac)
0x32, // jmp [end]
SIG_END
};
static const uint16 gk1PatchDay6PoliceBeignet[] = {
PATCH_ADDTOOFFSET(+16),
0x34, PATCH_UINT16(0x0017), // ldi 23
0x65, PATCH_GETORIGINALBYTEADJUST(+20, +2), // aTop seconds (1c for PC, 1e for Mac)
PATCH_END
};
// sargSleeping::changeState (8) is called when the cop falls asleep and sets cycles to 220.
// this is not enough time to get to the door, so we patch it to 42 seconds
// Applies to at least: English PC-CD, German PC-CD, English Mac
// Responsible method: sargSleeping::changeState
static const uint16 gk1SignatureDay6PoliceSleep[] = {
0x35, 0x08, // ldi 08
0x1a, // eq?
0x31, SIG_ADDTOOFFSET(+1), // bnt [next state check]
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x00dc), // ldi 220
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles (1a for PC, 1c for Mac)
0x32, // jmp [end]
0
};
static const uint16 gk1PatchDay6PoliceSleep[] = {
PATCH_ADDTOOFFSET(+5),
0x34, SIG_UINT16(0x002a), // ldi 42
0x65, PATCH_GETORIGINALBYTEADJUST(+9, +2), // aTop seconds (1c for PC, 1e for Mac)
PATCH_END
};
// startOfDay5::changeState (20h) - when gabriel goes to the phone the script will hang
// Applies to at least: English PC-CD, German PC-CD, English Mac
// Responsible method: startOfDay5::changeState
static const uint16 gk1SignatureDay5PhoneFreeze[] = {
0x4a,
SIG_MAGICDWORD, SIG_UINT16(0x000c), // send 0c
0x35, 0x03, // ldi 03
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles
0x32, SIG_ADDTOOFFSET(+2), // jmp [end]
0x3c, // dup
0x35, 0x21, // ldi 21
SIG_END
};
static const uint16 gk1PatchDay5PhoneFreeze[] = {
PATCH_ADDTOOFFSET(+3),
0x35, 0x06, // ldi 01
0x65, PATCH_GETORIGINALBYTEADJUST(+6, +6), // aTop ticks
PATCH_END
};
// Floppy version: Interrogation::dispose() compares an object reference
// (stored in the view selector) with a number, leading to a crash (this kind
// of comparison was not used in SCI32). The view selector is used to store
// both a view number (in some cases), and a view reference (in other cases).
// In the floppy version, the checks are in the wrong order, so there is a
// comparison between a number an an object. In the CD version, the checks are
// in the correct order, thus the comparison is correct, thus we use the code
// from the CD version in the floppy one.
// Applies to at least: English Floppy
// Responsible method: Interrogation::dispose
// TODO: Check, if English Mac is affected too and if this patch applies
static const uint16 gk1SignatureInterrogationBug[] = {
SIG_MAGICDWORD,
0x65, 0x4c, // aTop 4c
0x67, 0x50, // pTos 50
0x34, SIG_UINT16(0x2710), // ldi 2710
0x1e, // gt?
0x31, 0x08, // bnt 08 [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, 0x0e, // pushi 0e
0x76, // push0
0x4a, SIG_UINT16(0x0004), // send 0004
0xa5, 0x00, // sat 00
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x63, 0x50, // pToa 50
0x4a, SIG_UINT16(0x0004), // send 0004
0x85, 0x00, // lat 00
0x65, 0x50, // aTop 50
SIG_END
};
static const uint16 gk1PatchInterrogationBug[] = {
0x65, 0x4c, // aTop 4c
0x63, 0x50, // pToa 50
0x31, 0x15, // bnt 15 [05b9]
0x39, 0x0e, // pushi 0e
0x76, // push0
0x4a, 0x04, 0x00, // send 0004
0xa5, 0x00, // sat 00
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x63, 0x50, // pToa 50
0x4a, 0x04, 0x00, // send 0004
0x85, 0x00, // lat 00
0x65, 0x50, // aTop 50
0x67, 0x50, // pTos 50
0x34, PATCH_UINT16(0x2710), // ldi 2710
0x1e, // gt?
0x31, 0x08, // bnt 08 [05b9]
0x67, 0x50, // pTos 50
0x34, PATCH_UINT16(0x2710), // ldi 2710
0x04, // sub
0x65, 0x50, // aTop 50
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry gk1Signatures[] = {
{ true, 51, "interrogation bug", 1, gk1SignatureInterrogationBug, gk1PatchInterrogationBug },
{ true, 212, "day 5 phone freeze", 1, gk1SignatureDay5PhoneFreeze, gk1PatchDay5PhoneFreeze },
{ true, 230, "day 6 police beignet timer issue", 1, gk1SignatureDay6PoliceBeignet, gk1PatchDay6PoliceBeignet },
{ true, 230, "day 6 police sleep timer issue", 1, gk1SignatureDay6PoliceSleep, gk1PatchDay6PoliceSleep },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// 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
};
// 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 },
{ 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_GETORIGINALBYTE(+22),
PATCH_GETORIGINALBYTE(+23),
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
};
// 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.
// 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
// 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, 0x5c, // adjust jump to reuse audio mode addText-calling code
PATCH_ADDTOOFFSET(102),
0x48, // ret
0x48, // ret (waste byte)
0x72, 0x0e, 0x00, // lofsa myDialog
0x65, 0x12, // aTop dialog
0x33, 0xed, // jump back to audio mode addText-calling code
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
// Applies to at least: PC-CD
// Patched method: rm740::cue
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
};
// 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" (TODO: inject our own 2 views for the new "dual" mode)
// 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 },
// 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, 740, "CD: audio + text support KQ6 Girl In The Tower", 1, kq6CDSignatureAudioTextSupportGirlInTheTower, kq6CDPatchAudioTextSupportGirlInTheTower },
{ false, 903, "CD: audio + text support KQ6 menu", 1, kq6CDSignatureAudioTextMenuSupport, kq6CDPatchAudioTextMenuSupport },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// 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
};
// script, description, signature patch
static const SciScriptPatcherEntry longbowSignatures[] = {
{ true, 210, "hand code crash", 5, longbowSignatureShowHandCode, longbowPatchShowHandCode },
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 plane", 1, larry2SignatureWearParachutePoints, larry2PatchWearParachutePoints },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 5
// 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, 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
};
// ===========================================================================
// 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
};
// 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" (TODO: inject our own view for the new "dual" mode)
// 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.
// TODO: inject our own 2 views for the new "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 },
// 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.
static const uint16 mothergoose256SignatureReplay[] = {
0x36, // push
0x35, SIG_MAGICDWORD, 0x20, // ldi 20
0x04, // sub
0xa1, 0xb3, // sag global[b3]
SIG_END
};
static const uint16 mothergoose256PatchReplay[] = {
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
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
};
// ===========================================================================
// Police Quest 1 VGA
// 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, 341, "put gun in locker bug", 1, pq1vgaSignaturePutGunInLockerBug, pq1vgaPatchPutGunInLockerBug },
{ true, 500, "map save/restore bug", 2, pq1vgaSignatureMapSaveRestoreBug, pq1vgaPatchMapSaveRestoreBug },
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 114, 114.
// Fixes bug: #6248
static const uint16 qfg1vgaSignatureMoveToCastleGate[] = {
SIG_MAGICDWORD,
0x51, 0x1f, // class MoveTo
0x36, // push
0x39, 0x6f, // pushi 6f (111 - x)
0x3c, // dup (111 - y)
0x7c, // pushSelf
SIG_END
};
static const uint16 qfg1vgaPatchMoveToCastleGate[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x72, // pushi 72 (114 - x)
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_UINT16(0x0127), // pushi 0127
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
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg1vgaSignatures[] = {
{ true, 215, "fight event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents },
{ true, 216, "weapon master event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents },
{ true, 814, "window text temp space", 1, qfg1vgaSignatureTempSpace, qfg1vgaPatchTempSpace },
{ true, 814, "dialog header offset", 3, qfg1vgaSignatureDialogHeader, qfg1vgaPatchDialogHeader },
{ true, 331, "moving to crusher", 1, qfg1vgaSignatureMoveToCrusher, qfg1vgaPatchMoveToCrusher },
{ true, 41, "moving to castle gate", 1, qfg1vgaSignatureMoveToCastleGate, qfg1vgaPatchMoveToCastleGate },
{ true, 210, "cheetaur description fixed", 1, qfg1vgaSignatureCheetaurDescription, qfg1vgaPatchCheetaurDescription },
{ true, 96, "funny room script bug fixed", 1, qfg1vgaSignatureFunnyRoomFix, qfg1vgaPatchFunnyRoomFix },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// 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
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg2Signatures[] = {
{ 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: unknown
// 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
};
// 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 },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// 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
};
// 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, 818, "CD: Speech and subtitles option", 1, sq4CdSignatureTextOptions, sq4CdPatchTextOptions },
{ true, 0, "CD: Babble icon speech and subtitles fix", 1, sq4CdSignatureBabbleIcon, sq4CdPatchBabbleIcon },
{ 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
};
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
};
// script, description, signature patch
static const SciScriptPatcherEntry sq1vgaSignatures[] = {
{ true, 45, "Ulence Flats: timepod graphic glitch", 1, sq1vgaSignatureUlenceFlatsTimepodGfxGlitch, sq1vgaPatchUlenceFlatsTimepodGfxGlitch },
{ true, 58, "Sarien armory droid zapping ego first time", 1, sq1vgaSignatureEgoShowsCard, sq1vgaPatchEgoShowsCard },
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
};
// =================================================================================
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;
}
ScriptPatcher::~ScriptPatcher() {
delete[] _runtimeTable;
delete[] _selectorIdTable;
}
// will actually patch previously found signature area
void ScriptPatcher::applyPatch(const SciScriptPatcherEntry *patchEntry, byte *scriptData, const uint32 scriptSize, int32 signatureOffset, const bool isMacSci11) {
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 = scriptSize - offset;
if (orgDataSize > PATCH_VALUELIMIT)
orgDataSize = PATCH_VALUELIMIT;
memcpy(&orgData, &scriptData[offset], orgDataSize);
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
if (patchValue >= orgDataSize)
error("Script-Patcher: can not get requested original byte from script");
scriptData[offset] = orgData[patchValue];
offset++;
break;
}
case PATCH_CODE_GETORIGINALBYTEADJUST: {
// 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_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;
}
}
// will return -1 if no match was found, otherwise an offset to the start of the signature match
int32 ScriptPatcher::findSignature(const SciScriptPatcherEntry *patchEntry, SciScriptPatcherRuntimeEntry *runtimeEntry, const byte *scriptData, const uint32 scriptSize, const bool isMacSci11) {
if (scriptSize < 4) // we need to find a DWORD, so less than 4 bytes is not okay
return -1;
const uint32 magicDWord = runtimeEntry->magicDWord; // is platform-specific BE/LE form, so that the later match will work
const uint32 searchLimit = scriptSize - 3;
uint32 DWordOffset = 0;
// first search for the magic DWORD
while (DWordOffset < searchLimit) {
if (magicDWord == READ_UINT32(scriptData + DWordOffset)) {
// magic DWORD found, check if actual signature matches
uint32 offset = DWordOffset + runtimeEntry->magicOffset;
uint32 byteOffset = offset;
const uint16 *signatureData = patchEntry->signatureData;
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) < scriptSize) {
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 patch: '%s'", patchEntry->description);
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 < scriptSize) {
sigSelector = _selectorIdTable[sigValue];
if (sigSelector & 0xFF00)
error("Script-Patcher: 8 bit selector required, game uses 16 bit selector\nFaulty patch: '%s'", patchEntry->description);
if (scriptData[byteOffset] != (sigSelector & 0xFF))
sigWord = SIG_MISMATCH;
byteOffset++;
} else {
sigWord = SIG_MISMATCH; // out of bounds
}
break;
}
case SIG_CODE_BYTE:
if (byteOffset < scriptSize) {
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 offset;
}
DWordOffset++;
}
// nothing found
return -1;
}
// 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, bool isMacSci11) {
const SciScriptPatcherEntry *curEntry = patchTable;
SciScriptPatcherRuntimeEntry *curRuntimeEntry;
Selector curSelector = -1;
int step;
int magicOffset;
byte magicDWord[4];
int magicDWordLeft = 0;
const uint16 *curData;
uint16 curWord;
uint16 curCommand;
uint32 curValue;
byte byte1;
byte byte2;
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
memset(magicDWord, 0, sizeof(magicDWord));
curRuntimeEntry->active = curEntry->defaultActive;
curRuntimeEntry->magicDWord = 0;
curRuntimeEntry->magicOffset = 0;
for (step = 0; step < 2; step++) {
switch (step) {
case 0: curData = curEntry->signatureData; break;
case 1: curData = curEntry->patchData; break;
}
curWord = *curData;
magicOffset = 0;
while (curWord != SIG_END) {
curCommand = curWord & SIG_COMMANDMASK;
curValue = curWord & SIG_VALUEMASK;
switch (curCommand) {
case SIG_MAGICDWORD: {
if (step == 0) {
if ((curRuntimeEntry->magicDWord) || (magicDWordLeft))
error("Script-Patcher: Magic-DWORD specified multiple times in signature\nFaulty patch: '%s'", curEntry->description);
magicDWordLeft = 4;
curRuntimeEntry->magicOffset = magicOffset;
}
break;
}
case SIG_CODE_ADDTOOFFSET: {
magicOffset -= curValue;
if (magicDWordLeft)
error("Script-Patcher: Magic-DWORD contains AddToOffset command\nFaulty patch: '%s'", curEntry->description);
break;
}
case SIG_CODE_UINT16:
case SIG_CODE_SELECTOR16: {
// UINT16 or 1
switch (curCommand) {
case SIG_CODE_UINT16: {
curData++; curWord = *curData;
if (curWord & SIG_COMMANDMASK)
error("Script-Patcher: signature entry inconsistent\nFaulty patch: '%s'", curEntry->description);
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) {
curRuntimeEntry->magicDWord = READ_LE_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'", curEntry->description);
}
}
curValue = curSelector;
}
magicOffset--;
if (magicDWordLeft) {
// Remember current byte for Magic DWORD
magicDWord[4 - magicDWordLeft] = (byte)curValue;
magicDWordLeft--;
if (!magicDWordLeft) {
curRuntimeEntry->magicDWord = READ_LE_UINT32(magicDWord);
}
}
}
}
curData++;
curWord = *curData;
}
}
if (magicDWordLeft)
error("Script-Patcher: Magic-DWORD beyond End-Of-Signature\nFaulty patch: '%s'", curEntry->description);
if (!curRuntimeEntry->magicDWord)
error("Script-Patcher: Magic-DWORD not specified in signature\nFaulty patch: '%s'", curEntry->description);
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, byte *scriptData, const uint32 scriptSize) {
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;
case GID_GK1:
signatureTable = gk1Signatures;
break;
case GID_KQ5:
signatureTable = kq5Signatures;
break;
case GID_KQ6:
signatureTable = kq6Signatures;
break;
case GID_LAURABOW2:
signatureTable = laurabow2Signatures;
break;
case GID_LONGBOW:
signatureTable = longbowSignatures;
break;
case GID_LSL2:
signatureTable = larry2Signatures;
break;
case GID_LSL5:
signatureTable = larry5Signatures;
break;
case GID_LSL6:
signatureTable = larry6Signatures;
break;
case GID_MOTHERGOOSE256:
signatureTable = mothergoose256Signatures;
break;
case GID_PQ1:
signatureTable = pq1vgaSignatures;
break;
case GID_QFG1VGA:
signatureTable = qfg1vgaSignatures;
break;
case GID_QFG2:
signatureTable = qfg2Signatures;
break;
case GID_QFG3:
signatureTable = qfg3Signatures;
break;
case GID_SQ1:
signatureTable = sq1vgaSignatures;
break;
case GID_SQ4:
signatureTable = sq4Signatures;
break;
case GID_SQ5:
signatureTable = sq5Signatures;
break;
default:
break;
}
if (signatureTable) {
bool 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, isMacSci11);
// 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, scriptSize, isMacSci11);
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, scriptSize, foundOffset, isMacSci11);
}
applyCount--;
} while ((foundOffset != -1) && (applyCount));
}
curEntry++; curRuntimeEntry++;
}
}
}
} // End of namespace Sci