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scummvm/engines/sci/engine/script_patches.cpp
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sluicebox 9bbdec165c SCI: Fix QFG3 Laibon Teller options
This is a follow-up to the script patches for the dead-end event
bugs in the Laibon's hut: 6e743a97ef

Those patches had the unintended side effect of allowing two dialogue
options during an event where they shouldn't be available. Now their
logic is updated to match the other patches so that they only appear
during their intended event.

Fixes bug #13748
2022-09-01 09:44:05 -08:00

24298 lines
1.1 MiB
Plaintext

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "sci/sci.h"
#include "sci/engine/kernel.h"
#include "sci/engine/script.h"
#include "sci/engine/state.h"
#include "sci/engine/features.h"
#include "sci/engine/script_patches.h"
#ifdef ENABLE_SCI32
#include "sci/engine/guest_additions.h"
#endif
#include "common/util.h"
namespace Sci {
// IMPORTANT:
// every patch entry needs the following:
// - script number (pretty obvious)
//
// - apply count
// specifies the number of times a patch is supposed to get applied.
// Most of the time, it should be 1.
//
// - magicDWORD + magicOffset
// please ALWAYS put 0 for those two. Both will get filled out at runtime by the patcher.
//
// - signature data (is used to identify certain script code, that needs patching)
// every signature needs to contain SIG_MAGICDWORD once.
// The following 4 bytes after SIG_MAGICDWORD - which don't have to be fixed, you may for example
// use SIG_SELECTOR16, will get used to quickly search for a partly match before verifying that
// the whole signature actually matches. If it's not included, the script patcher will error() out
// right when loading up the game.
// If selector-IDs are included, please use SIG_SELECTOR16 + SIG_SELECTOR8 [1]. Simply
// specify the selector that way, so that the patcher will search for the specific
// selector instead of looking for a hardcoded value. Selectors may not be the same
// between game versions.
// For UINT16s either use SIG_UINT16 or SIG_SELECTOR16.
// Macintosh versions of SCI games are using BE ordering instead of LE since SCI1.1 for UINT16s in scripts
// By using those 2 commands, it's possible to make patches work for PC and Mac versions of the same game.
// You may also skip bytes by using the SIG_ADDTOOFFSET command
// Every signature data needs to get terminated using SIGNATURE_END
//
// - patch data (is used for actually patching scripts)
// When a match is found, the patch data will get applied.
// Patch data is similar to signature data. Just use PATCH_SELECTOR16 + PATCH_SELECTOR8 [1]
// for patching in selectors.
// There are also patch specific commands.
// Those are PATCH_GETORIGINALBYTE, which fetches a byte from the original script
// and PATCH_GETORIGINALBYTEADJUST, which does the same but gets a second value
// from the uint16 array and uses that value to adjust the original byte.
// Every patch data needs to get terminated using PATCH_END
//
// - and please always add a comment about why the patch was done and what's causing issues.
// If possible make sure, that the patch works on localized (or just different) game versions
// as well in case those need patching too.
//
// [1] - selectors need to get specified in selectorTable[] and ScriptPatcherSelectors-enum
// before they can get used using the SIG_SELECTORx and PATCH_SELECTORx commands.
// You have to use the exact same order in both the table and the enum, otherwise
// it won't work.
// ATTENTION: selectors will only work here, when they are also in SelectorCache (selector.h)
static const char *const selectorNameTable[] = {
"cycles", // system selector
"seconds", // system selector
"init", // system selector
"dispose", // system selector
"new", // system selector
"curEvent", // system selector
"disable", // system selector
"doit", // system selector
"show", // system selector
"x", // system selector
"cel", // system selector
"setMotion", // system selector
"overlay", // system selector
"setPri", // system selector - for setting priority
"play", // system selector
"number", // system selector
"setScript", // system selector
"setCycle", // system selector
"setStep", // system selector
"cycleSpeed", // system selector
"handsOff", // system selector
"handsOn", // system selector
"type", // system selector
"client", // system selector
"state", // system selector
"localize", // Freddy Pharkas
"roomFlags", // Iceman
"put", // Police Quest 1 VGA
"approachVerbs", // Police Quest 1 VGA, QFG4
"newRoom", // Police Quest 3, GK1
"register", // Quest For Glory 1 EGA, QFG4
"changeState", // Quest For Glory 1 VGA, QFG4
"hide", // Quest For Glory 1 VGA, QFG4
"say", // Quest For Glory 1 VGA, QFG4
"script", // Quest For Glory 1 VGA
"isEmpty", // Quest For Glory 3
"solvePuzzle", // Quest For Glory 3
"curIcon", // Quest For Glory 3, QFG4
"curInvIcon", // Quest For Glory 3, QFG4
"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
"handle", // King's Quest 6 / Laura Bow 2 / RAMA
"add", // King's Quest 6
"givePoints", // King's Quest 6
"has", // King's Quest 6, GK1
"modeless", // King's Quest 6 CD
"message", // King's Quest 6
"forceUpd", // Police Quest 3
"cycler", // Space Quest 4 / system selector
"setCel", // Space Quest 4, Phant2, GK1
"addToPic", // Space Quest 4
"stop", // Space Quest 4
"canControl", // Space Quest 4
"looper", // Space Quest 4
"nMsgType", // Space Quest 4
"doVerb", // Space Quest 4
"setRegions", // Space Quest 4
"cursor", // Space Quest 5
"showSelf", // Space Quest 5
"claimed", // Space Quest 5, QFG4
"setCursor", // Space Quest 5, QFG4
"setSpeed", // Space Quest 5, QFG4
"loop", // Laura Bow 1 Colonel's Bequest, QFG4
"setLoop", // Laura Bow 1 Colonel's Bequest, QFG4
"ignoreActors", // Laura Bow 1 Colonel's Bequest
"setVol", // Laura Bow 2 CD
"at", // Longbow, QFG4
"owner", // Longbow, QFG4
"fade", // Longbow, Shivers
"enable", // Longbow, SQ6
"delete", // EcoQuest 1
"size", // EcoQuest 1
"signal", // EcoQuest 1, GK1
"obstacles", // EcoQuest 1, QFG4
"handleEvent", // EcoQuest 2, Shivers
"view", // King's Quest 4, RAMA benchmarking, GK1, QFG4
#ifdef ENABLE_SCI32
"newWith", // SCI2 array script
"posn", // GK1, Phant2, QFG4
"printLang", // GK2
"test", // Torin
"get", // Torin, GK1
"normalize", // GK1
"setReal", // GK1
"set", // Torin
"clear", // Torin
"masterVolume", // SCI2 master volume reset
"data", // Phant2, QFG4
"format", // Phant2
"mouseMoved", // Phant2
"setSize", // Phant2
"iconV", // Phant2
"track", // Phant2
"update", // Phant2
"xOff", // Phant2
"addRespondVerb",// KQ7
"eachElementDo",// KQ7
"fore", // KQ7
"back", // KQ7
"font", // KQ7
"setHeading", // KQ7
"setScale", // LSL6hires, QFG4
"setScaler", // LSL6hires, QFG4
"showTitle", // LSL6hires
"name", // LSL6hires
"oSpecialSync", // LSL7
"readWord", // LSL7, Phant1, Torin
"points", // PQ4
"select", // PQ4
"addObstacle", // QFG4
"saveFilePtr", // RAMA
"priority", // RAMA
"plane", // RAMA
"getSubscriberObj", // RAMA
"advance", // QFG4
"advanceCurIcon", // QFG4
"amount", // QFG4
"cue", // QFG4
"drop", // QFG4
"getCursor", // QFG4
"heading", // QFG4
"moveSpeed", // QFG4
"retreat", // QFG4
"sayMessage", // QFG4
"setLooper", // QFG4
"useStamina", // QFG4
"value", // QFG4
"setupExit", // SQ6
"vol", // SQ6
"walkIconItem", // SQ6
#endif
nullptr
};
enum ScriptPatcherSelectors {
SELECTOR_cycles = 0,
SELECTOR_seconds,
SELECTOR_init,
SELECTOR_dispose,
SELECTOR_new,
SELECTOR_curEvent,
SELECTOR_disable,
SELECTOR_doit,
SELECTOR_show,
SELECTOR_x,
SELECTOR_cel,
SELECTOR_setMotion,
SELECTOR_overlay,
SELECTOR_setPri,
SELECTOR_play,
SELECTOR_number,
SELECTOR_setScript,
SELECTOR_setCycle,
SELECTOR_setStep,
SELECTOR_cycleSpeed,
SELECTOR_handsOff,
SELECTOR_handsOn,
SELECTOR_type,
SELECTOR_client,
SELECTOR_state,
SELECTOR_localize,
SELECTOR_roomFlags,
SELECTOR_put,
SELECTOR_approachVerbs,
SELECTOR_newRoom,
SELECTOR_register,
SELECTOR_changeState,
SELECTOR_hide,
SELECTOR_say,
SELECTOR_script,
SELECTOR_isEmpty,
SELECTOR_solvePuzzle,
SELECTOR_curIcon,
SELECTOR_curInvIcon,
SELECTOR_startText,
SELECTOR_startAudio,
SELECTOR_modNum,
SELECTOR_handle,
SELECTOR_add,
SELECTOR_givePoints,
SELECTOR_has,
SELECTOR_modeless,
SELECTOR_message,
SELECTOR_forceUpd,
SELECTOR_cycler,
SELECTOR_setCel,
SELECTOR_addToPic,
SELECTOR_stop,
SELECTOR_canControl,
SELECTOR_looper,
SELECTOR_nMsgType,
SELECTOR_doVerb,
SELECTOR_setRegions,
SELECTOR_cursor,
SELECTOR_showSelf,
SELECTOR_claimed,
SELECTOR_setCursor,
SELECTOR_setSpeed,
SELECTOR_loop,
SELECTOR_setLoop,
SELECTOR_ignoreActors,
SELECTOR_setVol,
SELECTOR_at,
SELECTOR_owner,
SELECTOR_fade,
SELECTOR_enable,
SELECTOR_delete,
SELECTOR_size,
SELECTOR_signal,
SELECTOR_obstacles,
SELECTOR_handleEvent,
SELECTOR_view
#ifdef ENABLE_SCI32
,
SELECTOR_newWith,
SELECTOR_posn,
SELECTOR_printLang,
SELECTOR_test,
SELECTOR_get,
SELECTOR_normalize,
SELECTOR_setReal,
SELECTOR_set,
SELECTOR_clear,
SELECTOR_masterVolume,
SELECTOR_data,
SELECTOR_format,
SELECTOR_mouseMoved,
SELECTOR_setSize,
SELECTOR_iconV,
SELECTOR_track,
SELECTOR_update,
SELECTOR_xOff,
SELECTOR_addRespondVerb,
SELECTOR_eachElementDo,
SELECTOR_fore,
SELECTOR_back,
SELECTOR_font,
SELECTOR_setHeading,
SELECTOR_setScale,
SELECTOR_setScaler,
SELECTOR_showTitle,
SELECTOR_name,
SELECTOR_oSpecialSync,
SELECTOR_readWord,
SELECTOR_points,
SELECTOR_select,
SELECTOR_addObstacle,
SELECTOR_saveFilePtr,
SELECTOR_priority,
SELECTOR_plane,
SELECTOR_getSubscriberObj,
SELECTOR_advance,
SELECTOR_advanceCurIcon,
SELECTOR_amount,
SELECTOR_cue,
SELECTOR_drop,
SELECTOR_getCursor,
SELECTOR_heading,
SELECTOR_moveSpeed,
SELECTOR_retreat,
SELECTOR_sayMessage,
SELECTOR_setLooper,
SELECTOR_useStamina,
SELECTOR_value,
SELECTOR_setupExit,
SELECTOR_vol,
SELECTOR_walkIconItem
#endif
};
#ifdef ENABLE_SCI32
// It is not possible to change the directory for ScummVM save games, so disable
// the "change directory" button in the standard save dialogue
static const uint16 sci2ChangeDirSignature[] = {
0x72, SIG_ADDTOOFFSET(+2), // lofsa changeDirI
0x4a, SIG_UINT16(0x0004), // send 4
SIG_MAGICDWORD,
0x36, // push
0x35, 0xf7, // ldi $f7
0x12, // and
0x36, // push
SIG_END
};
static const uint16 sci2ChangeDirPatch[] = {
PATCH_ADDTOOFFSET(+3), // lofsa changeDirI
PATCH_ADDTOOFFSET(+3), // send 4
PATCH_ADDTOOFFSET(+1), // push
0x35, 0x00, // ldi 0
PATCH_END
};
// Save game script hardcodes the maximum number of save games to 20, but
// this is an artificial constraint that does not apply to ScummVM
static const uint16 sci2NumSavesSignature1[] = {
SIG_MAGICDWORD,
0x8b, 0x02, // lsl local[2]
0x35, 0x14, // ldi 20
0x22, // lt?
SIG_END
};
static const uint16 sci2NumSavesPatch1[] = {
PATCH_ADDTOOFFSET(+2), // lsl local[2]
0x35, 0x63, // ldi 99
PATCH_END
};
static const uint16 sci2NumSavesSignature2[] = {
SIG_MAGICDWORD,
0x8b, 0x02, // lsl local[2]
0x35, 0x14, // ldi 20
0x1a, // eq?
SIG_END
};
static const uint16 sci2NumSavesPatch2[] = {
PATCH_ADDTOOFFSET(+2), // lsl local[2]
0x35, 0x63, // ldi 99
PATCH_END
};
// Phantasmagoria & SQ6 try to initialize the first entry of an int16 array
// using an empty string, which is not valid (it should be a number)
static const uint16 sci21IntArraySignature[] = {
0x38, SIG_SELECTOR16(newWith), // pushi newWith
0x7a, // push2
0x39, 0x04, // pushi $4
0x72, SIG_ADDTOOFFSET(+2), // lofsa string ""
SIG_MAGICDWORD,
0x36, // push
0x51, 0x0b, // class IntArray
0x4a, 0x08, // send $8
SIG_END
};
static const uint16 sci21IntArrayPatch[] = {
PATCH_ADDTOOFFSET(+6), // push $b9; push2; pushi $4
0x76, // push0
0x34, PATCH_UINT16(0x0001), // ldi 0001 (waste bytes)
PATCH_END
};
// Most SCI32 games have a video performance benchmarking loop at the
// beginning of the game. Running this benchmark with calls to
// `OSystem::updateScreen` will often cause the benchmark to return a low value,
// which causes games to disable some visual effects. Running without calls to
// `OSystem::updateScreen` on any reasonably modern CPU will cause the benchmark
// to overflow, leading to randomly disabled effects. This patch changes the
// benchmarking code to always return the game's maximum speed value.
//
// The speed test function in script 64908 changes between games and is compiled
// differently between versions of the same game, so to generically patch this
// we replace the call-sites with zero, which is the fastest result. RAMA's
// speed test function reverses this and returns a high value for fast machines
// so it requires a different patch.
//
// Applies to: GK1, PQ4, LSL6hires, Phant1, Shivers, SQ6, RAMA
static const uint16 sci2BenchmarkSignature[] = {
SIG_MAGICDWORD,
0x76, // push0
0x46, SIG_UINT16(0xfd8c), // calle proc64908_0 [ speed test function ]
SIG_UINT16(0x0000),
SIG_UINT16(0x0000),
SIG_END
};
static const uint16 sci2BenchmarkPatch[] = {
0x35, 0x00, // ldi 00 [ fastest speed test result ]
0x33, 0x04, // jmp 04
PATCH_END
};
static const uint16 sci2BenchmarkReversePatch[] = {
0x34, PATCH_UINT16(0x2710), // ldi 10000 [ fastest speed test result for RAMA ]
0x33, 0x03, // jmp 03
PATCH_END
};
// The init code that runs in many SCI32 games unconditionally resets the music
// volume, but the game should always use the volume stored in ScummVM.
// Applies to at least: LSL6hires, MGDX, PQ:SWAT, QFG4
static const uint16 sci2VolumeResetSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume
0x78, // push1
0x39, SIG_ADDTOOFFSET(+1), // pushi [default volume]
0x81, 0x01, // lag global[1]
0x4a, SIG_UINT16(0x0006), // send 6
SIG_END
};
static const uint16 sci2VolumeResetPatch[] = {
0x32, PATCH_UINT16(0x0008), // jmp 8 [past volume reset]
PATCH_END
};
// At least Gabriel Knight 1 and Police Quest 4 floppy have a broken Str::strip inside script 64918.
// The code never passes over the actual string to kStringTrim, so that would not work and also trigger
// a signature mismatch.
// Localized version of Police Quest 4 were also affected.
// Gabriel Knight although affected doesn't seem to ever call the code, so there is no reason to patch it.
// Police Quest 4 CD got this fixed.
static const uint16 sci2BrokenStrStripSignature[] = {
SIG_MAGICDWORD,
0x85, 0x06, // lat temp[6]
0x31, 0x10, // bnt [jump to code that passes 2 parameters]
0x38, SIG_UINT16(0x00c2), // pushi 00c2 (callKernel)
0x38, SIG_UINT16(0x0003), // pushi 03
0x39, 0x0e, // pushi 0e
0x8d, 0x0b, // lst temp[0b]
0x36, // push
0x54, SIG_UINT16(0x000a), // self 0a
0x33, 0x0b, // jmp [ret]
// 2 parameter code
0x38, SIG_UINT16(0x00c2), // pushi 00c2
0x7a, // push2
0x39, 0x0e, // pushi 0e
0x8d, 0x0b, // lst temp[0b]
0x54, SIG_UINT16(0x0008), // self 08
SIG_END
};
static const uint16 sci2BrokenStrStripPatch[] = {
PATCH_ADDTOOFFSET(+2),
0x85, 0x06, // lat temp[6] (once more]
PATCH_ADDTOOFFSET(+3), // jump over pushi callKernel
0x39, 0x04, // pushi 04
0x39, 0x0e, // pushi 0e
// Attention: data is 0x14 in PQ4 CD, in floppy it's 0x12
0x67, 0x12, // pTos data (pass actual data)
0x8d, 0x0b, // lst temp[0b]
0x36, // push
0x54, PATCH_UINT16(0x000c), // self 0c
0x48, // ret
PATCH_END
};
// Torin/LSL7-specific version of sci2NumSavesSignature1/2
// Applies to at least: English CD
static const uint16 torinLarry7NumSavesSignature[] = {
SIG_MAGICDWORD,
0x36, // push
0x35, 0x14, // ldi 20
0x20, // ge?
SIG_END
};
static const uint16 torinLarry7NumSavesPatch[] = {
PATCH_ADDTOOFFSET(+1), // push
0x35, 0x63, // ldi 99
PATCH_END
};
#endif
// Most SCI games run an initial speed test. The results are used to enable
// animations and other details but some games go further. For example, LSL3
// calculates how many times the player has to do a task using machine speed.
//
// We disable speed tests by patching them to return fixed results so that all
// graphics are enabled and games behave consistently. This also fixes the bug
// where tests fail on fast CPUs because their scores overflow. (bug #13529)
// We still have a heuristic in GfxAnimate::throttleSpeed() that attempts to
// detect tests and unthrottle the engine so that they score well. That should
// reasonably handle any games or versions that haven't been patched yet.
//
// Note that these patches are only for SCI16 games; the test was rewritten for
// SCI32 and we have separate patches for those.
//
// The first generation of speed tests measured how many game cycles occurred
// within a fixed amount of time and stored it in a global. Initialize this
// to a value that always passes and skip the real initialization so that the
// test immediately completes. This also removes a 1-2 second startup delay.
static const uint16 sci0EarlySpeedTestSignature[] = {
0xc9, SIG_ADDTOOFFSET(+1), // +sg machine-speed
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, // bnt [ skip initialization ]
SIG_END
};
static const uint16 sci0EarlySpeedTestPatch[] = {
0x34, PATCH_UINT16(0x00ff), // ldi 00ff
0xa1, PATCH_GETORIGINALBYTE(+1), // sag [ machine-speed = 255 ]
0x32, // jmp [ always skip initialization ]
PATCH_END
};
// Same as previous but the +sg instruction became +ag/push
static const uint16 sci01SpeedTestGlobalSignature[] = {
0xc1, SIG_ADDTOOFFSET(+1), // +ag machine-speed
SIG_MAGICDWORD,
0x36, // push
0x35, 0x01, // ldi 01
0x1a, // eq?
SIG_END // bnt [ skip initialization ]
};
static const uint16 sci01SpeedTestGlobalPatch[] = {
0x34, PATCH_UINT16(0x00ff), // ldi 00ff
0xa1, PATCH_GETORIGINALBYTE(+1), // sag [ machine-speed = 255 ]
0x18, // not [ always skip initialization ]
PATCH_END
};
// Same as previous but a local variable is used instead of a global
static const uint16 sci01SpeedTestLocalSignature[] = {
0xc3, SIG_ADDTOOFFSET(+1), // +al machine-speed
SIG_MAGICDWORD,
0x36, // push
0x35, 0x01, // ldi 01
0x1a, // eq?
SIG_END // bnt [ skip initialization ]
};
static const uint16 sci01SpeedTestLocalPatch[] = {
0x34, PATCH_UINT16(0x00ff), // ldi 00ff
0xa3, PATCH_GETORIGINALBYTE(+1), // sal [ machine-speed = 255 ]
0x18, // not [ always skip initialization ]
PATCH_END
};
// The second generation of speed tests measured how much time it takes to do a
// fixed amount of work. Patch the duration calculation to always be zero.
static const uint16 sci11SpeedTestSignature[] = {
0x76, // push0
0x43, 0x42, 0x00, // callk GetTime 00
0x36, // push
SIG_MAGICDWORD,
0x83, 0x01, // lal 01
0x04, // sub [ GetTime() - start-time ]
0xa3, 0x00, // sal 00 [ local0 = test-duration ]
SIG_END
};
static const uint16 sci11SpeedTestPatch[] = {
0x35, 0x00, // ldi 00
0x33, 0x04, // jmp 04 [ local0 = 0, best result ]
PATCH_END
};
// The Narrator class contains a bug that's responsible for rare random lockups
// in almost every Messager SCI game from 1992 to 1996. The later first-person
// and FMV games have structures that tend to survive this bug. It was finally,
// and only, fixed in LSL7.
//
// When a message is said, either through text or audio, Narrator:say calculates
// the game time when the message will end and stores this in Narrator:ticks.
// Narrator:doit disposes of itself once ticks is reached unless the user has
// already dismissed the message. When Narrator isn't saying a message it sets
// ticks to the sentinel value -1 which prevents doit and handleEvent from
// doing anything. The one rule of a sentinel value is that it can't appear in
// normal data, but game time is unsigned and there's nothing preventing
// Narrator:say from correctly calculating ticks as 65535 (-1). At 60 ticks per
// second, game time rolls over every 18 minutes and 12 seconds, and as each
// rollover approaches it's an opportunity for lockup. If a message is said
// when game time is high and Narrator:say calculates ticks as 65535 then the
// message never ends because handleEvent ignores user input and doit won't
// dispose of the message.
//
// We fix this by preventing Narrator:say from setting ticks to 65535 (-1). When
// it attempts this we use 0 instead, avoiding lockup by adding 1/60th of a
// second to the expiration time. Narrator:say changes over time but most
// versions can be handled by a generic patch, plus another for SCI32 versions
// that were compiled with debug instructions. A few games customized or cloned
// Narrator and require specific patches. Others use versions that predate the
// problem or don't use their Narrator class at all, but otherwise we patch all
// buggy versions.
//
// Applies to: Most games that use Messager/Narrator
// Responsible method: Narrator:say
static const uint16 sciNarratorLockupSignature[] = {
0x67, SIG_ADDTOOFFSET(+1), // pTos ticks
SIG_MAGICDWORD,
0x35, 0x3c, // ldi 3c
0x02, // add
0x36, // push
0x81, 0x58, // lag 58 [ game time ]
0x02, // add
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks [ ticks += 60 + game time ]
0x35, 0x01, // ldi 01 [ true ]
0x48, // ret
SIG_END
};
static const uint16 sciNarratorLockupPatch[] = {
PATCH_ADDTOOFFSET(+5),
0x89, 0x58, // lsg 58 [ game time ]
0x02, // add
0x65, PATCH_GETORIGINALBYTE(+1), // aTop ticks [ ticks += 60 + game time ]
0x00, // bnot
0x31, 0xfb, // bnt fb [ set ticks to 0 if ticks == -1 ]
PATCH_END
};
#ifdef ENABLE_SCI32
// Same signature/patch as above but for SCI32 games with debug line instructions.
// Some games use both because different versions were compiled differently.
static const uint16 sciNarratorLockupLineSignature[] = {
0x67, SIG_ADDTOOFFSET(+1), // pTos ticks
SIG_MAGICDWORD,
0x35, 0x3c, // ldi 3c
0x02, // add
0x36, // push
0x81, 0x58, // lag 58 [ game time ]
0x02, // add
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks [ ticks += 60 + game time ]
0x7e, SIG_ADDTOOFFSET(+2), // line
SIG_END
};
static const uint16 sciNarratorLockupLinePatch[] = {
PATCH_ADDTOOFFSET(+11),
0x00, // bnot
0x31, 0xfb, // bnt fb [ set ticks to 0 if ticks == -1 ]
PATCH_END
};
#endif
// ECO1 CD and SQ4 CD share an early Narrator:say variant
static const uint16 ecoquest1Sq4CdNarratorLockupSignature[] = {
0x67, SIG_ADDTOOFFSET(+1), // pTos ticks
SIG_MAGICDWORD,
0x35, 0x3c, // ldi 3c
0x02, // add
0x36, // push
0x81, 0x58, // lag 58 [ game time ]
0x02, // add
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks [ ticks += 60 + game time ]
0x63, SIG_ADDTOOFFSET(+1), // pToa modeless
0x18, // not
0x31, SIG_ADDTOOFFSET(+1), // bnt [ skip fastCast event handling ]
0x81, 0x54, // lag 54
0x31, SIG_ADDTOOFFSET(+1), // bnt [ skip fastCast event handling ]
0x81, 0x54, // lag 54
0x31, SIG_ADDTOOFFSET(+1), // bnt [ skip fastCast event handling ]
SIG_END
};
static const uint16 ecoquest1Sq4CdNarratorLockupPatch[] = {
PATCH_ADDTOOFFSET(+11),
0x00, // bnot
0x30, PATCH_UINT16(0xfffa), // bnt fffa [ set ticks to 0 if ticks == -1 ]
0x63, PATCH_GETORIGINALBYTE(+12), // pToa modeless
0x18, // not
PATCH_END
};
// Several SCI Version 1 games use a Timer class that doesn't handle kGetTime
// rollover correctly. When Timer:set60ths is called with a tick value that
// elapses after kGetTime rolls over from 65535 to 0, the timer instantly cues.
// The CD versions of KQ5 and Mixed Up Mother Goose set a timer this way when
// playing speech that can't be skipped. As rollover approaches every 18
// minutes and 12 seconds, these messages can instantly complete and cause
// entire scenes to randomly skip. For example, this can happen in KQ5CD's
// Harpy and Hermit cutscenes.
//
// We fix this by replacing the Timer's tick calculation with the correct logic
// that appears in later versions when set60ths was renamed to setTicks.
//
// Applies to: Games that use Timer:set60ths
// Responsible methods: Timer:doit, SpeakTimer:doit in KQ5CD
static const uint16 sciSignatureTimerRollover[] = {
0x67, SIG_ADDTOOFFSET(+1), // pTos ticksToDo
0x63, SIG_ADDTOOFFSET(+1), // pToa lastTime
0x02, // add
0x36, // push
0x76, // push0
SIG_MAGICDWORD,
0x43, 0x42, 0x00, // callk GetTime 00
0x2a, // ult? [ ticksToDo + lastTime u< kGetTime ]
0x2e, SIG_UINT16(0x0013), // bt 0013
0x67, SIG_ADDTOOFFSET(+1), // pTos lastTime
0x76, // push0
SIG_ADDTOOFFSET(+16),
0x30, // bnt [ cue client if acc == true ]
SIG_END
};
static const uint16 sciPatchTimerRollover[] = {
0x76, // push0
0x43, 0x42, 0x00, // callk GetTime 00
0x36, // push
0x67, PATCH_GETORIGINALBYTE(+1), // pTos ticksToDo
0x63, PATCH_GETORIGINALBYTE(+3), // pToa lastTime
0x02, // add
0x04, // sub
0x36, // push
0x35, 0x00, // ldi 00
0x1e, // gt? [ kGetTime - (ticksToDo + lastTime) > 0 ]
0x33, 0x10, // jmp 10 [ cue client if acc == true ]
PATCH_END
};
// ===========================================================================
// 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 global[b9h]
SIG_ADDTOOFFSET(+571), // ...
0x39, 0x7a, // pushi 7a <-- initialization code when walking automatically
0x78, // push1
0x7a, // push2
0x38, SIG_UINT16(0x00a9), // pushi 00a9 - script 169
0x78, // push1
0x43, 0x02, 0x04, // callk ScriptID
0x36, // push
0x81, 0x00, // lag global[0]
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
};
// If the butcher's daughter in room 62 closes her window while Arthur interacts
// with the relic merchant then the game locks up. The script daughterAppears
// attempts to dispose the script peepingTom, but it does so by clearing ego's
// script no matter what it is, which breaks the game if the script is buyRelic
// or one of the other handsOff merchant scripts.
//
// We fix this by calling peepingTom:dispose instead of clearing ego's script.
// As this is an earlier SCI game prior to Script:dispose clearing the client
// property, we need to do that ourselves in peepingTom:doit when Arthur turns
// away from the window, or else peepingTom:client will still point to ego
// after disposal, and the subsequent peepingTom:dispose will end ego's script.
//
// Applies to: All versions
// Responsible methods: daughterAppears:changeState(6), peepingTom:doit
// Fixes bug: #11025
static const uint16 camelotSignatureRelicMerchantLockup1[] = {
0x39, SIG_SELECTOR8(setScript), // pushi setScript
0x78, // push1
0x76, // push0
0x81, SIG_MAGICDWORD, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego setScript: 0 ]
0x3a, // toss
SIG_END
};
static const uint16 camelotPatchRelicMerchantLockup1[] = {
0x39, PATCH_SELECTOR8(dispose), // pushi dispose
0x76, // push0
0x72, PATCH_UINT16(0x01f3), // lofsa peepingTom
0x4a, 0x04, // send 04 [ peepingTom dispose: ]
PATCH_END
};
static const uint16 camelotSignatureRelicMerchantLockup2[] = {
0x39, SIG_SELECTOR8(setScript), // pushi setScript
0x78, // push1
0x76, // push0
0x81, SIG_MAGICDWORD, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego setScript: 0 ]
0x48, // ret
SIG_END
};
static const uint16 camelotPatchRelicMerchantLockup2[] = {
0x39, PATCH_SELECTOR8(dispose), // pushi dispose
0x76, // push0
0x54, 0x04, // self 04 [ self dispose: ]
0x76, // push0
0x69, 0x08, // sTop client [ client = 0 ]
PATCH_END
};
// The hunter in room 11 doesn't award soul points if you buy his furs with the
// "buy furs" command first and "pay" second. Two points are awarded if these
// commands are entered in the opposite order.
//
// We fix this by adding the missing function call to award the soul points as
// Sierra did in later versions. Fortunately, the GiveMoney script contains
// redundant code that can be replaced as it is occurs later in the method.
//
// Applies to: PC only
// Responsible method: GiveMoney:changeState(3)
// Fixes bug: #11027
static const uint16 camelotSignatureHunterMissingPoints[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x0020), // bnt 0020 [ matches PC only ]
0x35, 0x00, // ldi 00
0xa3, 0x00, // sal 00 [ local0 = 0 ]
// unnecessary code which is repeated later in the method
0x89, 0xdd, // lsg dd
0x81, 0x84, // lag 84
0x02, // add
0xa1, 0xdd, // sag dd [ global221 += global132 ]
0x35, 0x00, // ldi 00
0xa1, 0x84, // sag 84 [ global132 = 0 ]
SIG_END
};
static const uint16 camelotPatchHunterMissingPoints[] = {
PATCH_ADDTOOFFSET(+7),
0x38, PATCH_UINT16(0x0003), // pushi 0003
0x38, PATCH_UINT16(0x00f5), // pushi 00f5 [ point flag 245 ]
0x7a, // push2 [ soul points ]
0x7a, // push2 [ +2 points ]
0x45, 0x0a, 0x06, // callb proc0_10 06 [ +2 soul points ]
PATCH_END
};
// When giving away the mule in room 56, the merchant's first long message is
// immediately replaced by the next. mo:handleEvent displays the first and
// starts the script getMule, which proceeds to display its own messages
// without waiting.
//
// We fix this by adding code to getMule to wait for the merchant's message to
// complete if you gave away the mule and a message is on screen.
//
// Applies to: All versions
// Responsible method: getMule:changeState(4)
// Fixes bug: #11026
static const uint16 camelotSignatureGiveMuleMessage[] = {
0x30, SIG_UINT16(0x0023), // bnt 0023 [ state 4 ]
SIG_ADDTOOFFSET(+0x20),
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x0239), // jmp 0239 [ end of method ]
0x3c, // dup
0x35, 0x04, // ldi 04
0x1a, // eq?
0x30, SIG_UINT16(0x0016), // bnt 0016 [ state 5 ]
0x83, 0x02, // lal 02 [ gave away mule? ]
0x30, SIG_UINT16(0x000a), // bnt 000a [ skip state 14 if mule was sold ]
0x39, SIG_SELECTOR8(changeState), // pushi changeState
0x78, // push1
0x39, 0x0e, // pushi 0e
0x54, 0x06, // self 06 [ self changeState: 14 ]
0x32, SIG_UINT16(0x0223), // jmp 0223 [ end of method ]
0x35, 0x01, // ldi 01
0x65, 0x10, // aTop cycles [ cycles = 1 ]
0x32, SIG_UINT16(0x021c), // jmp 021c [ end of method ]
SIG_END
};
static const uint16 camelotPatchGiveMuleMessage[] = {
0x30, PATCH_UINT16(0x0020), // bnt 0020 [ state 4 ]
PATCH_ADDTOOFFSET(+0x20),
0x3c, // dup
0x35, 0x04, // ldi 04
0x1a, // eq?
0x31, 0x1a, // bnt 1a [ state 5 ]
0x83, 0x02, // lal 02 [ gave away mule? ]
0x31, 0x13, // bnt 13 [ skip state 14 if mule was sold ]
0x35, 0x0d, // ldi 0d
0x65, 0x0a, // aTop state [ state = 13 ]
0x38, PATCH_UINT16(0x0121), // pushi talkCue [ same value in all versions ]
0x78, // push1
0x7c, // pushSelf
0x38, PATCH_UINT16(0x0122), // pushi tS1 [ same value in all versions ]
0x76, // push0
0x81, 0x6f, // lag 6f
0x4a, 0x0a, // send 0a [ tObj talkCue: self tS1? ]
0x2f, 0x03, // bt 03 [ don't set cycles if message on screen ]
0x78, // push1
0x69, 0x10, // sTop cycles [ cycles = 1 ]
PATCH_END
};
// In Fatima's house in room 64, "look room" and "look trap" respond with the
// wrong messages due to testing the wrong flag. Flag 162 is set when falling
// through the trap door and alters responses the next time in the room, but
// the script tests flag 137 instead, which is set when entering the room.
//
// Sierra fixed the first flag test in Amiga and Atari ST but not the second, so
// this patch is applied only once to those versions and twice to PC.
//
// Applies to: All versions
// Responsible method: Rm64:handleEvent
// Fixes bug: #11028
static const uint16 camelotSignatureFatimaRoomMessages[] = {
0x78, // push1
0x38, SIG_MAGICDWORD, // pushi 0089 [ flag 137, always true ]
SIG_UINT16(0x0089),
0x45, 0x09, 0x02, // callb proc0_9 02 [ is flag 137 set? ]
SIG_END
};
static const uint16 camelotPatchFatimaRoomMessages[] = {
PATCH_ADDTOOFFSET(+1),
0x38, PATCH_UINT16(0x00a2), // pushi 00a2 [ flag 162, set by trap ]
PATCH_END
};
// Sheathing the sword by pressing F8 while entering or exiting a room breaks
// the game by placing ego in an invalid state that allows walking through
// obstacles and prevents room changes. This affects rooms that subclass eRoom
// in areas that allow walking with sword drawn such as the monk's ruins and
// the desert. This is most likely to occur while battling the monk.
//
// eRoom walks ego in and out of rooms in handsOff mode. It sets ego:illegalBits
// to 0, enables ignoreActors, and sets a motion that cues when complete to
// restore ego's properties. Sheathing the sword interrupts the motion, which
// prevents eRoom:cue, and prematurely restores control to the user with ego in
// the temporary state. There are almost no restrictions on sheathing because
// it's used when input is disabled and during several handsOff scenes.
//
// We fix this by preventing sword scripts from starting when an eRoom is in the
// middle of controlling ego. eRoom tracks this with the comingIn and goingOut
// properties and we require that both be cleared to execute a sword command.
//
// Applies to: All versions
// Responsible method: ARTHUR:doit
// Fixes bug: #11042
static const uint16 camelotSignatureSwordSheathing[] = {
SIG_MAGICDWORD,
0x89, 0x7d, // lsg 7d [ sword-command ]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq? [ sword-command == 1 (draw) ]
0x30, SIG_UINT16(0x0013), // bnt 0013
0x39, SIG_SELECTOR8(setScript), // pushi setScript
0x78, // push1
0x7a, // push2
0x38, SIG_UINT16(0x038e), // pushi 910d
0x76, // push0
0x43, 0x02, 0x04, // callk ScriptID 04 [ ScriptID 910 0 (DrawSword) ]
0x36, // push
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego setScript: DrawSword ]
0x32, SIG_UINT16(0x0085), // jmp 0085 [ end of switch ]
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq? [ sword-command == 2 (sheathe) ]
0x30, SIG_UINT16(0x0013), // bnt 0013
0x39, SIG_SELECTOR8(setScript), // pushi setScript
0x78, // push1
0x7a, // push2
0x38, SIG_UINT16(0x038e), // pushi 910d
0x78, // push1
0x43, 0x02, 0x04, // callk ScriptID 04 [ ScriptID 910 1 (SheatheSword) ]
0x36, // push
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego setScript: SheatheSword ]
0x32, SIG_UINT16(0x006b), // jmp 006b [ end of switch ]
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq? [ sword-command == 3 (parry) ]
0x30, SIG_UINT16(0x0013), // bnt 0013
0x39, SIG_SELECTOR8(setScript), // pushi setScript
0x78, // push1
0x7a, // push2
0x38, SIG_UINT16(0x0390), // pushi 912d
0x78, // push1
0x43, 0x02, 0x04, // callk ScriptID 04 [ ScriptID 912 1 (DoParry) ]
SIG_ADDTOOFFSET(+15),
0x81, 0x7c, // lag 7c [ start of sword-command == 0 handler ]
SIG_ADDTOOFFSET(+72),
0x3a, // toss [ end of switch ]
SIG_END
};
static const uint16 camelotPatchSwordSheathing[] = {
0x81, 0x7d, // lag 7d [ sword-command ]
0x31, 0x53, // bnt 53 [ sword-command == 0 handler ]
0x39, 0x03, // pushi 03
0x20, // ge? [ 3 >= sword-command ]
0x31, 0x3e, // bnt 3e [ exit if sword-command > 3 ]
0x7a, // push2
0x89, 0x02, // lsg 02
0x38, PATCH_UINT16(0x014b), // pushi comingIn [ same value in all versions ]
0x43, 0x07, 0x04, // callk RespondsTo 04 [ RespondsTo currentRoom comingIn ]
0x31, 0x14, // bnt 14 [ skip eRoom checks if room isn't an eRoom ]
0x38, PATCH_UINT16(0x014b), // pushi comingIn
0x76, // push0
0x81, 0x02, // lag 02
0x4a, 0x04, // send 04 [ currentRoom comingIn? ]
0x2f, 0x29, // bt 29 [ skip sword scripts if entering room ]
0x38, PATCH_UINT16(0x014c), // pushi goingOut [ same value in all versions ]
0x76, // push0
0x81, 0x02, // lag 02
0x4a, 0x04, // send 04 [ currentRoom goingOut? ]
0x2f, 0x1f, // bt 1f [ skip sword scripts if exiting room ]
0x39, PATCH_SELECTOR8(setScript), // pushi setScript
0x78, // push1
0x7a, // push2
0x81, 0x7d, // lag 7d
0x7a, // push2
0x20, // ge? [ 2 >= sword-command ]
0x31, 0x05, // bnt 05
0x38, PATCH_UINT16(0x038e), // pushi 910d
0x33, 0x03, // jmp 03
0x38, PATCH_UINT16(0x0390), // pushi 912d
0x81, 0x7d, // lag 7d
0x78, // push1
0x1c, // ne? [ sword-command != 1 ]
0x36, // push
0x43, 0x02, 0x04, // callk ScriptID 04 [ ScriptID (sword-command <= 2) ? 910 : 912, (sword-command != 1) ]
0x36, // push
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego setScript: sword-script ]
0x48, // ret
PATCH_ADDTOOFFSET(+89),
0x48, // ret [ remove toss since dup instructions were removed ]
PATCH_END
};
// When Arthur's sword is drawn, ARTHUR:doit calls kGetEvent a second time on
// each cycle to test if a shift key is pressed, causing input events to be
// frequently dropped. This is similar to Freddy Pharkas and QFG1VGA where this
// technique just happened to usually work in Sierra's interpreter. We fix this
// in the same way by using the current event instead of consuming a new one.
//
// Applies to: All versions
// Responsible method: ARTHUR:doit
// Fixes bug: #11269
static const uint16 camelotSignatureSwordEvents[] = {
0x30, SIG_MAGICDWORD, // bnt 0045
SIG_UINT16(0x0045),
0x39, SIG_SELECTOR8(new), // pushi new
0x76, // push0
0x51, 0x07, // class Event
0x4a, 0x04, // send 04 [ Event new: ]
0xa5, 0x01, // sat 01 [ temp1 = Event new: ]
SIG_ADDTOOFFSET(+53),
0x39, SIG_SELECTOR8(dispose), // pushi dispose
0x76, // push0
0x85, 0x01, // lat 01
0x4a, 0x04, // send 04 [ temp1 dispose: ]
SIG_END
};
static const uint16 camelotPatchSwordEvents[] = {
0x31, 0x46, // bnt 46
0x38, PATCH_SELECTOR16(curEvent), // pushi curEvent
0x76, // push0
0x51, 0x30, // class User [ User: curEvent ]
PATCH_ADDTOOFFSET(+57),
0x33, 0x05, // jmp 05 [ don't dispose event ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry camelotSignatures[] = {
{ true, 0, "fix sword sheathing", 1, camelotSignatureSwordSheathing, camelotPatchSwordSheathing },
{ true, 0, "fix sword events", 1, camelotSignatureSwordEvents, camelotPatchSwordEvents },
{ true, 11, "fix hunter missing points", 1, camelotSignatureHunterMissingPoints, camelotPatchHunterMissingPoints },
{ true, 62, "fix peepingTom Sierra bug", 1, camelotSignaturePeepingTom, camelotPatchPeepingTom },
{ true, 64, "fix Fatima room messages", 2, camelotSignatureFatimaRoomMessages, camelotPatchFatimaRoomMessages },
{ true, 112, "disable speed test", 1, sci01SpeedTestLocalSignature, sci01SpeedTestLocalPatch },
{ true, 158, "fix give mule message", 1, camelotSignatureGiveMuleMessage, camelotPatchGiveMuleMessage },
{ true, 169, "fix relic merchant lockup (1/2)", 1, camelotSignatureRelicMerchantLockup1, camelotPatchRelicMerchantLockup1 },
{ true, 169, "fix relic merchant lockup (2/2)", 1, camelotSignatureRelicMerchantLockup2, camelotPatchRelicMerchantLockup2 },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Castle of Dr. Brain
// script, description, signature patch
static const SciScriptPatcherEntry castleBrainSignatures[] = {
{ true, 802, "disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
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 [export 1 of script 0], 00 (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 [export 1 of script 0], 00 (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
};
// Giving the oily shell to Superfluous when he's out of the mask runs the
// wrong animation and skips messages in the CD version. Sierra modified
// getInOilyShell for the CD version by adding a new state to the beginning
// but forgot to increment the state numbers passed to self:changeState to
// their new values, causing the script to change to the wrong states.
//
// We fix this by incrementing the state numbers passed to self:changeState.
//
// Applies to: PC CD
// Responsible method: getInOilyShell:changeState
// Fixes bug #10881
static const uint16 ecoquest1SignatureGiveOilyShell[] = {
0x30, SIG_UINT16(0x000a), // bnt 000a
0x38, SIG_UINT16(0x0090), // pushi changeState [ hard coded for CD ]
0x78, // push1
0x7a, // push2 [ state 2 ]
0x54, SIG_MAGICDWORD, 0x06, // self 06
0x32, SIG_UINT16(0x0195), // jmp 0195
SIG_ADDTOOFFSET(+209),
0x39, 0x08, // pushi 08 [ state 8 ]
SIG_ADDTOOFFSET(+16),
0x39, 0x0b, // pushi 0b [ state 11 ]
SIG_END
};
static const uint16 ecoquest1PatchGiveOilyShell[] = {
0x31, 0x0b, // bnt 0b
0x38, PATCH_UINT16(0x0090), // pushi changeState [ hard coded for CD ]
0x78, // push1
0x39, 0x03, // pushi 03 [ state 3 ]
PATCH_ADDTOOFFSET(+214),
0x39, 0x09, // pushi 09 [ state 9 ]
PATCH_ADDTOOFFSET(+16),
0x39, 0x0c, // pushi 0c [ state 12 ]
PATCH_END
};
// Reading the prophecy scroll in the CD version breaks messages in at least
// rooms 100 and 120. scrollScript:init overwrites the global that holds the
// noun for the room's message tuples. This global was added in the CD version
// and is set by most rooms during initialization. This pattern was mistakenly
// applied to scrollScript which isn't a room and doesn't depend on the global.
//
// We fix this by skipping the problematic code which overwrites the global.
//
// Applies to: PC CD
// Responsible method: scrollScript:init
// Fixes bug #10883
static const uint16 ecoquest1SignatureProphecyScroll[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0xa1, 0xfa, // sag fa [ global250 = 1 ]
SIG_END
};
static const uint16 ecoquest1PatchProphecyScroll[] = {
0x33, 0x02, // jmp 02 [ don't set global250 ]
PATCH_END
};
// The empty apartments have several broken messages in the CD version due to
// not setting the global that holds the current room's noun, so we set it.
//
// Applies to: PC CD
// Responsible method: rm220:init
// Fixes bug #10903
static const uint16 ecoquest1SignatureEmptyApartmentMessages[] = {
SIG_MAGICDWORD,
0x54, 0x0c, // self 0c [ self setRegions: 51, addObstacle: ... ]
0x39, SIG_SELECTOR8(init), // pushi init
0x76, // push0
0x59, 0x01, // &rest 01 [ unused by ApartmentRoom:init ]
0x57, 0x96, 0x04, // super ApartmentRoom 04 [ super init: &rest ]
SIG_END
};
static const uint16 ecoquest1PatchEmptyApartmentMessages[] = {
0x35, 0x01, // ldi 01 [ the room's noun ]
PATCH_ADDTOOFFSET(+3),
0xa1, 0xfa, // sag fa [ global250 = 1 ]
0x57, 0x96, 0x10, // super ApartmentRoom 10 [ combine self and super ]
PATCH_END
};
// The temple has a complex script bug in the CD version which can crash the
// interpreter when solving the mosaic puzzle after loading a game that was
// saved during the puzzle. The bug causes invalid memory access which locks up
// Sierra's interpreter and can cause ours to fail an assertion.
//
// Room 140 has three insets and a conch shell in the middle. This room's script
// was significantly changed in the CD version and transition animations were
// added. Due to these changes the shell no longer renders beneath the insets
// and so Sierra added code to hide the shell while they're displayed.
// Unfortunately this code is incorrect and leaves the game in a state that's
// unsafe to save. The shell is removed from the cast when showing an inset and
// then shell:init is called when hiding. This leaves shell:underBits pointing
// to hunk memory while temporarily not a member of the cast. Hunk memory isn't
// persisted in saved games but underBits' values are. SCI games handle this in
// Game:replay by clearing the underBits of cast members when restoring. Saving
// while the puzzle is displayed causes shell:underBits' stale hunk value to
// survive restoring. Solving the puzzle adds the shell back to the cast via
// init followed by a call to kAnimate that accesses the potentially stale
// shell:underBits. If the hunk segment id upon restoring in ScummVM is the
// same as when saved then this out of bounds access will fail an assertion.
//
// We fix this by fully disposing the shell when showing an inset so that its
// resources are cleaned up and it's safe to save the game. In order to do this
// without changing the animation effect we set shell's disposal flag and then
// immediately call shell:delete. This is equivalent to shell:dispose but
// prevents hiding the shell before the transition animation takes place.
//
// Applies to: PC CD
// Responsible methods: MosaicWall:doVerb, localproc_2ab6 in script 140
// Fixes bug #10884
static const uint16 ecoquest1SignatureMosaicPuzzleFix[] = {
0x36, // push [ conchShell:owner ]
0x34, SIG_UINT16(0x008c), // ldi 008c [ room number ]
0x1a, // eq? [ is conchShell owned by room 140? ]
0x30, SIG_UINT16(0x000b), // bnt 000b [ no shell to hide ]
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(delete), // pushi delete
0x78, // push1
0x72, SIG_UINT16(0x056a), // lofsa shell
0x36, // push
0x81, 0x05, // lag 05
0x4a, 0x06, // send 06 [ cast delete: shell ]
SIG_END
};
static const uint16 ecoquest1PatchMosaicPuzzleFix[] = {
0x89, 0x0b, // lsg 0b [ current room number, saves 2 bytes ]
0x1a, // eq? [ is conchShell owned by room 140? ]
0x31, 0x0e, // bnt 0e [ no shell to hide, save a byte ]
0x39, PATCH_SELECTOR8(signal), // pushi signal
0x78, // push1
0x38, PATCH_UINT16(0xc014), // pushi c014 [ kSignalDisposeMe | shell:signal ]
0x39, PATCH_SELECTOR8(delete), // pushi delete
0x76, // push0
0x72, PATCH_UINT16(0x056a), // lofsa shell
0x4a, 0x0a, // send 0a [ shell signal: c014, delete ]
PATCH_END
};
// The column puzzle in room 160 can be put in a state that can't be completed.
// This is a bug in the original that affects all versions.
//
// The puzzle consists of nine columns that must be rotated to their correct
// positions in the correct order. As each column is solved it is locked. When
// leaving the room the puzzle state is saved to globals but this state is
// insufficient to recreate the puzzle. The game saves column positions but not
// lock states. Instead it infers lock states from positions when restoring but
// this is inaccurate because columns can be put in their correct positions out
// of order. If the player leaves the room while all columns are in their
// correct positions but before the puzzle is solved then all columns will be
// locked when returning and the game can't be completed.
//
// The proper solution would be to save and restore lock states but it would be
// impractical to patch in that functionality while retaining save game
// compatibility. Instead we patch the loop that reinitializes lock states to
// skip the last column so that it's always unlocked and the player can't get
// stuck. This code only runs when the puzzle isn't solved and should never
// have been able to lock the last column.
//
// Applies to: All Floppy and CD versions
// Responsible method: Local procedure 5 in script 160
// Fixes bug #10885
static const uint16 ecoquest1SignatureColumnPuzzleFix[] = {
0x39, SIG_SELECTOR8(size), // pushi size
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa columnList [ columns in solution order ]
0x4a, 0x04, // send 04 [ columnList:size ]
0x22, // lt? [ temp0 < columnList:size (9) ]
0x30, SIG_ADDTOOFFSET(+2), // bnt [ end of method ]
0x39, SIG_MAGICDWORD, // pushi cel
SIG_SELECTOR8(cel),
0x76, // push0
0x39, SIG_SELECTOR8(at), // pushi at
SIG_END
};
static const uint16 ecoquest1PatchColumnPuzzleFix[] = {
0x34, PATCH_UINT16(0x0008), // ldi 0008 [ only initialize 8 of 9 columns ]
0x32, PATCH_UINT16(0x0002), // jmp 0002
PATCH_END
};
// The ocean cliffs that border rooms 320 and 321 aren't displayed in the CD
// version. Instead they are drawn above the visible area and on more screens
// than they should. This also occurs in the original.
//
// Cliff views 325 and 326 have y displacements greater than 127 in the floppy
// versions. In the CD version these offsets were changed to zero. Sierra
// attempted to compensate for this by adding rows of empty pixels to the views
// but it appears that someone mistook the unsigned offsets for negative values
// and added the wrong number of rows to the wrong side of the views, causing
// the cliffs to be drawn 256 pixels higher than normal.
//
// The ocean scripts were changed to use different techniques for adding and
// removing the cliffs but this introduced more errors. Room 321 reinitializes
// the cliffs instead of disposing them, causing them to be redrawn on the
// wrong screens, and room 320 disposes the eastern cliffs instead of western.
//
// We fix the cliffs by adjusting their positions by 256 and disposing of them
// in room 321. We leave room 320's incorrect cliff disposal in place since
// both are automatically disposed of when that room's pic changes.
//
// Applies to: PC CD
// Responsible methods: Heap in scripts 320 and 321, toEast:changeState, toWest:changeState
// Fixes bug #10893
static const uint16 ecoquest1SignatureSouthCliffsPosition[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x0095), // easternCliffs:x = 149
SIG_UINT16(0x0033), // easternCliffs:y = 51
SIG_ADDTOOFFSET(+88),
SIG_UINT16(0x0004), // westernCliffs:x = 4
SIG_UINT16(0x0014), // westernCliffs:y = 20
SIG_END
};
static const uint16 ecoquest1PatchSouthCliffsPosition[] = {
PATCH_ADDTOOFFSET(+2),
PATCH_UINT16(0x0133), // easternCliffs:y = 307
PATCH_ADDTOOFFSET(+90),
PATCH_UINT16(0x0114), // westernCliffs:y = 276
PATCH_END
};
static const uint16 ecoquest1SignatureNorthCliffsPosition[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x00eb), // easternCliffs:x = 236
SIG_UINT16(0x0038), // easternCliffs:y = 56
SIG_ADDTOOFFSET(+88),
SIG_UINT16(0x0000), // westernCliffs:x = 0
SIG_UINT16(0x0032), // westernCliffs:y = 50
SIG_END
};
static const uint16 ecoquest1PatchNorthCliffsPosition[] = {
PATCH_ADDTOOFFSET(+2),
PATCH_UINT16(0x0138), // easternCliffs:y = 312
PATCH_ADDTOOFFSET(+90),
PATCH_UINT16(0x0132), // westernCliffs:y = 306
PATCH_END
};
static const uint16 ecoquest1SignatureNorthCliffsDisposal[] = {
0x39, SIG_SELECTOR8(init), // pushi init
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa easternCliffs or westernCliffs
0x4a, SIG_MAGICDWORD, 0x04, // send 04 [ cliffs init: ]
0x38, SIG_SELECTOR16(obstacles), // pushi obstacles
SIG_END
};
static const uint16 ecoquest1PatchNorthCliffsDisposal[] = {
0x39, PATCH_SELECTOR8(dispose), // pushi dispose
PATCH_END
};
// The Spanish version of EcoQuest accidentally shipped with temporary test code
// that breaks the game when entering Olympia's apartment. (room 226)
//
// A message box's position was localized in the Spanish version. This message
// occurs after saving Olympia by pumping bleach out of the window. To test
// this change, a developer added code to forcibly run the usePump script upon
// entering the room, but then forgot to remove it. This breaks the puzzle and
// locks up the game upon re-entering the room.
//
// We fix this by disabling the test code that should not have been shipped.
//
// Applies to: Spanish PC Floppy
// Responsible method: rm226:init
// Fixes bug #10900
static const uint16 ecoquest1SignatureBleachPumpTest[] = {
SIG_MAGICDWORD,
0x78, // push1
0x39, 0x35, // pushi 35
0x46, SIG_UINT16(0x0333), // calle proc819_3 [ set recycled-bleach flag ]
SIG_UINT16(0x0003), 0x02,
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, SIG_UINT16(0x0a44), // lofsa usePump
0x36, // push
0x54, 0x06, // self 06 [ self setScript: usePump ]
SIG_END
};
static const uint16 ecoquest1PatchBleachPumpTest[] = {
0x32, PATCH_UINT16(0x0010), // jmp 0010 [ skip test code ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry ecoquest1Signatures[] = {
{ true, 140, "CD: mosaic puzzle fix", 2, ecoquest1SignatureMosaicPuzzleFix, ecoquest1PatchMosaicPuzzleFix },
{ true, 160, "CD: give superfluous oily shell", 1, ecoquest1SignatureGiveOilyShell, ecoquest1PatchGiveOilyShell },
{ true, 160, "CD/Floppy: column puzzle fix", 1, ecoquest1SignatureColumnPuzzleFix, ecoquest1PatchColumnPuzzleFix },
{ true, 220, "CD: empty apartment messages", 1, ecoquest1SignatureEmptyApartmentMessages, ecoquest1PatchEmptyApartmentMessages },
{ true, 226, "Spanish: disable bleach pump test", 1, ecoquest1SignatureBleachPumpTest, ecoquest1PatchBleachPumpTest },
{ true, 320, "CD: south cliffs position", 1, ecoquest1SignatureSouthCliffsPosition, ecoquest1PatchSouthCliffsPosition },
{ true, 321, "CD: north cliffs position", 1, ecoquest1SignatureNorthCliffsPosition, ecoquest1PatchNorthCliffsPosition },
{ true, 321, "CD: north cliffs disposal", 2, ecoquest1SignatureNorthCliffsDisposal, ecoquest1PatchNorthCliffsDisposal },
{ true, 660, "CD: bad messagebox and freeze", 1, ecoquest1SignatureStayAndHelp, ecoquest1PatchStayAndHelp },
{ true, 803, "disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
{ true, 816, "CD: prophecy scroll", 1, ecoquest1SignatureProphecyScroll, ecoquest1PatchProphecyScroll },
{ true, 928, "CD: EcoTalker lockup fix", 1, ecoquest1Sq4CdNarratorLockupSignature, ecoquest1Sq4CdNarratorLockupPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// When the Ecorder is turned on and displays its initial welcome text, the
// doMyThing script stores the string in temporary space in one state and then
// accesses it in a later state. This worked in Sierra's interpreter by
// accident. We reset temporary space every time.
//
// We fix this by storing the string in local space instead of temporary space.
// Script 50 has 200 bytes of local space reserved for a local procedure to
// use as temporary string space so we use that.
//
// Applies to: All versions
// Responsible method: doMyThing:changeState
// Fixes bug: #4993
static const uint16 ecoquest2SignatureEcorder[] = {
SIG_MAGICDWORD,
0x5b, 0x04, 0x1e, // lea 04 1e [ @temp30 ]
0x36, // push
SIG_END
};
static const uint16 ecoquest2PatchEcorder[] = {
0x5b, 0x02, 0x10, // lea 02 10 [ @local16 ]
PATCH_END
};
// This is the same Ecorder patch as above, but it's for the introduction when
// you're given the Ecorder. The showEcorder script has the same bug and we
// fix it the same way by using local space instead of temporary space.
//
// Applies to: All versions
// Responsible method: showEcorder:changeState
// Fixes bug: #5467
static const uint16 ecoquest2SignatureEcorderTutorial[] = {
SIG_MAGICDWORD,
0x5b, 0x04, 0x1f, // lea 04 1f [ @temp31 ]
0x36, // push
SIG_END
};
static const uint16 ecoquest2PatchEcorderTutorial[] = {
0x5b, 0x02, 0x02, // lea 02 02 [ @local2 ]
PATCH_END
};
// Clicking an icon during the icon bar tutorial in room 100 sends messages to
// an uninitialized temporary variable. This is supposed to be the dispatched
// Event object that's passed around earlier in the call stack. In Sierra's
// interpreter that's what happened to be at this location and it worked.
//
// We fix this by using the global variable that stores the current Event object
// instead of the uninitialized temp variable that accidentally points to it.
// User:handleEvent sets this global before dispatching an event.
//
// Applies to: All versions
// Responsible methods: iconWalk:select, iconLook:select, ...
// Fixes bug: #11081
static const uint16 ecoquest2SignatureIconBarTutorial[] = {
0x7a, // push2
0x38, SIG_SELECTOR16(handleEvent), // pushi handleEvent
SIG_MAGICDWORD,
0x8d, 0x01, // lst 01 [ uninitialized ]
0x4a, 0x08, // send 08 [ EventHandler firstTrue: handleEvent temp1 ]
SIG_END
};
static const uint16 ecoquest2PatchIconBarTutorial[] = {
PATCH_ADDTOOFFSET(+4),
0x89, 0x18, // lsg 18 [ current event ]
PATCH_END
};
// The electronic organizer and password paper reappear in room 500 after they
// fall into the water when entering the canoe. rm500:init only tests if these
// items are in inventory. It should have also tested the canoe flag like room
// 530 does to prevent the vacuum from reappearing.
//
// We fix this by only adding an item to the room if its InvI:owner is zero.
// This is initially zero, then set to ego when getting an item, and finally
// set to negative one when the item is removed from inventory.
//
// Applies to: All versions
// Responsible method: rm500:init
// Fixes bug: #11135
static const uint16 ecoquest2SignatureRoom500Items[] = {
0x38, SIG_ADDTOOFFSET(+2), // pushi test
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x0b, // pushi 0b
0x81, 0x96, // lag 96
0x4a, 0x06, // send 06 [ cibolaFlags test: 11 ]
0xa5, 0x00, // sat 00
0x38, SIG_ADDTOOFFSET(+2), // pushi test
0x78, // push1
0x39, 0x04, // pushi 04
0x81, 0x96, // lag 96
0x4a, 0x06, // send 06 [ cibolaFlags test: 4 ]
0xa5, 0x01, // sat 01
0x38, SIG_ADDTOOFFSET(+2), // pushi test
0x78, // push1
0x39, 0x17, // pushi 17
0x81, 0x96, // lag 96
0x4a, 0x06, // send 06 [ cibolaFlags test: 23 ]
0xa5, 0x02, // sat 02
0x38, SIG_ADDTOOFFSET(+2), // pushi test
SIG_ADDTOOFFSET(+636),
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x15, // pushi 15
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego has: 21 ]
0x18, // not
0x31, 0x13, // bnt 13 [ don't initialize theOrganizer ]
SIG_ADDTOOFFSET(+236),
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x0b, // pushi 0b
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego has: 11 ]
0x18, // not
0x30, SIG_UINT16(0x0058), // bnt 0058 [ don't initialize paper ]
SIG_END
};
static const uint16 ecoquest2PatchRoom500Items[] = {
0x39, PATCH_SELECTOR8(at), // pushi at
0x3c, // dup [ push at, saves 1 byte ]
0x78, // push1
0x39, 0x15, // pushi 15
0x38, PATCH_GETORIGINALUINT16(+1), // pushi test
0x3c, // dup [ push test, saves 2 bytes ]
0x3c, // dup [ push test, saves 2 bytes ]
0x3c, // dup [ push test, saves 2 bytes ]
0x78, // push1
0x39, 0x0b, // pushi 0b
0x81, 0x96, // lag 96
0x4a, 0x06, // send 06 [ cibolaFlags test: 11 ]
0xa5, 0x00, // sat 00
0x78, // push1
0x39, 0x04, // pushi 04
0x81, 0x96, // lag 96
0x4a, 0x06, // send 06 [ cibolaFlags test: 4 ]
0xa5, 0x01, // sat 01
0x78, // push1
0x39, 0x17, // pushi 17
0x81, 0x96, // lag 96
0x4a, 0x06, // send 06 [ cibolaFlags test: 23 ]
0xa5, 0x02, // sat 02
PATCH_ADDTOOFFSET(+636),
0x81, 0x09, // lag 09
0x4a, 0x06, // send 06 [ Inv at: 21 ]
0x38, PATCH_SELECTOR16(owner), // pushi owner
0x76, // push0
0x4a, 0x04, // send 04 [ organizer owner? ]
0x78, // push1
0x2f, 0x13, // bt 13 [ don't initialize theOrganizer ]
PATCH_ADDTOOFFSET(+236),
0x39, 0x0b, // pushi 0b
0x81, 0x09, // lag 09
0x4a, 0x06, // send 06 [ Inv at: 11 ]
0x38, PATCH_SELECTOR16(owner), // pushi owner
0x76, // push0
0x4a, 0x04, // send 04 [ password owner? ]
0x2f, 0x58, // bt 58 [ don't initialize paper ]
PATCH_END
};
// The Ecorder cursor only highlights over one of the four Victoria lilies, even
// though they all respond to Ecorder clicks. Each lily has a doit method that
// highlights the cursor but three of them never execute because they are
// added to the room pic. This removes them from the cast and prevents doit.
//
// We fix this by removing the addToPic calls so the lilies remain in the cast.
//
// Applies to: All versions
// Responsible methods: lilly1:init, lilly2:init, lilly3:init
// Fixes bug: #5552
static const uint16 ecoquest2SignatureEcorderLily[] = {
0x38, SIG_MAGICDWORD, // pushi addToPic
SIG_SELECTOR16(addToPic),
0x76, // push0
0x54, 0x04, // self 04 [ self addToPic: ]
SIG_END
};
static const uint16 ecoquest2PatchEcorderLily[] = {
0x32, PATCH_UINT16(0x0003), // jmp 0003
PATCH_END
};
// Objects that you can hide behind in rooms 530 and 560 all have messages that
// are supposed to display when clicking Do after Gonzales leaves camp, but
// their doVerb methods are missing a call to super:doVerb. We fix this by
// patching the doVerb methods to call super:doVerb instead of doing nothing.
//
// Applies to: All versions
// Responsible methods: crates:doVerb, barrel1-4:doVerb, refuse:doVerb in 530,
// bullldozer:doVerb, barrel1-5:doVerb, crates:doVerb in 560
static const uint16 ecoquest2SignatureCampMessages1[] = {
0x30, SIG_UINT16(0x0033), // bnt 0033 [ end of method ]
SIG_ADDTOOFFSET(+10),
0x30, SIG_UINT16(0x0026), // bnt 0026 [ end of method ]
SIG_ADDTOOFFSET(+8),
0x30, SIG_UINT16(0x001b), // bnt 001b [ end of method ]
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x39, SIG_MAGICDWORD, 0x03, // pushi 03
0x72, SIG_UINT16(0x00cc), // lofsa sRunHide
SIG_ADDTOOFFSET(+10),
0x38, SIG_SELECTOR16(doVerb), // pushi doVerb
SIG_END
};
static const uint16 ecoquest2PatchCampMessages1[] = {
0x30, PATCH_UINT16(0x002a), // bnt 002a [ super doVerb: verb ]
PATCH_ADDTOOFFSET(+10),
0x30, PATCH_UINT16(0x001d), // bnt 001d [ super doVerb: verb ]
PATCH_ADDTOOFFSET(+8),
0x30, PATCH_UINT16(0x0012), // bnt 0012 [ super doVerb: verb ]
PATCH_END
};
static const uint16 ecoquest2SignatureCampMessages2[] = {
0x30, SIG_UINT16(0x001b), // bnt 001b [ end of method ]
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x39, SIG_MAGICDWORD, 0x03, // pushi 03
0x72, SIG_UINT16(0x0154), // lofsa sRunHide
SIG_ADDTOOFFSET(+10),
0x38, SIG_SELECTOR16(doVerb), // pushi doVerb
SIG_END
};
static const uint16 ecoquest2PatchCampMessages2[] = {
0x30, PATCH_UINT16(0x0012), // bnt 0012 [ super doVerb: verb ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry ecoquest2Signatures[] = {
{ true, 0, "icon bar tutorial", 10, ecoquest2SignatureIconBarTutorial, ecoquest2PatchIconBarTutorial },
{ true, 10, "disable speed test", 1, sci11SpeedTestSignature, sci11SpeedTestPatch},
{ true, 50, "initial text not removed on ecorder", 3, ecoquest2SignatureEcorder, ecoquest2PatchEcorder },
{ true, 333, "initial text not removed on ecorder tutorial", 3, ecoquest2SignatureEcorderTutorial, ecoquest2PatchEcorderTutorial },
{ true, 500, "room 500 items reappear", 1, ecoquest2SignatureRoom500Items, ecoquest2PatchRoom500Items },
{ true, 530, "missing camp messages", 6, ecoquest2SignatureCampMessages1, ecoquest2PatchCampMessages1 },
{ true, 560, "missing camp messages", 7, ecoquest2SignatureCampMessages2, ecoquest2PatchCampMessages2 },
{ true, 702, "ecorder not highlighting lilies", 3, ecoquest2SignatureEcorderLily, ecoquest2PatchEcorderLily },
{ true, 928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Fan-made games
// Attention: Try to make script patches as specific as possible
// CascadeQuest::autosave in script 994 is called various times to auto-save.
// It uses a fixed slot (999) for this purpose. This doesn't work in ScummVM,
// because we do not let scripts save directly into specific slots, but
// instead use virtual slots / detect scripts wanting to create a new slot.
// We patch the code to use slot 99 instead. kSaveGame also checks for Cascade
// Quest, and if slot 99 is asked for, it will then use the actual slot 0,
// which is the official ScummVM auto-save slot.
//
// Responsible method: CascadeQuest::autosave
// Fixes bug: #7007
static const uint16 fanmadeSignatureCascadeQuestFixAutoSaving[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x03e7), // pushi 3E7 (999d) -> save game slot 999
0x74, SIG_UINT16(0x06f8), // lofss "AutoSave"
0x89, 0x1e, // lsg global[1e]
0x43, 0x2d, 0x08, // callk SaveGame
SIG_END
};
static const uint16 fanmadePatchCascadeQuestFixAutoSaving[] = {
0x38, PATCH_UINT16((SAVEGAMEID_OFFICIALRANGE_START - 1)), // fix slot
PATCH_END
};
// EventHandler::handleEvent in Demo Quest has a bug, and it jumps to the
// wrong address when an incorrect word is typed, therefore leading to an
// infinite loop. This script bug was not apparent in SSCI, probably because
// event handling was slightly different there, so it was never discovered.
// Fixes bug: #5120
static const uint16 fanmadeSignatureDemoQuestInfiniteLoop[] = {
0x38, SIG_UINT16(0x004c), // pushi 004c
0x39, 0x00, // pushi 00
0x87, 0x01, // lap param[1]
0x4b, 0x04, // send 04
SIG_MAGICDWORD,
0x18, // not
0x30, SIG_UINT16(0x002f), // bnt 002f [06a5] --> jmp ffbc [0664] --> BUG! infinite loop
SIG_END
};
static const uint16 fanmadePatchDemoQuestInfiniteLoop[] = {
PATCH_ADDTOOFFSET(+10),
0x30, PATCH_UINT16(0x0032), // bnt 0032 [06a8] --> pushi 004c
PATCH_END
};
// This patch is for a bug that first appeared in the LSL3 volume dialog and was
// then copied into the templates included with SCI Studio and SCI Companion,
// causing it to appear in fan games. See larry3SignatureVolumeSlider.
//
// Applies to: Fan games built with the SCI Studio / SCI Companion SCI0 template
// Responsible method: TheMenuBar:handleEvent
static const uint16 fangameSignatureVolumeSlider1[] = {
0x39, SIG_SELECTOR8(doit), // pushi doit
SIG_ADDTOOFFSET(+1), // push1 [ opcode 79 instead of 78 in some games ]
SIG_ADDTOOFFSET(+1), // push2 [ opcode 7b instead of 7a in some games ]
SIG_MAGICDWORD,
0x39, 0x08, // pushi 08 [ volume ]
0x8d, 0x03, // lst 03 [ uninitialized variable ]
0x43, 0x31, 0x04, // callk DoSound 04 [ set volume and return previous ]
SIG_END
};
static const uint16 fangamePatchVolumeSlider1[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x01, // pushi 01
0x38, PATCH_UINT16(0x0008), // pushi 0008 [ volume ]
0x43, 0x31, 0x02, // callk DoSound 02 [ return volume ]
PATCH_END
};
static const uint16 fangameSignatureVolumeSlider2[] = {
0x38, SIG_SELECTOR16(doit), // pushi doit
0x39, 0x01, // pushi 01
0x39, 0x02, // pushi 02
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0008), // pushi 0808 [ volume ]
0x8d, 0x03, // lst 03 [ uninitialized variable ]
0x43, 0x31, 0x04, // callk DoSound 04 [ set volume and return previous ]
SIG_END
};
static const uint16 fangamePatchVolumeSlider2[] = {
PATCH_ADDTOOFFSET(+5),
0x39, 0x01, // pushi 01
PATCH_ADDTOOFFSET(+3),
0x33, 0x00, // jmp 00
0x43, 0x31, 0x02, // callk DoSound 02 [ return volume ]
PATCH_END
};
// Fan games based on the SCI Studio template reset their volume to 15 (max) in
// the init method of their game object in script 0. As with most SCI32 games,
// we patch this out so that the volume stored in ScummVM is used.
//
// Applies to: Fan games built with the SCI Studio / SCI Companion SCI0 template
// Responsible method: Template:init (the Game object in script 0)
// Fixes bug: #13795
static const uint16 fangameSignatureVolumeReset1[] = {
0x35, 0x0f, // ldi 0f
SIG_ADDTOOFFSET(+1), 0x1d, // sag 1d [ sag or sal depending on compiler ]
SIG_ADDTOOFFSET(+1), // push2 [ opcode 7b instead of 7a in some games ]
0x39, 0x08, // pushi 08 [ volume ]
SIG_ADDTOOFFSET(+1), // lsg 1d [ lsg or lsl depending on compiler ]
SIG_MAGICDWORD, 0x1d,
0x43, 0x31, 0x04, // callk DoSound 04
SIG_END
};
static const uint16 fangamePatchVolumeReset1[] = {
0x33, 0x0a, // jmp 0a
PATCH_END
};
static const uint16 fangameSignatureVolumeReset2[] = {
0x34, SIG_UINT16(0x000f), // ldi 0f
0xa1, 0x1d, // sag 1d
0x39, 0x02, // pushi 02
0x38, SIG_UINT16(0x0008), // pushi 0008 [ volume ]
0x89, SIG_MAGICDWORD, 0x1d, // lsg 1d
0x43, 0x31, 0x04, // callk DoSound 04
SIG_END
};
static const uint16 fangamePatchVolumeReset2[] = {
0x33, 0x0d, // jmp 0d
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry fanmadeSignatures[] = {
{ true, 0, "SCI Template: disable volume reset", 1, fangameSignatureVolumeReset1, fangamePatchVolumeReset1 },
{ true, 0, "SCI Template: disable volume reset", 1, fangameSignatureVolumeReset2, fangamePatchVolumeReset2 },
{ true, 994, "Cascade Quest: fix auto-saving", 1, fanmadeSignatureCascadeQuestFixAutoSaving, fanmadePatchCascadeQuestFixAutoSaving },
{ true, 997, "SCI Template: fix volume slider", 1, fangameSignatureVolumeSlider1, fangamePatchVolumeSlider1 },
{ true, 997, "SCI Template: fix volume slider", 1, fangameSignatureVolumeSlider2, fangamePatchVolumeSlider2 },
{ true, 999, "Demo Quest: infinite loop on typo", 1, fanmadeSignatureDemoQuestInfiniteLoop, fanmadePatchDemoQuestInfiniteLoop },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// WORKAROUND
// Freddy Pharkas intro screen
// Sierra used inner loops for the scaling of the 2 title views.
// Those inner loops don't call kGameIsRestarting, which is why
// we do not update the screen and we also do not throttle.
//
// This patch fixes this and makes it work.
// Applies to at least: English PC-CD
// Responsible method: sTownScript::changeState(1), sTownScript::changeState(3) (script 110)
static const uint16 freddypharkasSignatureIntroScaling[] = {
0x38, SIG_ADDTOOFFSET(+2), // pushi (setLoop) (009b for PC CD)
0x78, // push1
SIG_ADDTOOFFSET(+1), // push0 for first code, push1 for second code
0x38, SIG_ADDTOOFFSET(+2), // pushi (setStep) (0143 for PC CD)
0x7a, // push2
0x39, 0x05, // pushi 05
0x3c, // dup
0x72, SIG_ADDTOOFFSET(+2), // lofsa (view)
SIG_MAGICDWORD,
0x4a, 0x1e, // send 1e
0x35, 0x0a, // ldi 0a
0xa3, 0x02, // sal local[2]
// start of inner loop
0x8b, 0x02, // lsl local[2]
SIG_ADDTOOFFSET(+43), // skip almost all of inner loop
0xa3, 0x02, // sal local[2]
0x33, 0xcf, // jmp [inner loop start]
SIG_END
};
static const uint16 freddypharkasPatchIntroScaling[] = {
// remove setLoop(), objects in heap are already prepared, saves 5 bytes
0x38,
PATCH_GETORIGINALUINT16(+6), // pushi (setStep)
0x7a, // push2
0x39, 0x05, // pushi 05
0x3c, // dup
0x72,
PATCH_GETORIGINALUINT16(+13), // lofsa (view)
0x4a, 0x18, // send 18 - adjusted
0x35, 0x0a, // ldi 0a
0xa3, 0x02, // sal local[2]
// start of new inner loop
0x78, // push1
0x76, // push0
0x43, 0x2c, 0x02, // callk GameIsRestarting 02 (add this to trigger our speed throttler)
PATCH_ADDTOOFFSET(+47), // skip almost all of inner loop
0x33, 0xca, // jmp [inner loop start]
PATCH_END
};
// In script 235, rm235::init and sEnterFrom500 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
// the 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
// Fixes bug: #5245
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 global[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, // jmp 0 (waste 2 bytes)
PATCH_ADDTOOFFSET(+3),
0x06, // send 06 (call IconBar::disable(7))
PATCH_END
};
// In script 215, 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. If you turn DOSBox 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
// Fixes bug: #5060
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), // pushi 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: publicfpInv::drawInvWindow in script 15
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 temp[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
};
// WORKAROUND
// FPFP Mac has an easter egg with a script bug that accidentally works in
// Sierra's interpreter. Clicking Talk on a small part of the mine in room 270
// triggers it. The script macThing plays macSound and waits for it to finish,
// but macSound:loop is set to -1, indicating that it should loop forever.
// ScummVM loops the sound and so macThing never advances to the next state and
// the user never regains control. Sierra's interpreter cues the script after
// the first play and doesn't loop the sound, despite macSound:loop.
//
// We work around this by setting macSound:loop correctly on the heap so that it
// only plays once and macThing proceeds.
//
// This buggy script didn't break in the original because the Mac interpreter
// didn't support looping sounds. It always played sounds just once and then
// signaled when they were complete and ignored the value of the loop property.
// This was most apparent in the KQ6 Mac port. All the room music, which was
// designed to loop, stopped abruptly after a minute in a room and then
// jarringly returned when changing rooms.
//
// Applies to: Mac Floppy
// Responsible method: Heap in script 270
// Fixes bug #7065
static const uint16 freddypharkasSignatureMacEasterEggHang[] = {
SIG_MAGICDWORD, // macSound
SIG_UINT16(0x0b89), // number = 2953
SIG_UINT16(0x007f), // vol = 127
SIG_UINT16(0x0000), // priority = 0
SIG_UINT16(0xffff), // loop = -1 [ loop sound forever ]
SIG_END
};
static const uint16 freddypharkasPatchMacEasterEggHang[] = {
PATCH_ADDTOOFFSET(+6),
PATCH_UINT16(0x0001), // loop = 1 [ play sound once ]
PATCH_END
};
// WORKAROUND
// FPFP Mac's easter egg has a view that relies on a bug in the Mac interpreter.
// Sierra's interpreter draws views one pixel higher than their y coordinate.
// KQ6 Mac has this bug too. Compared to their original PC versions, views
// appear higher relative to their background. This is a problem for views that
// require precise placement to blend in with those backgrounds.
//
// The Mac easter egg adds such a view. View 275 contains a hand in the lake
// holding a Maintosh computer. Because this feature was developed against the
// Mac interpreter, the y coordinate that achieved the water effect is really
// off by one. In our interpreter, which doesn't have this bug, the view
// appears one pixel lower than intended and doesn't match the background.
//
// We fix this by adjusting macView:y to compensate for Sierra's off-by-one bug
// so that view 275 matches the lake background as in the original.
//
// Applies to: Mac Floppy
// Responsible method: Heap in script 270
static const uint16 freddypharkasSignatureMacEasterEggView[] = {
SIG_MAGICDWORD, // macView
SIG_UINT16(0x061e), // name = $061e [ macView ]
SIG_UINT16(0x00cd), // x = 205
SIG_UINT16(0x0065), // y = 101
SIG_END
};
static const uint16 freddypharkasPatchMacEasterEggView[] = {
PATCH_ADDTOOFFSET(+4),
PATCH_UINT16(0x0064), // y = 100
PATCH_END
};
// FPFP Mac is missing view 844 of Hop Singh leaving town, breaking the scene.
// This occurs when going to the desert (room 200) after the restaurant closes
// but before act 3 ends. This would also crash the original so we just disable
// this minor optional scene.
//
// Applies to: Mac Floppy
// Responsible method: rm200:init
// Fixes bug #10954
static const uint16 freddypharkasSignatureMacHopSingh[] = {
0x89, 0x77, // lsg 77
0x35, 0x13, // ldi 13
0x1a, // eq? [ did restaurant just close? ]
0x31, 0x46, // bnt 46 [ skip hop singh scene ]
SIG_ADDTOOFFSET(+0x41),
SIG_MAGICDWORD,
0x72, 0x01, 0xd0, // lofsa hopSingh [ hard-coded big endian for mac ]
0x4a, 0x20, // send 20 [ hopSingh init: ... setScript: sLeaveTown ]
SIG_END
};
static const uint16 freddypharkasPatchMacHopSingh[] = {
0x33, 0x4b, // jmp 4b [ always skip hop singh scene ]
PATCH_END
};
// At the start of act 4 the church key is removed from inventory but reappears
// in the church door. The door script attempts to prevent this by not drawing
// the key in act 4 but the verb handler is missing this check. Looking at the
// door in act 4 still brings up the inset with the key. Sierra fixed this in
// Mac but forgot to include the fix in the CD version a year later.
//
// We fix this by replacing a duplicate inventory check with an act 4 check so
// that the key no longer appears in the inset and can't be picked up again.
//
// Applies to: PC Floppy, PC CD
// Responsible method: inDoorInset:init
// Fixes bug #10975
static const uint16 freddypharkasSignatureChurchKey[] = {
SIG_MAGICDWORD,
0x76, // push0
0x59, 0x01, // &rest 01
0x57, SIG_ADDTOOFFSET(+1), 0x04,// super Inset 04 [ super: init &rest ]
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x06, // pushi 06
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego has: 6 (church key) ]
SIG_END
};
static const uint16 freddypharkasPatchChurchKey[] = {
PATCH_ADDTOOFFSET(+6),
0x89, 0x78, // lsg 78 [ act number ]
0x35, 0x04, // ldi 04
0x20, // ge?
0x33, 0x03, // jmp 03
PATCH_END
};
// After leaving the desk letter in the grave, the letter reappears in the desk.
// The desk script only checks if the letter is in inventory. Sierra started to
// fix this in the CD version by setting a new flag but forgot to check it.
//
// We fix this by testing Letter's owner, if -1 then it is in the grave.
//
// Applies to: All versions
// Responsible method: deskDrawer:doVerb(1)
// Fixes bug #10975
static const uint16 freddypharkasSignatureDeskLetter[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x0055), // bnt 0055
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x1f, // pushi 1f
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego has: 31 (Letter) ]
0x18, // not
0x31, 0x1f, // bnt 1f
0x78, // push1
0x39, 0x31, // pushi 31
0x45, 0x02, 0x02, // callb proc0_2 02 [ is flag 49 set? ]
0x31, 0x17, // bnt 17
0x38, SIG_ADDTOOFFSET(+2), // pushi stopUpd
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego stopUpd: (optimization) ]
0x38, SIG_ADDTOOFFSET(+2), // pushi setInset
0x78, // push1
0x72, SIG_UINT16(0x0522), // lofsa inLetterInset
0x36, // push
0x81, 0x02, // lag 02
0x4a, 0x06, // send 06 [ rm610 setInset: inLetterInset ]
0x32, SIG_UINT16(0x008f), // jmp 008f [ end of method ]
0x78, // push1
0x39, 0x31, // pushi 31
0x45, 0x02, 0x02, // callb proc0_2 02 [ is flag 49 set? ]
0x31, 0x11, // bnt 11 [ drawer is closed ]
SIG_END
};
static const uint16 freddypharkasPatchDeskLetter[] = {
0x31, 0x56, // bnt 56
0x78, // push1
0x39, 0x31, // pushi 31
0x45, 0x02, 0x02, // callb proc0_2 02 [ is flag 49 set? ]
0x31, 0x3e, // bnt 3e [ drawer is closed ]
0x38, PATCH_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x1f, // pushi 1f
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego has: 31 (Letter) ]
0x2f, 0x21, // bt 21 [ drawer is open and empty ]
0x39, PATCH_SELECTOR8(at), // pushi at
0x78, // push1
0x39, 0x1f, // pushi 1f
0x81, 0x09, // lag 09
0x4a, 0x06, // send 06 [ fpInv at: 31 (Letter) ]
0x38, PATCH_SELECTOR16(owner), // pushi owner
0x76, // push0
0x4a, 0x04, // send 04 [ Letter owner? ]
0x39, 0xff, // pushi ff
0x1a, // eq?
0x2f, 0x0d, // bt 0d [ drawer is open and empty ]
0x38, PATCH_GETORIGINALUINT16(+33), // pushi setInset
0x78, // push1
0x74, PATCH_UINT16(0x0522), // lofss inLetterInset
0x81, 0x02, // lag 02
0x4a, 0x06, // send 06 [ rm610 setInset: inLetterInset ]
0x3a, // toss
0x48, // ret
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry freddypharkasSignatures[] = {
{ true, 15, "Mac: broken inventory", 1, freddypharkasSignatureMacInventory, freddypharkasPatchMacInventory },
{ true, 28, "disable speed test", 1, sci11SpeedTestSignature, sci11SpeedTestPatch },
{ true, 110, "intro scaling workaround", 2, freddypharkasSignatureIntroScaling, freddypharkasPatchIntroScaling },
{ false, 200, "Mac: skip broken hop singh scene", 1, freddypharkasSignatureMacHopSingh, freddypharkasPatchMacHopSingh },
{ true, 235, "CD: canister pickup hang", 3, freddypharkasSignatureCanisterHang, freddypharkasPatchCanisterHang },
{ true, 270, "Mac: easter egg hang", 1, freddypharkasSignatureMacEasterEggHang, freddypharkasPatchMacEasterEggHang },
{ true, 270, "Mac: easter egg view", 1, freddypharkasSignatureMacEasterEggView, freddypharkasPatchMacEasterEggView },
{ true, 310, "church key reappears", 1, freddypharkasSignatureChurchKey, freddypharkasPatchChurchKey },
{ true, 320, "ladder event issue", 2, freddypharkasSignatureLadderEvent, freddypharkasPatchLadderEvent },
{ true, 610, "desk letter reappears", 1, freddypharkasSignatureDeskLetter, freddypharkasPatchDeskLetter },
{ true, 928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// During Bridge, Declarer_Second_NT:think performs a bitwise or against an
// object due to a script typo. This operation is supposed to be against
// (bridgeHand:highCard):rank but instead it's against bridgeHand:highCard.
// ThirdSeat_Trump:think has a correct version of this. Declarer_Second_NT must
// have just been missing the word "rank" in the original script.
//
// We fix this by inserting the missing rank code. To make room we remove the
// call to self:checkFinCard. It's called immediately before this patch and its
// result is stored in local1 so we just use that. Hoyle5 also has this bug.
//
// Applies to at least: English PC
// Responsible method: Declarer_Second_NT:think
// Fixes bug #11163
static const uint16 hoyle4SignatureBridgeArithmetic[] = {
0x36, // push [ bridgeHand:highCard ]
0x34, SIG_UINT16(0x0f00), // ldi 0f00
0x14, // or [ error: bridgeHand:highCard is an object ]
0x36, // push
0x63, 0x42, // pToa pard
0x4a, 0x08, // send 08 [ pard hasCard: theSuitLead (bridgeHand:highCard | 0f00) ]
SIG_MAGICDWORD,
0x2f, 0x1d, // bt 1d
0x83, 0x03, // lal 03
0x2f, 0x19, // bt 19
0x38, SIG_ADDTOOFFSET(+2), // pushi rank
0x76, // push0
0x38, SIG_ADDTOOFFSET(+2), // pushi checkFinCard
0x78, // push1
0x67, 0x48, // pTos theSuitLead
0x54, 0x06, // self 06 [ self checkFinCard: theSuitLead ]
SIG_END
};
static const uint16 hoyle4PatchBridgeArithmetic[] = {
0x38, PATCH_GETORIGINALUINT16(+17), // pushi rank
0x76, // push0
0x4a, 0x04, // send 04 [ bridgeHand:highCard rank? ]
0x36, // push
0x34, PATCH_UINT16(0x0f00), // ldi 0f00
0x14, // or
0x36, // push
0x63, 0x42, // pToa pard
0x4a, 0x08, // send 08 [ pard hasCard: theSuitLead ((bridgeHand:highCard):rank | 0f00) ]
0x2f, 0x17, // bt 17
0x83, 0x03, // lal 03
0x2f, 0x13, // bt 13
0x38, PATCH_GETORIGINALUINT16(+17), // pushi rank
0x76, // push0
0x83, 0x01, // lal 01 [ set to "self checkFinCard: theSuitLead" earlier ]
PATCH_END
};
// In Crazy Eights, playing an eight plays a transition sound effect that's
// abruptly interrupted at modern CPU speeds. The timing only worked in the
// original on slow CPUs where the interpreter couldn't complete the transition
// animation and deal the next card fast enough.
//
// We fix this by waiting on the transition sound instead of the animation.
//
// Applies to at least: English PC
// Responsible method: transition:init
// Fixes bug #10790
static const uint16 hoyle4SignatureCrazyEightsSound[] = {
0x80, SIG_UINT16(0x0129), // lag 0129
0x4a, 0x06, // send 06 [ song setLoop: 1 ]
0x39, SIG_SELECTOR8(play), // pushi play
0x78, // push1
0x39, SIG_MAGICDWORD, 0x6f, // pushi 6f
0x80, SIG_UINT16(0x0129), // lag 0129
0x4a, 0x06, // send 06 [ song play: 111 ]
SIG_ADDTOOFFSET(+57),
0x7c, // pushSelf [ animation caller ]
SIG_END
};
static const uint16 hoyle4PatchCrazyEightsSound[] = {
PATCH_ADDTOOFFSET(+3),
0x33, 0x00, // jmp 00
PATCH_ADDTOOFFSET(+2),
0x7a, // push2
PATCH_ADDTOOFFSET(+2),
0x7c, // pushSelf
0x4a, 0x0e, // send 0e [ song setLoop: 1 play: 111 self ]
0x33, 0x00, // jmp 00
PATCH_ADDTOOFFSET(+57),
0x76, // push0 [ no animation caller ]
PATCH_END
};
// In Gin Rummy, sound 404 plays when undercutting the computer but it gets
// interrupted. layEmOut:changeState sets a half-second delay, which is long
// enough for the undercut sound when the computer wins, but not this one.
//
// We fix this by increasing the delay to a full second when playing sound 404.
//
// Applies to: All versions
// Responsible method: layEmOut:changeState(11)
static const uint16 hoyle4SignatureGinUndercutSound[] = {
0x30, SIG_UINT16(0x0027), // bnt 0027
SIG_ADDTOOFFSET(+11),
0x30, SIG_UINT16(0x000e), // bnt 000e
SIG_ADDTOOFFSET(+11),
0x32, SIG_UINT16(0x000b), // jmp 000b
0x39, SIG_SELECTOR8(play), // pushi play
0x78, // push1
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0194), // pushi 0194
0x80, SIG_UINT16(0x012a), // lag 012a
0x4a, 0x06, // send 06 [ sound play: 404 ]
0x35, 0x1e, // ldi 1e
0x65, 0x20, // aTop ticks [ ticks = 30 ]
0x32, SIG_UINT16(0x000c), // jmp 000c [ toss, ret ]
SIG_END
};
static const uint16 hoyle4PatchGinUndercutSound[] = {
0x30, PATCH_UINT16(0x002a), // bnt 002a
PATCH_ADDTOOFFSET(+11),
0x30, PATCH_UINT16(0x000d), // bnt 000d
PATCH_ADDTOOFFSET(+11),
0x33, 0x0f, // jmp 0f
0x39, PATCH_SELECTOR8(play), // pushi play
0x78, // push1
0x38, PATCH_UINT16(0x0194), // pushi 0194
0x80, PATCH_UINT16(0x012a), // lag 012a
0x4a, 0x06, // send 06 [ sound play: 404 ]
0x35, 0x3c, // ldi 3c
0x33, 0x02, // jmp 02 [ ticks = 60 ]
0x35, 0x1e, // ldi 1e
0x65, 0x20, // aTop ticks [ ticks = 30 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry hoyle4Signatures[] = {
{ true, 100, "crazy eights sound", 1, hoyle4SignatureCrazyEightsSound, hoyle4PatchCrazyEightsSound },
{ true, 400, "gin undercut sound", 1, hoyle4SignatureGinUndercutSound, hoyle4PatchGinUndercutSound },
{ true, 733, "bridge arithmetic against object", 1, hoyle4SignatureBridgeArithmetic, hoyle4PatchBridgeArithmetic },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Hoyle 5
// Several scripts in Hoyle5 contain a subroutine which spins on kGetTime until
// a certain number of ticks elapse. Since this wastes CPU and makes ScummVM
// unresponsive, we replace this with a call to kScummVMSleep for the requested
// number of ticks.
// Applies to at least: English Demo, English PC, English Mac
static const uint16 hoyle5SignatureSpinLoop[] = {
SIG_MAGICDWORD,
0x76, // push0
0x43, 0x79, SIG_UINT16(0x00), // callk GetTime, $0
0x36, // push
0x87, 0x01, // lap param[1]
0x02, // add
0xa5, 0x00, // sat temp[0]
SIG_END
};
static const uint16 hoyle5PatchSpinLoop[] = {
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x43, kScummVMSleepId, PATCH_UINT16(0x02),// callk ScummVMSleep, $2
0x48, // ret
PATCH_END
};
// While playing Old Maid (room 200), a repeated typo in the game script
// means that `setScale` is called accidentally instead of `setScaler`.
// In SSCI this did not do much because the first argument happened to be
// smaller than the y-position of `ego`, but in ScummVM the first argument is
// larger and so a debug message "y value less than vanishingY" is displayed.
// This is the same issue as with LSL6 hires.
static const uint16 hoyle5SetScaleSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setScale), // pushi setScale ($14b)
0x38, SIG_UINT16(0x05), // pushi 5
0x51, 0x2c, // class Scaler
SIG_END
};
static const uint16 hoyle5PatchSetScale[] = {
0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler ($14f)
PATCH_END
};
// There are two derived collections of Hoyle Classic Games:
// 1) The Hoyle Children's Collection, which includes the following games:
// - Crazy Eights (script 100)
// - Old Maid (script 200)
// - Checkers (script 1200)
// 2) Hoyle Bridge, which includes the following games:
// - Bridge (script 700)
// In these two collections, the scripts for the other games have been removed.
// Choosing any other game than the above results in a "No script found" error.
// The original game did not show the game selection screen, as there were
// direct shortucts to each game.
// We do show the game selection screen for Children's Collection, thus we
// disable all the games which are not included in this version:
// - Hearts (script 300)
// - Gin Rummy (script 400)
// - Cribbage (script 500)
// - Klondike / Solitaire (script 600)
// - Bridge (script 700)
// - Poker (script 1100)
// - Backgammon (script 1300)
static const uint16 hoyle5SignatureHearts[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xdc, 0x03, // lofsa chooseHearts
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureGinRummy[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xbc, 0x02, // lofsa chooseGinRummy
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureCribbage[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x4c, 0x03, // lofsa chooseCribbage
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureKlondike[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xfc, 0x04, // lofsa chooseKlondike
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureBridge[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x6c, 0x04, // lofsa chooseBridge
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignaturePoker[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x8c, 0x05, // lofsa choosePoker
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureBackgammon[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xac, 0x06, // lofsa chooseBackgammon
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5PatchDisableGame[] = {
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
PATCH_END
};
// During Bridge, Declarer_Second_NT:think performs a bitwise or against an
// object due to a script typo. This script bug is also in Hoyle4, see its
// patch notes above for more detail.
//
// Applies to at least: English PC
// Responsible method: Declarer_Second_NT:think
// Fixes bug #11173
static const uint16 hoyle5SignatureBridgeArithmetic[] = {
0x36, // push [ bridgeHand:highCard ]
0x34, SIG_UINT16(0x0f00), // ldi 0f00
0x14, // or [ error: bridgeHand:highCard is an object ]
0x36, // push
0x63, 0x44, // pToa pard
0x4a, SIG_UINT16(0x0008), // send 08 [ pard hasCard: theSuitLead (bridgeHand:highCard | 0f00) ]
0x2f, 0x26, // bt 26
0x7e, SIG_ADDTOOFFSET(+2), // line
SIG_MAGICDWORD,
0x83, 0x03, // lal 03
0x2f, 0x1f, // bt 1f
0x7e, SIG_ADDTOOFFSET(+2), // line
0x38, // pushi rank
SIG_END
};
static const uint16 hoyle5PatchBridgeArithmetic[] = {
0x38, PATCH_GETORIGINALUINT16(+24), // pushi rank
0x76, // push0
0x4a, PATCH_UINT16(0x0004), // send 04 [ bridgeHand:highCard rank? ]
0x38, PATCH_UINT16(0x0f00), // pushi 0f00
0x14, // or
0x36, // push
0x63, 0x44, // pToa pard
0x4a, PATCH_UINT16(0x0008), // send 08 [ pard hasCard: theSuitLead ((bridgeHand:highCard):rank | 0f00) ]
0x2f, 0x20, // bt 20
0x83, 0x03, // lal 03
0x2f, 0x1c, // bt 1c
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry hoyle5Signatures[] = {
{ true, 3, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 23, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 200, "fix setScale calls", 11, hoyle5SetScaleSignature, hoyle5PatchSetScale },
{ true, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64937, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 733, "bridge arithmetic against object", 1, hoyle5SignatureBridgeArithmetic, hoyle5PatchBridgeArithmetic },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
{ false, 975, "disable Gin Rummy", 1, hoyle5SignatureGinRummy, hoyle5PatchDisableGame },
{ false, 975, "disable Cribbage", 1, hoyle5SignatureCribbage, hoyle5PatchDisableGame },
{ false, 975, "disable Klondike", 1, hoyle5SignatureKlondike, hoyle5PatchDisableGame },
{ false, 975, "disable Bridge", 1, hoyle5SignatureBridge, hoyle5PatchDisableGame },
{ false, 975, "disable Poker", 1, hoyle5SignaturePoker, hoyle5PatchDisableGame },
{ false, 975, "disable Hearts", 1, hoyle5SignatureHearts, hoyle5PatchDisableGame },
{ false, 975, "disable Backgammon", 1, hoyle5SignatureBackgammon, hoyle5PatchDisableGame },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Gabriel Knight 1
// `daySixBeignet::changeState(4)` is called when the cop goes outside. It sets
// cycles to 220. This is a CPU-speed dependent value and not usually enough
// time to get to the door, so patch it to 22 seconds.
//
// Applies to at least: English PC-CD, German PC-CD, English Mac
static const uint16 gk1Day6PoliceBeignetSignature1[] = {
0x35, 0x04, // ldi 4
0x1a, // eq?
0x30, SIG_ADDTOOFFSET(+2), // bnt [next state check]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa deskSarg
0x4a, SIG_UINT16(0x04), // send 4
SIG_MAGICDWORD,
0x34, SIG_UINT16(0xdc), // ldi 220
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles ($1a for PC, $1c for Mac)
0x32, // jmp [end]
SIG_END
};
static const uint16 gk1Day6PoliceBeignetPatch1[] = {
PATCH_ADDTOOFFSET(+16),
0x34, PATCH_UINT16(0x16), // ldi 22
0x65, PATCH_GETORIGINALBYTEADJUST(+20, +2), // aTop seconds ($1c for PC, $1e for Mac)
PATCH_END
};
// On day 6 when the cop is outside for the beignet, walking through the
// swinging door will also reset the puzzle timer so the player has 200 cycles
// to get through the area before the cop returns. This is a CPU-speed
// dependent value and not usually enough time to get to the door, so we patch
// it to 20 seconds instead.
//
// Applies to at least: English PC-CD, German PC-CD, English Mac
// Responsible method: sInGateWithPermission::changeState(0)
// Fixes bug: #9805
static const uint16 gk1Day6PoliceBeignetSignature2[] = {
0x72, SIG_ADDTOOFFSET(+2), // lofsa daySixBeignet
0x1a, // eq?
0x31, 0x0d, // bnt [skip set cycles]
0x38, SIG_SELECTOR16(cycles), // pushi cycles
0x78, // push1
SIG_MAGICDWORD,
0x38, SIG_UINT16(0xc8), // pushi 200
0x72, // lofsa
SIG_END
};
static const uint16 gk1Day6PoliceBeignetPatch2[] = {
PATCH_ADDTOOFFSET(+6),
0x38, PATCH_SELECTOR16(seconds), // pushi seconds
0x78, // push1
0x38, PATCH_UINT16(0x14), // pushi 20
PATCH_END
};
// `sargSleeping::changeState(8)` is called when the cop falls asleep and sets
// the puzzle timer to 220 cycles. This is CPU-speed dependent and not usually
// enough time to get to the door, so patch it to 22 seconds instead.
//
// Applies to at least: English PC-CD, German PC-CD, English Mac
static const uint16 gk1Day6PoliceSleepSignature[] = {
0x35, 0x08, // ldi 8
0x1a, // eq?
0x31, SIG_ADDTOOFFSET(+1), // bnt [next state check]
SIG_MAGICDWORD,
0x34, SIG_UINT16(0xdc), // ldi 220
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles ($1a for PC, $1c for Mac)
0x32, // jmp [end]
SIG_END
};
static const uint16 gk1Day6PoliceSleepPatch[] = {
PATCH_ADDTOOFFSET(+5),
0x34, PATCH_UINT16(0x16), // ldi 22
0x65, PATCH_GETORIGINALBYTEADJUST(+9, +2), // aTop seconds (1c for PC, 1e for Mac)
PATCH_END
};
// The beignet vendor's speed at the police station is CPU dependent, causing
// him to zoom to his position in room 230 on modern machines at an unintended
// high speed that's inconsistent with the room. Unlike the other actors,
// theVendor:moveSpeed is set to 0, which advances his motion on every game
// cycle instead of tethering his speed to ticks. On a machine from 1993 this
// was much slower which is why his movement sound effect is five seconds long.
//
// We fix this by setting theVendor:moveSpeed to a time-based speed that matches
// the room scene. This doesn't affect puzzle timing, it's just cosmetic.
//
// Applies to: All versions
// Responsible method: heap in script 231
// Fixes bug: #11892
static const uint16 gk1BeignetVendorSpeedSignature[] = {
SIG_MAGICDWORD, // theVendor
SIG_UINT16(0x0006), // xStep = 6
SIG_UINT16(0x0302), // origStep = 770
SIG_UINT16(0x0000), // moveSpeed = 0
SIG_END
};
static const uint16 gk1BeignetVendorSpeedPatch[] = {
PATCH_ADDTOOFFSET(+4),
PATCH_UINT16(0x0006), // moveSpeed = 6
PATCH_END
};
// At the start of day 5, when the player already has the veve but still needs
// to get the drum book, the drum book dialogue with Grace is played twice in
// a row, and then the veve dialogue gets played again even though it was
// already played during day 4.
//
// The duplicate drum book dialogue happens because it is triggered once in
// `GetTheVeve::changeState(0)` and then again in `GetTheVeve::changeState(11)`.
// The re-run of the veve dialogue happens because the game gives the player
// the drum book in `GetTheVeVe::changeState(1)`, then *after* doing so, checks
// if the player has the drum book and runs the veve dialogue if so.
//
// We fix both of these issues by skipping the has-drum-book check if the player
// just got the drum book in 'GetTheVeve::changeState(1)'.
// Doing this causes the game to jump from state 1 to state 12, which bypasses
// the duplicate drum book dialogue in state 11, as well as the veve dialogue
// trigger in the has-drum-book check.
//
// More notes: The veve newspaper item is inventory 9. The drum book is
// inventory 14. The flag for veve research is 36, the flag for drum
// research is 73.
//
// Special thanks, credits and kudos to sluicebox on IRC, who did a ton of
// research on this and even found this game bug originally.
//
// Applies to at least: English PC-CD, German PC-CD
static const uint16 gk1Day5DrumBookDialogueSignature[] = {
0x31, 0x0b, // bnt [skip giving player drum book code]
0x38, SIG_SELECTOR16(get), // pushi get ($200)
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x0e, // pushi $e
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x06), // send 6 - GKEgo::get($e)
// end of giving player drum book code
0x38, SIG_SELECTOR16(has), // pushi has ($202)
0x78, // push1
0x39, 0x0e, // pushi $e
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x06), // send 6 - GKEgo::has($e)
0x18, // not
0x30, SIG_UINT16(0x25), // bnt [veve newspaper code]
SIG_END
};
static const uint16 gk1Day5DrumBookDialoguePatch[] = {
0x31, 0x0d, // bnt [skip giving player drum book code] adjusted
PATCH_ADDTOOFFSET(+11), // skip give player drum book original code
0x33, 0x0d, // jmp [over the check inventory for drum book code]
// check inventory for drum book
0x38, PATCH_SELECTOR16(has), // pushi has ($202)
0x78, // push1
0x39, 0x0e, // pushi $e
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x0006), // send 6 - GKEgo::has($e)
0x2f, 0x23, // bt [veve newspaper code] (adjusted, saves 2 bytes)
PATCH_END
};
// When Gabriel goes to the phone, the script softlocks at
// `startOfDay5::changeState(32)`.
//
// Applies to at least: English PC-CD, German PC-CD, English Mac
static const uint16 gk1Day5PhoneFreezeSignature[] = {
0x4a, // send ...
SIG_MAGICDWORD, SIG_UINT16(0x0c), // ... $c
0x35, 0x03, // ldi 3
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles
0x32, SIG_ADDTOOFFSET(+2), // jmp [end]
0x3c, // dup
0x35, 0x21, // ldi $21
SIG_END
};
static const uint16 gk1Day5PhoneFreezePatch[] = {
PATCH_ADDTOOFFSET(+3), // send $c
0x35, 0x06, // ldi 6
0x65, PATCH_GETORIGINALBYTEADJUST(+6, +6), // aTop ticks
PATCH_END
};
// When Gabriel is grabbing a vine, his saying "I can't believe I'm doing
// this..." is cut off. We change it so the scripts wait for the audio.
//
// This is not supposed to be applied to the Floppy version.
//
// Applies to at least: English PC-CD, German PC-CD, Spanish PC-CD
// Responsible method: vineSwing::changeState(1)
// Fixes bug: #9820
static const uint16 gk1Day9VineSwingSignature[] = {
0x38, SIG_UINT16(0x0004), // pushi $4
0x51, 0x17, // class CT
0x36, // push
0x39, 0x0b, // pushi $b
0x78, // push1
0x7c, // pushSelf
0x81, 0x00, // lag global[$0]
0x4a, SIG_UINT16(0x0020), // send $20
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion
0x78, // push1
0x76, // push0
0x72, SIG_UINT16(0x0412), // lofsa guard1
0x4a, SIG_UINT16(0x0006), // send $6
0x38, SIG_SELECTOR16(say), // pushi say
0x38, SIG_UINT16(0x0004), // pushi $4
SIG_MAGICDWORD,
0x39, 0x07, // pushi $7
0x39, 0x08, // pushi $8
0x39, 0x10, // pushi $10
0x78, // push1
0x81, 0x5b, // lag global[$5b]
0x4a, SIG_UINT16(0x000c), // send $c
SIG_END
};
static const uint16 gk1Day9VineSwingPatch[] = {
0x38, PATCH_UINT16(0x0003), // pushi $3
0x51, 0x17, // class CT
0x36, // push
0x39, 0x0b, // pushi $b
0x78, // push1
0x81, 0x00, // lag global[$0]
0x4a, PATCH_UINT16(0x001e), // send $20
0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion
0x78, // push1
0x76, // push0
0x72, PATCH_UINT16(0x0412), // lofsa guard1
0x4a, PATCH_UINT16(0x0006), // send $6
0x38, PATCH_SELECTOR16(say), // pushi say
0x38, PATCH_UINT16(0x0005), // pushi $5
0x39, 0x07, // pushi $7
0x39, 0x08, // pushi $8
0x39, 0x10, // pushi $10
0x78, // push1
0x7c, // pushSelf
0x81, 0x5b, // lag global[$5b]
0x4a, PATCH_UINT16(0x000e), // send $c
PATCH_END
};
// The mummies on day 9 move without animating if ego exits to the north before
// the first one finishes standing. This also occurs in Sierra's interpreter.
//
// The 12 outer rooms of the African mound all take place in room 710, which
// reinitializes its contents on each room change. Each room's mummy is guard1
// repositioned with a different view. When the mummies come to life,
// keyWorks:changeState(6) starts guard1's standing animation after which
// state 7 initializes guard1 for chasing ego. Ego however can leave before
// guard1 finishes standing, preventing state 7 from occurring. The script for
// exiting to the north assumes state 7 has run, otherwise guard1 remains on
// the wrong view with no cycler or looper in subsequent rooms.
//
// This bug is due to the script rightWay only partially initializing guard1 for
// chasing as opposed to wrongWay and backTrack which fully initialize. We fix
// this by replacing rightWay's partial initialization with the full version
// from keyWorks state 7. There are two versions of this patch due to
// significant differences between floppy and CD versions of this script.
//
// This patch is not applied to the NRS versions of this script, which address
// this bug by disabling control until guard1 finishes standing, giving the
// player less time to escape.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac
// Responsible method: rightWay:changeState(1)
// Fixes bug: #10828
static const uint16 gk1MummyAnimateFloppySignature[] = {
0x39, SIG_SELECTOR8(view), // pushi view [ full guard1 init ]
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x02c5), // pushi 709d
SIG_ADDTOOFFSET(+674),
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion [ partial guard1 init ]
0x38, SIG_UINT16(0x0004), // pushi 0004
0x51, 0x70, // class PChase
0x36, // push
0x89, 0x00, // lsg global[0]
0x39, 0x0f, // pushi 0f
SIG_END
};
static const uint16 gk1MummyAnimateFloppyPatch[] = {
PATCH_ADDTOOFFSET(+680),
0x39, PATCH_SELECTOR8(view), // pushi view [ waste 6 stack items to be compatible with ]
0x76, // push0 [ the send instruction in full guard1 init ]
0x39, PATCH_SELECTOR8(view), // pushi view
0x76, // push0
0x39, PATCH_SELECTOR8(view), // pushi view
0x39, 0x00, // pushi 00
0x32, PATCH_UINT16(0xfd4b), // jmp -693d [ continue full guard1 init in keyWorks state 7 ]
PATCH_END
};
static const uint16 gk1MummyAnimateCDSignature[] = {
0x39, SIG_SELECTOR8(view), // pushi view [ full guard1 init ]
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x02c5), // pushi 709d
SIG_ADDTOOFFSET(+750),
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion [ partial guard1 init ]
0x38, SIG_UINT16(0x0004), // pushi 0004
0x51, 0x70, // class PChase
0x36, // push
0x89, 0x00, // lsg global[0]
0x39, 0x0f, // pushi 0f
SIG_END
};
static const uint16 gk1MummyAnimateCDPatch[] = {
PATCH_ADDTOOFFSET(+756),
0x39, PATCH_SELECTOR8(view), // pushi view [ waste 6 stack items to be compatible with ]
0x76, // push0 [ the send instruction in full guard1 init ]
0x39, PATCH_SELECTOR8(view), // pushi view
0x76, // push0
0x39, PATCH_SELECTOR8(view), // pushi view
0x39, 0x00, // pushi 00
0x32, PATCH_UINT16(0xfcff), // jmp -769d [ continue full guard1 init in keyWorks state 7 ]
PATCH_END
};
// In GK1, the `view` selector is used to store view numbers in some cases and
// object references to Views in other cases. `Interrogation::dispose` compares
// an object stored in the `view` selector with a number (which is not valid)
// because its checks are in the wrong order. The check order was fixed in the
// CD version, so just do what the CD version does.
//
// TODO: Check if English Mac is affected too and if this patch applies
// Applies to at least: English Floppy
static const uint16 gk1InterrogationBugSignature[] = {
SIG_MAGICDWORD,
0x65, 0x4c, // aTop $4c
0x67, 0x50, // pTos $50
0x34, SIG_UINT16(0x2710), // ldi $2710
0x1e, // gt?
0x31, 0x08, // bnt 8 [05a0]
0x67, 0x50, // pTos $50
0x34, SIG_UINT16(0x2710), // ldi $2710
0x04, // sub
0x65, 0x50, // aTop $50
0x63, 0x50, // pToa $50
0x31, 0x15, // bnt $15 [05b9]
0x39, SIG_SELECTOR8(view), // pushi view ($e)
0x76, // push0
0x4a, SIG_UINT16(0x04), // send 4
0xa5, 0x00, // sat temp[0]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x63, 0x50, // pToa $50
0x4a, SIG_UINT16(0x04), // send 4
0x85, 0x00, // lat temp[0]
0x65, 0x50, // aTop $50
SIG_END
};
static const uint16 gk1InterrogationBugPatch[] = {
0x65, 0x4c, // aTop $4c
0x63, 0x50, // pToa $50
0x31, 0x15, // bnt $15 [05b9]
0x39, PATCH_SELECTOR8(view), // pushi view ($e)
0x76, // push0
0x4a, PATCH_UINT16(0x04), // send 4
0xa5, 0x00, // sat temp[0]
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x63, 0x50, // pToa $50
0x4a, PATCH_UINT16(0x04), // send 4
0x85, 0x00, // lat temp[0]
0x65, 0x50, // aTop $50
0x67, 0x50, // pTos $50
0x34, PATCH_UINT16(0x2710), // ldi $2710
0x1e, // gt?
0x31, 0x08, // bnt 8 [05b9]
0x67, 0x50, // pTos $50
0x34, PATCH_UINT16(0x2710), // ldi $2710
0x04, // sub
0x65, 0x50, // aTop $50
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm.
// In Madame Cazanoux's house, when Gabriel is leaving, he is placed on
// the edge of the walkable area initially. This leads to a failure in
// the pathfinding algorithm, and the pathfinding area is then ignored,
// so Gabriel goes straight to the door by walking through the wall.
// This is an edge case, which was apparently acceptable in SSCI. We
// change the upper border of the walk area slightly, so that Gabriel
// can be placed inside, and the pathfinding algorithm works correctly.
//
// Responsible method: rm280:init
// Fixes bug: #9770
static const uint16 gk1CazanouxPathfindingSignature[] = {
SIG_MAGICDWORD,
0x78, // push1 x = 1
0x38, SIG_UINT16(0x0090), // pushi y = 144
0x38, SIG_UINT16(0x00f6), // pushi x = 246
0x38, SIG_UINT16(0x0092), // pushi y = 146
0x38, SIG_UINT16(0x00f2), // pushi x = 242
0x39, 0x69, // pushi y = 105
0x39, 0x7c, // pushi x = 124
0x39, 0x68, // pushi y = 104
0x39, 0x56, // pushi x = 86
0x39, 0x6f, // pushi y = 111
0x39, 0x45, // pushi x = 69
0x39, 0x7c, // pushi y = 124
0x39, 0x2e, // pushi x = 46
0x38, SIG_UINT16(0x0081), // pushi y = 129
SIG_END
};
static const uint16 gk1CazanouxPathfindingPatch[] = {
PATCH_ADDTOOFFSET(+15),
0x39, 0x7c, // pushi x = 124
0x39, 0x67, // pushi y = 103 (was 104)
PATCH_END
};
// GK1 english pc floppy locks up on day 10 in the honfour (room 800) when
// using the keycard on an unlocked door's keypad. This is due to mistakenly
// calling handsOff instead of handsOn. Sierra fixed this in floppy patch 1.0a
// and all other versions.
//
// We fix this by changing handsOff to handsOn and passing 0 as the caller
// to gkMessager:say since the script disposes itself.
//
// Applies to: English PC Floppy only
// Responsible method: sUnlockDoor:changeState(2)
// Fixes bug: #10767
static const uint16 gk1HonfourUnlockDoorSignature[] = {
0x7c, // pushSelf
0x81, 0x5b, // lag global[5b]
0x4a, SIG_MAGICDWORD, // send e [ gkMessager:say ... self ]
SIG_UINT16(0x000e),
0x38, SIG_UINT16(0x0216), // pushi 0216 [ handsOff ]
SIG_END
};
static const uint16 gk1HonfourUnlockDoorPatch[] = {
0x76, // push0
0x81, 0x5b, // lag global[5b]
0x4a, PATCH_UINT16(0x000e), // send e [ gkMessager:say ... 0 ]
0x38, PATCH_UINT16(0x0217), // pushi 0217 [ handsOn ]
PATCH_END
};
// GK1 english pc floppy locks up on day 2 when using the binoculars to view
// room 410 when the artist's drawing blows away. This is particularly bad
// because when using the binoculars you can't use the mouse to access the
// control panel to restore.
//
// We fix this as Sierra did in later versions by not allowing the drawing to
// blow away when viewing through binoculars. To make room for this patch
// we remove initializing juggler:cycleSpeed to 6 as this is redundant.
// juggler is a Prop and Prop:cycleSpeed's initial value is 6.
//
// Applies to: English PC Floppy
// Responsible method: neJackson:init
// Fixes bug: #10797
static const uint16 gk1Day2BinocularsLockupSignature[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x01d6), // bnt 01d6 [ english pc floppy 1.0 only ]
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x78, // push1
0x39, 0x06, // pushi 06
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
0x78, // push1
0x51, 0x15, // class Fwd
0x36, // push
0x72, SIG_UINT16(0x02b0), // lofsa juggler
0x4a, SIG_UINT16(0x0010), // send 10 [ juggler: init, cycleSpeed: 6, setCycle: Fwd ]
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x72, SIG_UINT16(0x0538), // lofsa easel
0x4a, SIG_UINT16(0x0004), // send 4 [ easel: init ]
SIG_END
};
static const uint16 gk1Day2BinocularsLockupPatch[] = {
PATCH_ADDTOOFFSET(+6),
0x3c, // dup
0x76, // push0
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
0x78, // push1
0x51, 0x15, // class Fwd
0x36, // push
0x72, PATCH_UINT16(0x02b0), // lofsa juggler
0x4a, PATCH_UINT16(0x000a), // send a [ juggler: init, setCycle Fwd ]
0x76, // push0
0x72, PATCH_UINT16(0x0538), // lofsa easel
0x4a, PATCH_UINT16(0x0004), // send 4 [ easel: init ]
0x89, 0x0c, // lsg global[0c] [ previous room ]
0x34, PATCH_UINT16(0x0190), // ldi 0190 [ overlook ]
0x1c, // ne?
0x31, 0x09, // bnt 09 [ drawing doesn't blow away ]
PATCH_END
};
// GK1 english pc floppy has a missing-points bug on day 5 in room 240.
// Showing Mosely the veve sketch and Hartridge's notes awards 2 points
// but not if you show the notes before the veve.
// Sierra fixed this in floppy patch 1.0b and all other versions.
//
// We fix this by awarding 2 points when showing the veve second.
//
// Applies to: English PC Floppy
// Responsible method: showMoselyPaper:changeState(5)
// Fixes bug: #10763
static const uint16 gk1Day5MoselyVevePointsSignature[] = {
0x78, // push1
0x39, 0x1b, // pushi 1b
0x47, 0x0d, 0x00, SIG_UINT16(0x0002), // calle [export 0 of script 13], 02 [ is flag 1b set? ]
0x30, SIG_UINT16(0x001e), // bnt 001e [ haven't shown notes yet ]
0x78, // push1
0x39, 0x1a, // pushi 1a
0x47, 0x0d, 0x01, SIG_UINT16(0x0002), // calle [export 1 of script 13], 02 [ set flag 1a ]
0x38, SIG_UINT16(0x00f2), // pushi 00f2 [ say ]
0x38, SIG_UINT16(0x0005), // pushi 0005
0x39, 0x11, // pushi 11 [ noun ]
SIG_MAGICDWORD,
0x39, 0x10, // pushi 10 [ verb ]
0x39, 0x38, // pushi 38 [ cond ]
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag global[5b] [ GkMessager ]
0x4a, SIG_UINT16(0x000e), // send 000e [ GkMessager:say ]
0x32, SIG_UINT16(0x0013), // jmp 0013
0x38, SIG_UINT16(0x00f2), // pushi 00f2 [ say ]
SIG_END
};
static const uint16 gk1Day5MoselyVevePointsPatch[] = {
0x38, PATCH_UINT16(0x00f2), // pushi 00f2 [ say ]
0x39, 0x05, // pushi 05
0x39, 0x11, // pushi 11 [ noun ]
0x39, 0x10, // pushi 10 [ verb ]
0x78, // push1
0x39, 0x1b, // pushi 1b
0x47, 0x0d, 0x00, PATCH_UINT16(0x0002), // calle [export 0 of script 13], 02 [ is flag 1b set? ]
0x31, 0x20, // bnt 20 [ pushi 37, continue GkMessager:say ]
0x38, PATCH_UINT16(0x02fa), // pushi 02fa [ getPoints ]
0x7a, // push2
0x38, PATCH_UINT16(0xfc19), // pushi fc19 [ no flag ]
0x7a, // push2 [ 2 points ]
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x0008), // send 8 [ GKEgo:getPoints -999 2 ]
0x78, // push1
0x39, 0x1a, // pushi 1a
0x47, 0x0d, 0x01, PATCH_UINT16(0x0002), // calle [export 1 of script 13], 02 [ set flag 1a ]
0x39, 0x38, // pushi 38 [ cond ]
0x33, 0x09, // jmp 9 [ continue GkMessager:say ]
PATCH_END
};
// When turning on the museum's air conditioner prior to day 5 in room 260, the
// timing is off and speech is interrupted. Some parts of the sequence run at
// game speed and others don't, which at high speeds eliminates pauses between
// dialogue. Dr. John's "We have air conditioning, you see" speech is cut off
// at all speeds.
//
// We fix this by setting ego's speed to its default (6) during this sequence
// and waiting for the messages to complete before proceeding. flipTheSwitch
// restores ego's speed at the end of the script, even though it never sets it.
//
// Applies to: All CD versions
// Responsible method: flipTheSwitch:changeState
// Fixes bug: #11219
static const uint16 gk1AirConditionerSpeechSignature[] = {
0x30, SIG_UINT16(0x0020), // bnt 0020 [ state 1 ]
SIG_ADDTOOFFSET(+26),
0x4a, SIG_UINT16(0x000c), // send 0c
0x32, SIG_UINT16(0x0409), // jmp 0409 [ end of method ]
0x3c, // dup
0x35, SIG_MAGICDWORD, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0056), // bnt 0056 [ state 2 ]
SIG_ADDTOOFFSET(+24),
0x4a, SIG_UINT16(0x001a), // send 1a [ GKEgo view: 265 ... ]
SIG_ADDTOOFFSET(+33),
0x4a, SIG_UINT16(0x000c), // send 0c
0x32, SIG_UINT16(0x03c0), // jmp 03c0 [ end of method ]
SIG_ADDTOOFFSET(+620),
0x7a, // push2
SIG_ADDTOOFFSET(+3),
0x7c, // pushSelf
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0014), // send 14 [ GKEgo ... setCycle: End self ]
SIG_ADDTOOFFSET(+8),
0x38, SIG_UINT16(0x0004), // pushi 0004
SIG_ADDTOOFFSET(+10),
0x4a, SIG_UINT16(0x000c), // send 0c [ gkMessager say: 28 8 7 4 ]
0x32, SIG_UINT16(0x012f), // jmp 012f [ end of method ]
SIG_ADDTOOFFSET(+3),
0x38, SIG_UINT16(0x0004), // pushi 0004
SIG_ADDTOOFFSET(+9),
0x4a, SIG_UINT16(0x000c), // send 0c [ gkMessager say: 28 8 8 4 ]
0x32, SIG_UINT16(0x011a), // jmp 011a [ end of method ]
SIG_ADDTOOFFSET(+6),
0x38, SIG_SELECTOR16(stop), // pushi stop [ stop snake sound ]
SIG_END
};
static const uint16 gk1AirConditionerSpeechPatch[] = {
0x30, PATCH_UINT16(0x001c), // bnt 001c [ state 1 ]
PATCH_ADDTOOFFSET(+26),
0x33, 0x47, // jmp 47 [ send 0c / end of method ]
0x3c, // dup
0x18, // not
0x1a, // eq?
0x31, 0x5c, // bnt 5c [ state 2 ]
0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x78, // push1
0x39, 0x06, // pushi 06
PATCH_ADDTOOFFSET(+24),
0x4a, PATCH_UINT16(0x0020), // send 20 [ GKEgo cycleSpeed: 6 view: 265 ... ]
PATCH_ADDTOOFFSET(+659),
0x78, // push1
PATCH_ADDTOOFFSET(+3),
0x80, PATCH_UINT16(0x0000), // lag 0000
0x4a, PATCH_UINT16(0x0012), // send 12 [ GKEgo ... setCycle: End ]
PATCH_ADDTOOFFSET(+8),
0x38, PATCH_UINT16(0x0005), // pushi 0005
PATCH_ADDTOOFFSET(+10),
0x7c, // pushSelf
0x4a, PATCH_UINT16(0x000e), // send 0e [ gkMessager say: 28 8 7 4 self ]
0x33, 0x1b, // jmp 1b [ stop snake sound ]
PATCH_ADDTOOFFSET(+3),
0x38, PATCH_UINT16(0x0005), // pushi 0005
PATCH_ADDTOOFFSET(+9),
0x7c, // pushSelf
0x4a, PATCH_UINT16(0x000e), // send 0e [ gkMessager say: 28 8 8 4 self ]
0x33, 0x06, // jmp 06 [ stop snake sound ]
PATCH_END
};
// The day 5 snake attack has speed, audio, and graphics problems.
// These occur in all versions and also in Sierra's interpreter.
//
// Gabriel automatically walks cautiously in the darkened museum while looking
// around and saying lines, then a snake drops on him. Depending on the game's
// speed setting, the audio for "Why is it so dark in here?" is interrupted as
// much as halfway through by the next line, "Dr. John, hello?". The cautious
// walk animation runs at game speed, which can be fast, then abruptly changes
// to 10 (33%) when the snake drops, which looks off. Ego doesn't even reach
// the snake and instead stops short and warps 17 pixels to the right when the
// drop animation starts.
//
// We fix all of this. Initializing ego's speed to 10 solves the interrupted
// speech and inconsistent speed. It feels like this was the intended pacing.
// The snake-warping isn't a speed issue, ego's animation frames for this
// scene simply fall short of the snake's location. To fix that we start ego
// a little farther in the room and increase ego's final position so that he
// ends up directly under the snake and transitions to the drop animation
// smoothly. Finally, we initialize ego on the room's first cycle instead of
// second so that ego doesn't materialize after the room is already displayed.
//
// This patch works with pc floppy and cd even though they have different
// snakeAttack scripts. Floppy doesn't have speech to interrupt but it
// has the same issues.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible method: snakeAttack:changeState
// Fixes bug: #10793
static const uint16 gk1Day5SnakeAttackSignature1[] = {
0x65, 0x1a, // aTop cycles
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
0x3c, // dup
0x35, 0x01, // ldi 1
SIG_MAGICDWORD,
0x1a, // eq?
0x30, SIG_UINT16(0x0048), // bnt 0048 [ state 2 ]
0x35, 0x01, // ldi 1 [ free bytes ]
0x39, SIG_SELECTOR8(view), // pushi view
0x78, // push1
0x38, SIG_UINT16(0x0107), // pushi 0107
0x38, SIG_SELECTOR16(setCel), // pushi setCel
0x78, // push1
0x76, // push0
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x76, // push0
0x39, SIG_SELECTOR8(signal), // pushi signal
0x78, // push1
0x39, SIG_SELECTOR8(signal), // pushi signal
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x0004), // send 4 [ GKEgo:signal? ]
SIG_ADDTOOFFSET(+18),
0x39, 0x64, // pushi 64 [ initial x ]
SIG_END
};
static const uint16 gk1Day5SnakeAttackPatch1[] = {
0x39, PATCH_SELECTOR8(view), // pushi view [ begin initializing ego in state 0 ]
0x78, // push1
0x33, 0x07, // jmp 07 [ continue initializing ego in state 0 ]
0x3c, // dup
0x18, // not [ acc = 1 ]
0x1a, // eq?
0x65, 0x1a, // aTop cycles [ just set cycles to 1 in state 1 ]
0x33, 0x48, // jmp 47 [ state 2 ]
0x38, PATCH_UINT16(0x0107), // pushi 0107
0x39, PATCH_SELECTOR8(cel), // pushi cel
0x78, // push1
0x76, // push0
0x38, PATCH_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x76, // push0
0x39, PATCH_SELECTOR8(signal), // pushi signal
0x78, // push1
0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x78, // push1
0x39, 0x0a, // pushi 0a
PATCH_ADDTOOFFSET(+5),
0x4a, PATCH_UINT16(0x000a), // send a [ GKEgo:signal?, cycleSpeed = a ]
PATCH_ADDTOOFFSET(+18),
0x39, 0x70, // pushi 70 [ new initial x ]
PATCH_END
};
// This just changes ego's second x coordinate but unfortunately that promotes it to 16 bits
static const uint16 gk1Day5SnakeAttackSignature2[] = {
SIG_MAGICDWORD,
0x39, 0x7a, // pushi 7a [ x for second walking loop ]
0x39, 0x7c, // pushi 7c
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
0x7a, // push2
0x51, 0x18, // class End
0x36, // push
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x0022), // send 22
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
SIG_END
};
static const uint16 gk1Day5SnakeAttackPatch2[] = {
0x38, PATCH_UINT16(0x008b), // pushi 008b [ new x for second walking loop ]
0x39, 0x7c, // pushi 7c
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
0x7a, // push2
0x51, 0x18, // class End
0x36, // push
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x0022), // send 22
0x3a, // toss
0x48, // ret
PATCH_END
};
// When entering the police station (room 230) sGabeEnters sets ego speed
// to 4 for the door animation but fails to restore it to the game speed
// by calling GKEgo:normalize. This leaves ego at 75% speed until doing
// something that does call normalize.
//
// We fix this by calling GKEgo:normalize after Gabriel finishes walking
// through the door in sGabeEnters:changeState(4). This replaces setting
// GKEgo:ignoreActors to 0 but that's okay because normalize does that.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible method: sGabeEnters:changeState(4)
// Fixes bug: #10780
static const uint16 gk1PoliceEgoSpeedFixSignature[] = {
0x38, SIG_MAGICDWORD, // pushi ignoreActors
SIG_SELECTOR16(ignoreActors),
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x000c), // send c [ GKEgo: ..., ignoreActors: 0 ]
SIG_END
};
static const uint16 gk1PoliceEgoSpeedFixPatch[] = {
0x38, PATCH_SELECTOR16(normalize), // pushi normalize
0x39, 0x00, // pushi 00
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x000a), // send a [ GKEgo: ..., normalize ]
PATCH_END
};
// When exiting the drugstore (room 250) egoExits sets ego speed to 15
// (slowest) for the door animation but fails to restore it to game
// speed by calling GKEgo:normalize. This leaves ego slow until doing
// something that does call normalize.
//
// We fix this by calling GKEgo:normalize after the door animation.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible method: egoExits:changeState
// Fixes bug: #10780
static const uint16 gk1DrugStoreEgoSpeedFixSignature[] = {
0x30, SIG_UINT16(0x003f), // bnt 003f [ state 1 ]
SIG_ADDTOOFFSET(+60),
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x0012), // jmp 12 [ end of method ]
0x3c, // dup
0x35, 0x01, // ldi 1
0x1a, // eq?
0x31, 0x0c, // bnt c [ end of method ]
0x38, SIG_SELECTOR16(newRoom), // pushi newRoom
0x78, // push1
0x38, SIG_UINT16(0x00c8), // pushi 00c8 [ map ]
0x81, 0x02, // lag global[2]
0x4a, SIG_UINT16(0x0006), // send 6 [ rm250:newRoom = map ]
0x3a, // toss
SIG_END
};
static const uint16 gk1DrugStoreEgoSpeedFixPatch[] = {
0x3a, // toss
0x31, 0x3d, // bnt 3d [ state 1 ]
PATCH_ADDTOOFFSET(+60),
0x48, // ret
0x38, PATCH_SELECTOR16(normalize), // pushi normalize
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x0004), // send 4 [ GKEgo:normalize ]
0x38, PATCH_SELECTOR16(newRoom), // pushi newRoom
0x78, // push1
0x38, PATCH_UINT16(0x00c8), // pushi 00c8 [ map ]
0x81, 0x02, // lag global[2]
0x4a, PATCH_UINT16(0x0006), // send 6 [ rm250:newRoom = map ]
PATCH_END
};
// GK1 CD version cuts off Grace's speech when hanging up the phone on day 1.
// This is a timing issue that also occurs in the original.
//
// startingCartoon:changeState(12) plays Grace's final phone message but doesn't
// synchronize it with the script. Instead ego goes through a series of movements
// that advance the state while Grace is speaking. Once the sequence is complete
// Grace hangs up the phone and starts her next message which interrupts the
// previous one. There is no mechanism to make sure that Grace's message has
// first completed and so it cut offs the last one or two words. The timing only
// worked in the original on slower machines that weren't able to run the
// sequence at full speed.
//
// We fix this by adding a delay to startingCartoon:changeState(18) so that
// Grace's speech has time to complete. This scene occurs before game speed
// can be set and it plays at a consistent speed on ScummVM.
//
// This patch is only applied to CD versions. Floppies have a different script.
//
// Applies to: All CD versions
// Responsible method: startingCartoon:changeState(18)
// Fixes bug: #10787
static const uint16 gk1Day1GracePhoneSignature[] = {
SIG_MAGICDWORD,
0x35, 0x12, // ldi 12
0x1a, // eq?
0x31, 0x2c, // bnt 2c
SIG_ADDTOOFFSET(+28),
0x38, SIG_UINT16(0x0003), // pushi 0003
0x51, 0x69, // class Osc
0x36, // push
0x78, // push1
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x0024), // send 24 [ GKEgo: ... setCycle: Osc 1 self ]
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
SIG_END
};
static const uint16 gk1Day1GracePhonePatch[] = {
PATCH_ADDTOOFFSET(+33),
0x7a, // push2
0x51, 0x69, // class Osc
0x36, // push
0x78, // push1
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x0022), // send 22 [ GKEgo: ... setCycle: Osc 1 ]
// advance to the next state in 6 seconds instead of when Gabriel finishes
// taking a sip of coffee, which takes 2 seconds, giving Grace's speech
// an extra 4 seconds to complete.
0x35, 0x06, // ldi 06
0x65, 0x1c, // aTop seconds
0x3a, // toss
0x48, // ret
PATCH_END
};
// French and Spanish CD versions contain an active debugging hotkey, ALT+N,
// which brings up a series of unskippable bug-reporting dialogs and
// eventually writes files to disk and crashes non-release builds due to
// an uninitialized read. This hotkey is always active and not hidden
// behind the game's debug mode flag so we just patch it out.
//
// Applies to: French and Spanish PC CD
// Responsible method: GK:handleEvent
// Fixes bug: #10781
static const uint16 gk1SysLoggerHotKeySignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x3100), // ldi 3100 [ ALT+N ]
0x1a, // eq?
0x31, // bnt
SIG_END
};
static const uint16 gk1SysLoggerHotKeyPatch[] = {
PATCH_ADDTOOFFSET(+4),
0x33, // jmp
PATCH_END
};
// After interrogating Gran in room 380, the room is re-initialized incorrectly.
// Clicking on objects while seated causes Gabriel to briefly flicker into
// standing and other frames. After standing, the knitting basket can be walked
// through. These are script bugs which also occur in Sierra's interpreter.
//
// Ego is initialized incorrectly by rm380:init when returning from interrogation
// (room 50). Several properties are wrong and it's bad luck that it works as
// well as it does or Sierra would have noticed. For comparison, the scripts
// egoEnters and sitDown do it correctly. rm380:init first initializes ego for
// walking and then applies only some of the properties for sitting in the chair.
//
// This leaves ego in a walking/sitting state with several problems:
// - signal flag kSignalDoesntTurn isn't set
// - cycler is set to StopWalk instead of none
// - loop/cel is set to 2 0 instead of 0 5
//
// rm380:init sets ego's loop/cel to 0 5 (Gabriel sitting) but the unexpected
// StopWalk immediately changes this to 2 0 (Gabriel starts talking) which went
// unnoticed because those two frames are similar. This is why Gabriel's hand
// is slightly raised when returning from interrogation. The flickering is due
// to ego attempting to turn to face items while sitting due to kSignalDoesntTurn
// not being set.
//
// We fix the flickering by passing a second parameter to GKEgo:setLoop which
// causes kSignalDoesntTurn to be set, preventing ego from attempting to face
// objects being clicked, just as egoEnters and sitDown do. We fix the knitting
// basket by adding its obstacle polygon to the room even when returning from
// interrogation, which Sierra forgot to do.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible method: rm380:init
// Fixes bug: #9760, #10707
static const uint16 gk1GranRoomInitSignature[] = {
0x38, SIG_SELECTOR16(setCel), // pushi setCel
0x78, // push1
0x39, 0x05, // pushi 05
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x76, // push0 [ loop: 0 ]
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x38, SIG_SELECTOR16(posn), // pushi posn
SIG_MAGICDWORD,
0x7a, // push2
0x38, SIG_UINT16(0x00af), // pushi 00af
0x39, 0x75, // pushi 75
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x001e), // send 1e [ GKEgo: ... setCel: 5, setLoop: 0 ... ]
0x35, 0x01, // ldi 1
0xa3, 0x00, // sal local[0] [ 1, a non-zero value indicates ego is sitting ]
SIG_END
};
static const uint16 gk1GranRoomInitPatch[] = {
0x39, PATCH_SELECTOR8(cel), // pushi cel [ use cel instead of equivalent setCel to save a byte ]
0x78, // push1
0x39, 0x05, // pushi 05
0x38, PATCH_SELECTOR16(setLoop), // pushi setLoop
0x7a, // push2
0x76, // push0 [ loop: 0 ]
0x78, // push1 [ 2nd param tells setLoop to set kSignalDoesntTurn ]
0x38, PATCH_SELECTOR16(init), // pushi init
0x76, // push0
0x38, PATCH_SELECTOR16(posn), // pushi posn
0x7a, // push2
0x38, PATCH_UINT16(0x00af), // pushi 00af
0x39, 0x75, // pushi 75
0x81, 0x00, // lag global[0]
0xa3, 0x00, // sal local[0] [ setting a non-zero object instead of 1 saves 2 bytes ]
0x4a, PATCH_UINT16(0x0020), // send 20 [ GKEgo: ... cel: 5, setLoop: 0 1 ... ]
0x33, 0x87, // jmp -79 [ add knitting basket obstacle to room ]
PATCH_END
};
// After phoning Wolfgang on day 7, Gabriel is placed beyond room 220's obstacle
// boundary and can walk through walls and behind the room. This also occurs in
// the original. The script inconsistently uses accessible and inaccessible
// positions for placing ego next to the phone. We patch all instances to use
// the accessible position.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible methods: rm220:init, useThePhone:changeState(0)
// Fixes bug: #10853
static const uint16 gk1EgoPhonePositionSignature[] = {
SIG_MAGICDWORD,
0x39, 0x68, // pushi 68 [ x: 104 ]
0x39, 0x7e, // pushi 7e [ y: 126 ]
SIG_END
};
static const uint16 gk1EgoPhonePositionPatch[] = {
0x39, 0x6b, // pushi 6b [ x: 107 ]
0x39, 0x7c, // pushi 7c [ y: 124 ]
PATCH_END
};
// Restarting the game doesn't reset the current inventory item in the icon bar.
// The previously selected item can then be used on day 1.
//
// Room 93 restarts the game and resets inventory by setting each item's owner
// to zero. It makes no attempt to reset the icon bar. We fix this by instead
// calling GKEgo:put on each item and passing zero for the new owner, as this
// handles updating the icon bar when dropping an item. The "state" property is
// no longer cleared for items but that's okay because it's never set or used.
//
// Applies to: All versions
// Responsible method: doTheRestart:changeState(0)
// Fixes bug: #11222
static const uint16 gk1RestartInventorySignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(owner), // pushi owner
0x78, // push1
0x76, // push0
0x39, SIG_SELECTOR8(state), // pushi state
0x78, // push1
0x76, // push0
0x39, SIG_SELECTOR8(at), // pushi at
0x78, // push1
0x8b, 0x00, // lsl 00
0x81, 0x09, // lag 09
0x4a, SIG_UINT16(0x0006), // send 06 [ GKInventory at: local0 ]
0x4a, SIG_UINT16(0x000c), // send 0c [ item owner: 0 state: 0 ]
SIG_END
};
static const uint16 gk1RestartInventoryPatch[] = {
0x38, PATCH_SELECTOR16(put), // pushi put
0x7a, // push2
0x8b, 0x00, // lsl 00
0x76, // push0
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x0008), // send 08 [ GKEgo put: local0 0 ]
0x33, 0x08, // jmp 08
PATCH_END
};
// On day 6 in Jackson Square, if you never gave Madame Lorelei her veil on an
// earlier day, then looking at her empty booth says that she's sitting there.
// Clicking Operate also says the wrong message. The logic in the booth and
// chair doVerb methods doesn't consider that this optional action might not
// occur by day 6. We add the missing day check by overwriting a redundant
// local variable test.
//
// Applies to: All versions
// Responsible methods: booth:doVerb, chair1:doVerb, chair2:doVerb
static const uint16 gk1EmptyBoothMessageSignature[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x001a), // bnt 001a [ skip lorelei message ]
0x83, 0x01, // lal 01 [ always zero ]
0x18, // not
0x30, SIG_UINT16(0x0014), // bnt 0014 [ skip lorelei message ]
SIG_END
};
static const uint16 gk1EmptyBoothMessagePatch[] = {
0x31, 0x1b, // bnt 1b [ skip lorelei message ]
0x89, 0x7b, // lsg 7b
0x35, 0x05, // ldi 05
0x24, // le? [ day <= 5 ]
0x31, 0x14, // bnt 14 [ skip lorelei message ]
PATCH_END
};
// Madame Lorelei has an obscure timer bug that can cause events to repeat and
// award duplicate points. When exiting the conversation with her by selecting
// "Er...nothing.", fortuneTeller:cue resets the dance timer incorrectly.
// loreleiTimer's client is the room. When it fires, nwJackson:cue tests flags
// and room conditions before running the sLoreleiDance script, otherwise it
// resets the timer for 5 seconds. When fortuneTeller:cue resets the timer it
// changes the client to sLoreleiDance, bypassing the checks in nwJackson:cue.
// Madame Lorelei can then dance and drop her veil a second time while Gabriel
// already has it, among other edge cases.
//
// We fix this by setting the room as the client when resetting the timer. This
// requires calling dispose first since the timer is already running, which
// might have been what led to this script being written differently.
//
// Applies to: All versions
// Responsible method: fortuneTeller:cue
static const uint16 gk1LoreleiDanceTimerSignature[] = {
0x30, SIG_UINT16(0x0005), // bnt 0005
0xc3, SIG_MAGICDWORD, 0x04, // +al 04
0x32, SIG_UINT16(0x001f), // jmp 001f
0x3c, // dup
0x35, 0x10, // ldi 10 [ "Er...nothing." ]
0x1a, // eq?
0x30, SIG_UINT16(0x0018), // bnt 0018
0x38, SIG_SELECTOR16(setReal), // pushi setReal
0x7a, // push2
0x72, SIG_ADDTOOFFSET(+2), // lofsa sLoreleiDance
0x36, // push
SIG_ADDTOOFFSET(+13),
0x4a, SIG_UINT16(0x0008), // send 08 [ loreleiTimer setReal: sLoreleiDance ... ]
SIG_END
};
static const uint16 gk1LoreleiDanceTimerPatch[] = {
0x30, PATCH_UINT16(0x0004), // bnt 0004
PATCH_ADDTOOFFSET(+2),
0x33, 0x20, // jmp 20
0x3c, // dup
0x35, 0x10, // ldi 10 [ "Er...nothing." ]
0x1a, // eq?
0x31, 0x1a, // bnt 1a
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x38, PATCH_SELECTOR16(setReal), // pushi setReal
0x7a, // push2
0x89, 0x02, // lsg 02
PATCH_ADDTOOFFSET(+13),
0x4a, PATCH_UINT16(0x000c), // send 0c [ loreleiTimer dispose: setReal: nwJackson ... ]
PATCH_END
};
// When walking between rooms in Jackson Square, the cursor is often initialized
// to the wrong view, even though it's really the Walk cursor. This seemingly
// random event with many variations is due to a bug in the ExitFeature class.
//
// ExitFeature is responsible for swapping the cursor with an Exit cursor when
// the mouse is over it and then restoring afterwards. The previous cursor is
// stored in ExitFeature:lastCursor. The first problem is that ExitFeature:init
// initializes lastCursor to the current cursor even though the mouse hasn't
// touched it yet. The second problem is that ExitFeature:dispose restores the
// cursor to lastCursor if the current cursor is any Exit cursor, including
// ones it's not responsible for. Entering Jackson Square from the cathedral
// causes all three ExitFeatures in the room to initialize lastCursor to
// theWaitCursor (the shield). When exiting the room, the ExitFeatures are
// disposed in the order they were added, which means northExit disposes first.
// northExit:lastCursor is still theWaitCursor unless it was moused over.
// Exiting to another Jackson Square room will cause northExit:dispose to check
// if the cursor is globeCursor, which represents all Exit cursors, and if so
// then it will incorrectly restore the cursor to theWaitCursor, preventing
// the ExitFeature responsible for the room change from correctly restoring.
//
// We fix this by patching ExitFeature:dispose to only restore the cursor if
// its view matches the Exit cursor that it's responsible for.
//
// Applies to: All versions
// Responsible method: ExitFeature:dispose
static const uint16 gk1ExitFeatureCursorSignature[] = {
0x89, 0x13, // lsg 13 [ current-cursor ]
0x7a, // push2
0x76, // push0
0x78, // push1
0x43, 0x02, SIG_UINT16(0x0004), // callk ScriptID 0 1 [ globeCursor ]
0x1a, // eq?
0x31, 0x0b, // bnt 0b [ skip if current-cursor isn't an exit cursor ]
0x38, SIG_SELECTOR16(setCursor), // pushi setCursor
0x78, // push1
0x67, SIG_ADDTOOFFSET(+1), // pTos lastCursor
0x81, 0x01, // lag 01
0x4a, SIG_UINT16(0x0006), // send 06 [ GK1 setCursor: lastCursor ]
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(delete), // pushi delete
0x78, // push1
0x7c, // pushSelf
0x81, 0xce, // lag ce
0x4a, SIG_UINT16(0x0006), // send 06 [ gk1Exits delete: self ]
0x48, // ret
SIG_ADDTOOFFSET(+372),
0x38, SIG_SELECTOR16(setCursor), // pushi setCursor
0x78, // push1
0x67, SIG_ADDTOOFFSET(+1), // pTos lastCursor
0x81, 0x01, // lag 01
0x4a, SIG_UINT16(0x0006), // send 06 [ GK1 setCursor: lastCursor ]
0x35, 0x01, // ldi 01
0x65, SIG_ADDTOOFFSET(+1), // aTop eCursor [ eCursor = 1 ]
0x48, // ret
SIG_END
};
static const uint16 gk1ExitFeatureCursorPatch[] = {
0x39, PATCH_SELECTOR8(delete), // pushi delete
0x78, // push1
0x7c, // pushSelf
0x81, 0xce, // lag ce
0x4a, PATCH_UINT16(0x0006), // send 06 [ gk1Exits delete: self ]
0x39, PATCH_SELECTOR8(view), // pushi view
0x76, // push0
0x81, 0x13, // lag 13 [ current-cursor ]
0x4a, PATCH_UINT16(0x0004), // send 04 [ current-cursor: view? ]
0x67, PATCH_GETORIGINALBYTEADJUST(+17, -2), // pTos cursor
0x1a, // eq? [ current-cursor:view == self:cursor ]
0x2e, PATCH_UINT16(0x017e), // bt 017e [ GK1 setCursor: lastCursor ]
0x48, // ret
PATCH_END
};
// The Windows CD version never plays its AVI videos during the bayou ritual,
// instead it runs the view-based slide shows for the floppy versions. The
// ritual script contains the normal code for playing its AVI and SEQ files
// depending on kPlatform, just like every video script in the game, except
// that the initial floppy flag test has been replaced with another kPlatform
// call which prevents the real platform test from executing.
//
// It's unclear if this is a script bug or why it would be intentional, but
// the end result is that selecting Windows as the platform excludes videos
// from this one scene whereas selecting DOS doesn't, so we patch the platform
// tests back to floppy tests like everywhere else and enable the AVI videos.
//
// Applies to: All CD versions, though only English versions support Windows
// Responsible method: roomScript:changeState
// Fixes bug: #9807
static const uint16 gk1BayouRitualAviSignature[] = {
0x76, // push0
0x43, 0x68, SIG_UINT16(0x0000), // callk Platform
SIG_MAGICDWORD,
0x36, // push
0x35, 0x01, // ldi 01 [ DOS ]
0x1c, // ne?
SIG_END
};
static const uint16 gk1BayouRitualAviPatch[] = {
0x78, // push1
0x38, PATCH_UINT16(0x01d6), // pushi 01d6 [ flag 470 ]
0x47, 0x0d, 0x00, PATCH_UINT16(0x0002), // calle proc13_0 [ is floppy flag set? ]
PATCH_END
};
// The comic-book cartoon scenes have timing problems. Many delays are too fast,
// instantaneous, or random. As with other GK1 timing bugs, these scripts were
// written against CPUs that couldn't run the interpreter at full speed.
//
// Most cartoon delays are implemented by setting Script:seconds to one or two.
// At slower CPU speeds, Sierra's interpreter lagged enough that it appeared to
// deliver the requested durations. But without that lag, the real behavior is
// exposed. When Script:seconds is set, the first second is deducted on the
// next doit except in some cases when there are stale values from a previous
// delay. A one second delay is usually no delay at all. Subsequent seconds
// are deducted whenever the seconds value of the system clock changes. This
// means that the duration of the 2nd "second" depends on the system clock's
// subsecond value when the delay was requested. A script that requests a two
// second delay usually gets a random delay between zero and one second.
//
// We fix this by replacing all the one and two second cartoon delays with the
// equivalent in ticks. This makes the durations match the requested values and
// removes the inconsistencies due to subseconds. These correct timings expose
// broken animation in one of the bayou cartoon panels due to the script
// specifying the wrong view number, so we fix that too.
//
// There is still room for improvement in the bayou cartoons. Several delays are
// implemented by waiting on disabled messages that instantly cue. All fades
// are done by unthrottled inner loops and the scene timing implicitly depends
// on those going slowly. This is why several panels only appear for an instant
// before the entire screen changes.
//
// Applies to: All versions
// Responsible methods: doTheCloseUp:changeState, roomScript:changeState (480),
// cutToTheHeart:changeState, sCutPanel1:changeState,
// sCutPanel2:changeState, sCutPanel4:changeState
static const uint16 gk1CartoonTimingPcSignature1[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0x65, 0x1c, // aTop seconds [ seconds = 1 ]
SIG_END
};
static const uint16 gk1CartoonTimingMacSignature1[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0x65, 0x1e, // aTop seconds [ seconds = 1 ]
SIG_END
};
static const uint16 gk1CartoonTimingPatch1[] = {
0x35, 0x3c, // ldi 3c
0x65, PATCH_GETORIGINALBYTEADJUST(+3, +4), // aTop ticks [ ticks = 60 ]
PATCH_END
};
static const uint16 gk1CartoonTimingPcSignature2[] = {
SIG_MAGICDWORD,
0x35, 0x02, // ldi 02
0x65, 0x1c, // aTop seconds [ seconds = 2 ]
SIG_END
};
static const uint16 gk1CartoonTimingMacSignature2[] = {
SIG_MAGICDWORD,
0x35, 0x02, // ldi 02
0x65, 0x1e, // aTop seconds [ seconds = 2 ]
SIG_END
};
static const uint16 gk1CartoonTimingPatch2[] = {
0x35, 0x78, // ldi 78
0x65, PATCH_GETORIGINALBYTEADJUST(+3, +4), // aTop ticks [ ticks = 120 ]
PATCH_END
};
// During the bayou cartoon when Malia recognizes Gabriel, the third panel's
// animation is broken. The script attempts to animate Gabriel's face but it
// instead it specifies the wrong view and draws a fragment of Malia's face.
// This wasn't noticed because of the broken timing (see above patch notes)
// that immediately overwrote the wrong first view with the correct second.
// Now that we've fixed the timing, we fix this view as well so that the panel
// animates correctly. We know that 6142 is the correct view because the script
// attempts to unload it afterwards.
//
// Applies to: All versions
// Responsible method: roomScript:changeState(64)
static const uint16 gk1BayouCartoonViewSignature[] = {
0x39, SIG_SELECTOR8(view), // pushi view
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x17fd), // pushi 17fd [ view 6141: Malia ]
SIG_END
};
static const uint16 gk1BayouCartoonViewPatch[] = {
PATCH_ADDTOOFFSET(+3),
0x38, PATCH_UINT16(0x17fe), // pushi 17fe [ view 6142: Gabriel ]
PATCH_END
};
// On day 6, an envelope is dropped off in the bookstore after 20 seconds, but
// if the game is in the middle of a message sequence then it can lockup.
// When a timer expires, bookstore:cue tests a number of properties to make
// sure that it's not interrupting anything, but unlike other rooms such as
// nwJackson:cue it doesn't test if a message is being said. Looking at Grace
// triggers one of many message sequences which can prevent ego from completing
// his turn to face the door, leaving dropTheEnvelope stuck in handsOff mode.
//
// We fix this by adding a test to bookstore:cue to verify that a message isn't
// being said, just like nwJackson:cue. We make room for this by overwriting a
// redundant handsOff call. This also prevents the florist script from starting
// in the middle of a message, as this could have similar conflicts.
//
// Applies to: All versions
// Responsible method: bookstore:cue
static const uint16 gk1Day6EnvelopeSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(state), // pushi state
0x76, // push0
0x51, SIG_ADDTOOFFSET(+1), // class CueObj
0x4a, SIG_UINT16(0x0004), // send 04 [ CueObj state? ]
0x18, // not
0x31, SIG_ADDTOOFFSET(+1), // bnt [ reset timer ]
0x38, SIG_SELECTOR16(handsOff), // pushi handsOff
0x76, // push0
0x81, 0x01, // lag 01
0x4a, SIG_UINT16(0x0004), // send 04 [ GK1 handsOff: ]
SIG_END
};
static const uint16 gk1Day6EnvelopePatch[] = {
PATCH_ADDTOOFFSET(+8),
0x2f, PATCH_GETORIGINALBYTEADJUST(+10, +1), // bt [ reset timer ]
0x39, PATCH_SELECTOR8(size), // pushi size
0x76, // push0
0x81, 0x54, // lag 54
0x4a, PATCH_UINT16(0x0004), // send 04 [ talkers size? ]
0x2f, PATCH_GETORIGINALBYTEADJUST(+10, -9), // bt [ reset timer ]
PATCH_END
};
// GK1 Mac is missing view 56, which is the close-up of the talisman. Clicking
// Look on the talisman from inventory is supposed to display an inset with
// view 56 and say a message, but instead this would crash the Mac interpreter.
//
// We fix this by skipping the talisman inset when view 56 isn't present in the
// Mac version. The default verb handler still says the talisman message.
//
// Applies to: Mac Floppy
// Responsible method: talisman:doVerb
static const uint16 gk1MacTalismanInsetSignature[] = {
0x31, 0x3e, // bnt 3e [ super doVerb: verb &rest ]
0x39, SIG_SELECTOR8(hide), // pushi hide
0x78, // push1
0x78, // push1
0x81, 0x09, // lag 09
0x4a, SIG_UINT16(0x0006), // send 06 [ GKInventory hide: 1 ]
0x39, SIG_SELECTOR8(doit), // pushi doit
0x38, SIG_MAGICDWORD, // pushi 0008
SIG_UINT16(0x0008),
0x39, 0x38, // pushi 38 [ talisman view ]
SIG_END
};
static const uint16 gk1MacTalismanInsetPatch[] = {
0x33, // jmp [ super doVerb: verb &rest ]
PATCH_END
};
// In the final scene before the credits the wrong font is used and the 'a' with
// an umlaut in "Schattenjager" isn't displayed. endTalker:font is set to 999
// which doesn't include decorated characters. Font 40 has the same glyphs as
// 999 plus the decorated characters, so we use that instead. This patch is
// only to be applied to English versions; localized ones have different fonts.
//
// Applies to: English CD versions
// Responsible method: heap in script 670
static const uint16 gk1EndGameFontSignature[] = {
SIG_MAGICDWORD, // endTalker
SIG_UINT16(0x0002), // modeless = 2
SIG_UINT16(0x03e7), // font = 999
SIG_END
};
static const uint16 gk1EndGameFontPatch[] = {
PATCH_ADDTOOFFSET(+2),
PATCH_UINT16(0x0028), // font = 40
PATCH_END
};
// Narrator lockup fix for GK1 CD / Mac, see sciNarratorLockupSignature.
// The custom code in these versions overlaps with the generic patch signature
// so we enable the correct one based on game version and platform.
static const uint16 gk1NarratorLockupSignature[] = {
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks [ ticks += game time ]
0x33, 0x0b, // jmp 0b
0x67, SIG_ADDTOOFFSET(+1), // pTos ticks
SIG_MAGICDWORD,
0x35, 0x3c, // ldi 3c
0x02, // add
0x36, // push
0x81, 0x58, // lag 58 [ game time ]
0x02, // add
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks [ ticks += 60 + game time ]
0x35, 0x01, // ldi 01 [ true ]
0x48, // ret
SIG_END
};
static const uint16 gk1NarratorLockupPatch[] = {
PATCH_ADDTOOFFSET(+2),
0x33, 0x0a, // jmp 0a
PATCH_ADDTOOFFSET(+5),
0x89, 0x58, // lsg 58 [ game time ]
0x02, // add
0x65, PATCH_GETORIGINALBYTE(+1), // aTop ticks [ ticks += 60 + game time ]
0x00, // bnot
0x31, 0xfb, // bnt fb [ set ticks to 0 if ticks == -1 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry gk1Signatures[] = {
{ true, 0, "remove alt+n syslogger hotkey", 1, gk1SysLoggerHotKeySignature, gk1SysLoggerHotKeyPatch },
{ true, 17, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 21, "fix ExitFeature cursor restore", 1, gk1ExitFeatureCursorSignature, gk1ExitFeatureCursorPatch },
{ false, 24, "mac: fix missing talisman view", 1, gk1MacTalismanInsetSignature, gk1MacTalismanInsetPatch },
{ true, 51, "fix interrogation bug", 1, gk1InterrogationBugSignature, gk1InterrogationBugPatch },
{ true, 93, "fix inventory on restart", 1, gk1RestartInventorySignature, gk1RestartInventoryPatch },
{ true, 210, "fix day 6 envelope lockup", 2, gk1Day6EnvelopeSignature, gk1Day6EnvelopePatch },
{ true, 211, "fix day 1 grace phone speech timing", 1, gk1Day1GracePhoneSignature, gk1Day1GracePhonePatch },
{ true, 212, "fix day 5 drum book dialogue error", 1, gk1Day5DrumBookDialogueSignature, gk1Day5DrumBookDialoguePatch },
{ true, 212, "fix day 5 phone softlock", 1, gk1Day5PhoneFreezeSignature, gk1Day5PhoneFreezePatch },
{ true, 220, "fix ego phone position", 2, gk1EgoPhonePositionSignature, gk1EgoPhonePositionPatch },
{ true, 230, "fix day 6 police beignet timer issue (1/2)", 1, gk1Day6PoliceBeignetSignature1, gk1Day6PoliceBeignetPatch1 },
{ true, 230, "fix day 6 police beignet timer issue (2/2)", 1, gk1Day6PoliceBeignetSignature2, gk1Day6PoliceBeignetPatch2 },
{ true, 230, "fix day 6 police sleep timer issue", 1, gk1Day6PoliceSleepSignature, gk1Day6PoliceSleepPatch },
{ true, 230, "fix police station ego speed", 1, gk1PoliceEgoSpeedFixSignature, gk1PoliceEgoSpeedFixPatch },
{ true, 231, "fix beignet vendor speed", 1, gk1BeignetVendorSpeedSignature, gk1BeignetVendorSpeedPatch },
{ true, 240, "fix day 5 mosely veve missing points", 1, gk1Day5MoselyVevePointsSignature, gk1Day5MoselyVevePointsPatch },
{ true, 250, "fix ego speed when exiting drug store", 1, gk1DrugStoreEgoSpeedFixSignature, gk1DrugStoreEgoSpeedFixPatch },
{ true, 260, "fix air conditioner speech timing", 1, gk1AirConditionerSpeechSignature, gk1AirConditionerSpeechPatch },
{ true, 260, "fix day 5 snake attack (1/2)", 1, gk1Day5SnakeAttackSignature1, gk1Day5SnakeAttackPatch1 },
{ true, 260, "fix day 5 snake attack (2/2)", 1, gk1Day5SnakeAttackSignature2, gk1Day5SnakeAttackPatch2 },
{ true, 280, "fix pathfinding in Madame Cazanoux's house", 1, gk1CazanouxPathfindingSignature, gk1CazanouxPathfindingPatch },
{ true, 380, "fix Gran's room obstacles and ego flicker", 1, gk1GranRoomInitSignature, gk1GranRoomInitPatch },
{ true, 410, "fix day 2 binoculars lockup", 1, gk1Day2BinocularsLockupSignature, gk1Day2BinocularsLockupPatch },
{ true, 420, "fix day 6 empty booth message", 6, gk1EmptyBoothMessageSignature, gk1EmptyBoothMessagePatch },
{ true, 420, "fix lorelei dance timer", 1, gk1LoreleiDanceTimerSignature, gk1LoreleiDanceTimerPatch },
{ false, 471, "pc: fix cartoon timing", 4, gk1CartoonTimingPcSignature1, gk1CartoonTimingPatch1 },
{ false, 471, "pc: fix cartoon timing", 3, gk1CartoonTimingPcSignature2, gk1CartoonTimingPatch2 },
{ false, 471, "mac: fix cartoon timing", 4, gk1CartoonTimingMacSignature1, gk1CartoonTimingPatch1 },
{ false, 471, "mac: fix cartoon timing", 3, gk1CartoonTimingMacSignature2, gk1CartoonTimingPatch2 },
{ false, 480, "pc: fix cartoon timing", 10, gk1CartoonTimingPcSignature1, gk1CartoonTimingPatch1 },
{ false, 480, "pc: fix cartoon timing", 7, gk1CartoonTimingPcSignature2, gk1CartoonTimingPatch2 },
{ false, 480, "mac: fix cartoon timing", 10, gk1CartoonTimingMacSignature1, gk1CartoonTimingPatch1 },
{ false, 480, "mac: fix cartoon timing", 7, gk1CartoonTimingMacSignature2, gk1CartoonTimingPatch2 },
{ true, 480, "fix bayou cartoon view", 1, gk1BayouCartoonViewSignature, gk1BayouCartoonViewPatch },
{ true, 480, "win: play day 6 bayou ritual avi videos", 3, gk1BayouRitualAviSignature, gk1BayouRitualAviPatch },
{ false, 720, "pc: fix cartoon timing", 2, gk1CartoonTimingPcSignature1, gk1CartoonTimingPatch1 },
{ false, 720, "pc: fix cartoon timing", 6, gk1CartoonTimingPcSignature2, gk1CartoonTimingPatch2 },
{ false, 720, "mac: fix cartoon timing", 2, gk1CartoonTimingMacSignature1, gk1CartoonTimingPatch1 },
{ false, 720, "mac: fix cartoon timing", 6, gk1CartoonTimingMacSignature2, gk1CartoonTimingPatch2 },
{ false, 891, "pc: fix cartoon timing", 1, gk1CartoonTimingPcSignature1, gk1CartoonTimingPatch1 },
{ false, 891, "mac: fix cartoon timing", 1, gk1CartoonTimingMacSignature1, gk1CartoonTimingPatch1 },
{ false, 892, "pc: fix cartoon timing", 1, gk1CartoonTimingPcSignature2, gk1CartoonTimingPatch2 },
{ false, 892, "mac: fix cartoon timing", 1, gk1CartoonTimingMacSignature2, gk1CartoonTimingPatch2 },
{ false, 894, "pc: fix cartoon timing", 1, gk1CartoonTimingPcSignature2, gk1CartoonTimingPatch2 },
{ false, 894, "mac: fix cartoon timing", 1, gk1CartoonTimingMacSignature2, gk1CartoonTimingPatch2 },
{ false, 670, "fix end game font", 1, gk1EndGameFontSignature, gk1EndGameFontPatch },
{ true, 710, "fix day 9 vine swing speech playing", 1, gk1Day9VineSwingSignature, gk1Day9VineSwingPatch },
{ true, 710, "fix day 9 mummy animation (floppy)", 1, gk1MummyAnimateFloppySignature, gk1MummyAnimateFloppyPatch },
{ true, 710, "fix day 9 mummy animation (cd)", 1, gk1MummyAnimateCDSignature, gk1MummyAnimateCDPatch },
{ true, 800, "fix day 10 honfour unlock door lockup", 1, gk1HonfourUnlockDoorSignature, gk1HonfourUnlockDoorPatch },
{ false, 64928, "floppy: Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ false, 64928, "cd/mac: Narrator lockup fix", 1, gk1NarratorLockupSignature, gk1NarratorLockupPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Gabriel Knight 2
// GK2 uses a kGetTime spin loop to delay for half a second while displaying
// the "bad" cursor when clicking an item on something it can't be used on.
// This leaves ScummVM unresponsive without displaying the cursor.
//
// We fix this by replacing the spin loop with a call to kScummVMSleep.
//
// Applies to: All versions
// Responsible method: GKHotCursor:flashBad
static const uint16 gk2FlashBadCursorSignature[] = {
0x8d, SIG_MAGICDWORD, 0x00, // lst 00
0x76, // push0
0x43, 0x79, SIG_UINT16(0x0000), // callk GetTime 00
0x1e, // gt?
0x31, 0x02, // bnt 02 [ exit loop ]
0x33, 0xf4, // jmp f4 [ continue loop ]
SIG_END
};
static const uint16 gk2FlashBadCursorPatch[] = {
0x78, // push1
0x39, 0x1e, // pushi 1e [ half a second ]
0x43, kScummVMSleepId, // callk ScummVMSleep 02
PATCH_UINT16(0x0002),
0x32, PATCH_UINT16(0x0002), // jmp 0002 [ exit loop ]
PATCH_END
};
// GK2's inventory scrolls smoothly when the mouse is held down in the original
// due to an inner loop in ScrollButton:track, but this causes slow scrolling
// in our interpreter since we throttle kFrameOut. The script's inner loop is
// itself throttled by ScrollButton:moveDelay, which is set to 25 and limits
// event processing to every 25th iteration. Removing this delay results in
// smooth scrolling as in the original.
//
// Applies to: All versions
// Responsible method: ScrollButton:track
static const uint16 gk2InventoryScrollSpeedSignature[] = {
SIG_MAGICDWORD,
0x63, 0x9c, // pToa moveDelay [ 25 ]
0xa5, 0x02, // sat 02
SIG_END
};
static const uint16 gk2InventoryScrollSpeedPatch[] = {
0x35, 0x01, // ldi 01
PATCH_END
};
// The down scroll button in GK2 jumps up a pixel on mousedown because there is
// a send to scrollSelections using an immediate value 1, which means to scroll
// up by 1 pixel. This patch fixes the send to scrollSelections by passing the
// button's delta instead of 1. The Italian version's vocab.997 is missing the
// scrollSelections selector so this patch avoids referencing it. Two versions
// are necessary to accomodate scripts compiled with and without line numbers.
//
// Applies to: All versions
// Responsible method: ScrollButon:track
// Fixes bug: #9648
static const uint16 gk2InventoryScrollDirSignature1[] = {
SIG_MAGICDWORD,
0x78, // push1
0x63, 0x98, // pToa client
0x4a, SIG_UINT16(0x0006), // send 06 [ client scrollSelections: 1 ]
0x7e, // line
SIG_END
};
static const uint16 gk2InventoryScrollDirPatch1[] = {
0x66, PATCH_UINT16(0x009a), // pTos delta
0x62, PATCH_UINT16(0x0098), // pToa client
0x4a, PATCH_UINT16(0x0006), // send 06 [ client scrollSelections: delta ]
PATCH_END
};
static const uint16 gk2InventoryScrollDirSignature2[] = {
0x78, // push1
0x63, 0x98, // pToa client
0x4a, SIG_MAGICDWORD, // send 06 [ client scrollSelections: 1 ]
SIG_UINT16(0x0006),
0x35, 0x02, // ldi 02
0x65, 0x56, // aTop cel
SIG_END
};
static const uint16 gk2InventoryScrollDirPatch2[] = {
0x67, 0x9a, // pTos delta
0x63, 0x98, // pToa client
0x4a, PATCH_UINT16(0x0006), // send 06 [ client scrollSelections: delta ]
0x7a, // push2
0x69, 0x56, // sTop cel
PATCH_END
};
// The init code 'GK2::init' that runs when GK2 starts up unconditionally resets
// the music volume to 63, but the game should always use the volume stored in
// ScummVM.
// Applies to: All versions
// Fixes bug: #9700
static const uint16 gk2VolumeResetSignature[] = {
SIG_MAGICDWORD,
0x35, 0x3f, // ldi $3f
0xa1, 0x4c, // sag global[$4c] (music volume)
SIG_END
};
static const uint16 gk2VolumeResetPatch[] = {
0x33, 0x02, // jmp 2 [past volume changes]
PATCH_END
};
// GK2 has custom video benchmarking code that needs to be disabled in a local
// procedure called from GK2:init. It sets the game's detailLevel and returns
// a value which is assigned to GK2:speedRating and never used. The maximum
// detailLevel the game recognizes is six so we just set it to that.
//
// Applies to: All versions
// Responsible method: GK2:init
static const uint16 gk2BenchmarkSignature[] = {
0x76, // push0
0x40, SIG_ADDTOOFFSET(+2), // call speed test proc
SIG_MAGICDWORD,
SIG_UINT16(0x0000),
0x65, 0x28, // aTop speedRating
SIG_END
};
static const uint16 gk2BenchmarkPatch[] = {
0x35, 0x06, // ldi 06
0x65, 0x18, // aTop _detailLevel
0x33, 0x02, // jmp 02
PATCH_END
};
// GK2 has a complex sound bug which causes seemingly random lockups when
// changing rooms in many areas including the Herrenchiemse Museum, the Hunt
// Club, and St. Georg Church. This also occurs in the original.
//
// SoundManager continuously plays an array of sounds provided to its play
// method. Sounds play in a random order with a random delay of five to ten
// seconds in between. SoundManager is attached to soundRegion and survives
// room changes. Rooms that set a new playlist call play on initialization.
// The problem is that SoundManager:play doesn't clear its delay timer. If play
// is called during a delay then the timer continues and expires during the
// next sound. This is noticeable throughout the game when background music is
// randomly interrupted by different music. Many room scripts change rooms by
// calling SoundManager:fade in handsOff mode and proceeding once they've been
// cued. If a stray SoundManager timer expires while a script is waiting for
// fade to complete then SoundManager:cue will play the next sound, overwrite
// gk2Music:client with itself, and the waiting script will never cue.
//
// We fix this by clearing SoundManager's timer state in SoundManager:play.
// This prevents the delay timer from ever running while music is playing.
// Note that this bug is unrelated to lockups when the music volume slider
// is set to its lowest value. We fix that in Sci::Audio32::fadeChannel().
//
// Applies to: All versions
// Responsible method: SoundManager:play
static const uint16 gk2SoundManagerLockupSignature1[] = {
0x7e, SIG_ADDTOOFFSET(+2), // line
0x7e, SIG_ADDTOOFFSET(+2), // line
SIG_MAGICDWORD,
0x35, 0x00, // ldi 00
0x65, 0x34, // aTop cleanup
SIG_END
};
static const uint16 gk2SoundManagerLockupPatch1[] = {
0x35, 0x00, // ldi 00
0x64, PATCH_UINT16(0x001e), // aTop seconds
0x64, PATCH_UINT16(0x0012), // aTop scratch
PATCH_END
};
static const uint16 gk2SoundManagerLockupSignature2[] = {
0x87, SIG_MAGICDWORD, 0x00, // lap 00
0x18, // not
0x31, 0x10, // bnt 10 [ skip debug message ]
0x78, // push1
0x72, // lofsa "WARNING: 0 args passed to SoundManager!"
SIG_END
};
static const uint16 gk2SoundManagerLockupPatch2[] = {
0x35, 0x00, // ldi 00
0x65, 0x1e, // aTop seconds
0x65, 0x12, // aTop scratch
0x32, PATCH_UINT16(0x0014), // jmp 0014 [ skip debug message ]
PATCH_END
};
// Clicking on Frau Miller in room 810 after exhausting her topics and then
// clicking on anything else can lockup or crash the game. rm810:newRoom fades
// the music before transitioning to room 8110, which takes several seconds.
// The game doesn't disable input during this period and if the player begins
// another action then rm810:cue can unexpectedly interrupt it. If Grace is
// walking then the room will reload in a handsOff state. Other edge cases
// include setting the room number to zero and subsequently crashing.
//
// We fix this by calling handsOff so that the player can't interrupt the Frau
// Miller room transition while waiting for the music to fade, which is
// consistent with the exit to the map.
//
// Applies to: All versions
// Responsible method: rm810:newRoom
static const uint16 gk2FrauMillerLockupSignature[] = {
SIG_MAGICDWORD,
0x39, 0x03, // pushi 03
0x8f, 0x01, // lsp 01
0x38, SIG_UINT16(0x1fae), // pushi 1fae
0x38, SIG_UINT16(0x0320), // pushi 0320
0x46, SIG_UINT16(0xfde7), // calle proc64999_5 [ OneOf newRoomNumber 8110 800 ]
SIG_UINT16(0x0005),
SIG_UINT16(0x0006),
0x31, // bnt [ don't fade music ]
SIG_END
};
static const uint16 gk2FrauMillerLockupPatch[] = {
0x8f, 0x01, // lsp 01
0x34, PATCH_UINT16(0x1fae), // ldi 1fae
0x24, // le? [ newRoomNumber <= 8110 ]
0x31, PATCH_GETORIGINALBYTEADJUST(+18, +11), // bnt [ don't fade music ]
0x38, PATCH_SELECTOR16(handsOff), // pushi handsOff
0x39, 0x00, // pushi 00
0x80, PATCH_UINT16(0x0001), // lag 0001
0x4a, PATCH_UINT16(0x0004), // send 04 [ GK2 handsOff: ]
PATCH_END
};
// GK2 1.0 contains a deadend bug in chapter 3. Exhausting Leber's topics before
// reading Grace's letter prevents returning to the police station to ask about
// the Black Wolf, which is necessary to complete the chapter.
//
// We fix this as Sierra did by adding a flag 218 test so that the police
// station doesn't close before Leber has been asked about the Black Wolf.
//
// Applies to: English PC 1.0
// Responsible method: rm3210:dispose
static const uint16 gk2PoliceStationDeadendSignature[] = {
0x78, // push1
0x38, SIG_UINT16(0x00dd), // pushi 00dd
0x47, 0x0b, 0x00, SIG_MAGICDWORD, // calle proc11_0 [ is flag 221 set? ]
SIG_UINT16(0x002),
0x31, 0x51, // bnt 51 [ skip closing police station ]
SIG_END
};
static const uint16 gk2PoliceStationDeadendPatch[] = {
0x80, PATCH_UINT16(0x00a3), // lag 00a3 [ flags 208-223 ]
0x39, 0x24, // pushi 24
0x12, // and
0x39, 0x24, // pushi 24
0x1a, // eq? [ are flags 218 and 221 set? ]
PATCH_END
};
// In chapter 3, Xaver can be asked about the Black Wolf before learning about
// the Black Wolf from Grace's letter. The tBlackWolf topic in room 4320 is
// missing the readyFlagNum value of 514 that the other tBlackWolf topics in
// chapter 3 have, so we set it.
//
// Applies to: All versions
// Responsible method: heap in script 4320
static const uint16 gk2XaverBlackWolfSignature[] = {
SIG_MAGICDWORD, // tBlackWolf
SIG_UINT16(0x010e), // sceneNum = 270
SIG_UINT16(0x00f0), // flagNum = 240
SIG_UINT16(0x0000), // readyFlagNum = 0
SIG_END
};
static const uint16 gk2XaverBlackWolfkPatch[] = {
PATCH_ADDTOOFFSET(+4),
PATCH_UINT16(0x0202), // readyFlagNum = 514
PATCH_END
};
// Chapter 4 has a bug in many versions of GK2 that is effectively a deadend.
// Asking Georg about "Ludwig's letter to the Conductor" is required to finish
// the chapter. This topic becomes available after looking at the "Ludwig and
// Wagner" plaque in Herrenchiemsee and then clicking again to read it aloud.
// The problem is that the rest of the game only cares about looking at the
// plaque. If Herrenchiemsee is completed without reading the plaque then the
// Hint feature claims everything is done and the player appears to be stuck.
//
// We fix this as Sierra did by making Georg's letter topic available upon just
// looking at the plaque, which is consistent with the rest of the scripts.
// Although Sierra advertised this fix in the readme for GK2PAT 1.11, the patch
// file seems to be missing, but appears in later versions and the GOG release.
//
// Applies to: English PC 1.0, 1.1, 1.11 Patch, Mac
// Responsible method: Heap in script 8520
static const uint16 gk2GeorgLetterTopicSignature[] = {
SIG_MAGICDWORD, // tLtr2Conductor
SIG_UINT16(0x0211), // sceneNum = 529
SIG_UINT16(0x012a), // flagNum = 298
SIG_UINT16(0x0283), // readyFlagNum = 643
SIG_END
};
static const uint16 gk2GeorgLetterTopicPatch[] = {
PATCH_ADDTOOFFSET(+4),
PATCH_UINT16(0x026f), // readyFlagNum = 623
PATCH_END
};
// In early versions of GK2, clicking on the holy water basket after using the
// holy water locks up the game. The script is supposed to test the flag that's
// set when getting the water but some code mistakenly tests inventory instead.
// We fix this as Sierra did by replacing the inventory tests with flag tests.
//
// Applies to: English PC 1.0, Mac
// Responsible methods: waterBasket:handleEvent, waterBasket:doVerb
static const uint16 gk2HolyWaterLockupSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x3e, // pushi 3e
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0006), // send 06 [ GraceEgo has: 62 (invBottleOfWater) ]
SIG_END
};
static const uint16 gk2HolyWaterLockupPatch[] = {
0x38, PATCH_UINT16(0x0001), // pushi 0001
0x38, PATCH_UINT16(0x0476), // pushi 0476
0x47, 0x0b, 0x00, // calle proc11_0 [ is flag 1142 set? ]
PATCH_UINT16(0x0002),
PATCH_END
};
// In early versions of GK2, Neuschwanstein castle can flash when clicking the
// Hint button even after completing everything. The Hint script tests too many
// flags including one whose value is random since it toggles back and forth
// between two tape messages. We remove these flag tests as Sierra did.
//
// Applies to: English PC 1.0, Mac
// Responsible method: local procedure #0 in script 800
static const uint16 gk2NeuschwansteinHintSignature1[] = {
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x024d), // pushi 024d
0x47, 0x0b, 0x00, // calle proc11_0 [ is flag 589 set? ]
SIG_UINT16(0x0002),
SIG_END
};
static const uint16 gk2NeuschwansteinHintSignature2[] = {
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x024e), // pushi 024e
0x47, 0x0b, 0x00, // calle proc11_0 [ is flag 590 set? ]
SIG_UINT16(0x0002),
SIG_END
};
static const uint16 gk2NeuschwansteinHintSignature3[] = {
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x0250), // pushi 0250
0x47, 0x0b, 0x00, // calle proc11_0 [ is flag 592 set? ]
SIG_UINT16(0x0002),
SIG_END
};
static const uint16 gk2NeuschwansteinHintPatch[] = {
0x35, 0x01, // ldi 01
0x33, 0x05, // jmp 05
PATCH_END
};
// Clicking an inventory item on the Wagner paintings in rooms 8616 and 8617
// causes a missing message error. The paintings only have responses for the
// "Do" verb but painting:doVerb passes the incoming verb to gk2Messager:say
// without any filtering. We fix this by always playing the "Do" message.
//
// Applies to: All versions
// Responsible methods: painting:doVerb in scripts 8616 and 8617
static const uint16 gk2WagnerPaintingMessageSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(say), // pushi say
0x38, SIG_UINT16(0x0006), // pushi 0006
0x67, SIG_ADDTOOFFSET(+1), // pTos noun
0x8f, 0x01, // lsp 01 [ verb ]
SIG_END
};
static const uint16 gk2WagnerPaintingMessagePatch[] = {
PATCH_ADDTOOFFSET(+8),
0x39, 0x3e, // pushi 3e [ "Do" verb ]
PATCH_END
};
// The game-over rooms 665 and 666 draw a pic over everything by setting the
// default plane's priority to 202, but this is already inventoryBorderPlane's
// priority. In our interpreter this causes a border fragment to be drawn above
// the pics. This worked by luck in Sierra's interpreter because it sorts on
// memory ID when planes have the same priority. In ScummVM the renderer
// guarantees a sort order based on the creation order of the planes. The
// default plane is created first and drawn before inventoryBorderPlane.
//
// We fix this by increasing the plane priority in the game-over rooms.
//
// Applies to: All versions
// Responsible methods: gabeNews:init, uDie:init
// Fixes bug: #11298
static const uint16 gk2GameOverPrioritySignature[] = {
0x39, SIG_SELECTOR8(priority), // pushi priority
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x00ca), // pushi 00ca
0x81, 0x03, // lag 03
0x4a, SIG_UINT16(0x0012), // send 12 [ Plane ... priority: 202 ]
SIG_END
};
static const uint16 gk2GameOverPriorityPatch[] = {
PATCH_ADDTOOFFSET(+3),
0x38, PATCH_UINT16(0x00cb), // pushi 00cb [ priority: 203 ]
PATCH_END
};
// GK2 fans have created patches that add subtitles to the entire game. There
// are at least English and Spanish patch sets. Sierra added the subtitle
// feature solely for the Portuguese version. The fan patches include these
// subtitle scripts, replace the Portuguese resources and embedded script
// strings, and configure Sierra's interpreter to use the Portuguese language
// through RESOURCE.CFG. This sets GK2:printLang which the scripts test for
// Portuguese in order to activate subtitles.
//
// The subtitle patches are compatible with ScummVM except for the requirement
// that GK2:printLang equals Portuguese (351) since we don't use RESOURCE.CFG.
// We fix this by patching the GK2:printLang tests to always activate subtitles
// when a sync resource is present for synchronizing text to video playback.
//
// Applies to: PC versions with a subtitle fan-patch applied
// Responsible methods: Any that test GK2:printLang for Portuguese
// Fixes bugs: #9677, #11282
static const uint16 gk2SubtitleCompatibilitySignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(printLang), // pushi printLang
0x76, // push0
0x81, 0x01, // lag 01
0x4a, SIG_UINT16(0x0004), // send 04 [ GK2 printLang? ]
SIG_END
};
static const uint16 gk2SubtitleCompatibilityPatch[] = {
0x34, PATCH_UINT16(0x015f), // ldi 015f [ K_LANG_PORTUGUESE ]
0x33, 0x03, // jmp 03
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry gk2Signatures[] = {
{ true, 0, "disable volume reset on startup", 1, gk2VolumeResetSignature, gk2VolumeResetPatch },
{ true, 0, "disable video benchmarking", 1, gk2BenchmarkSignature, gk2BenchmarkPatch },
{ true, 23, "fix inventory scroll speed", 2, gk2InventoryScrollSpeedSignature, gk2InventoryScrollSpeedPatch },
{ true, 23, "fix inventory scroll direction", 1, gk2InventoryScrollDirSignature1, gk2InventoryScrollDirPatch1 },
{ true, 23, "fix inventory scroll direction (no line numbers)", 1, gk2InventoryScrollDirSignature2, gk2InventoryScrollDirPatch2 },
{ true, 37, "fix sound manager lockup", 1, gk2SoundManagerLockupSignature1, gk2SoundManagerLockupPatch1 },
{ true, 37, "fix sound manager lockup (no line numbers)", 1, gk2SoundManagerLockupSignature2, gk2SoundManagerLockupPatch2 },
{ true, 665, "fix game-over priority", 1, gk2GameOverPrioritySignature, gk2GameOverPriorityPatch },
{ true, 666, "fix game-over priority", 1, gk2GameOverPrioritySignature, gk2GameOverPriorityPatch },
{ true, 800, "fix neuschwanstein hint (1/3)", 1, gk2NeuschwansteinHintSignature1, gk2NeuschwansteinHintPatch },
{ true, 800, "fix neuschwanstein hint (2/3)", 1, gk2NeuschwansteinHintSignature2, gk2NeuschwansteinHintPatch },
{ true, 800, "fix neuschwanstein hint (3/3)", 1, gk2NeuschwansteinHintSignature3, gk2NeuschwansteinHintPatch },
{ true, 810, "fix frau miller lockup", 1, gk2FrauMillerLockupSignature, gk2FrauMillerLockupPatch },
{ true, 1020, "fix holy water lockup", 2, gk2HolyWaterLockupSignature, gk2HolyWaterLockupPatch },
{ true, 3210, "fix police station deadend", 1, gk2PoliceStationDeadendSignature, gk2PoliceStationDeadendPatch },
{ true, 4320, "fix xaver black wolf topic", 1, gk2XaverBlackWolfSignature, gk2XaverBlackWolfkPatch },
{ true, 8520, "fix georg letter topic", 1, gk2GeorgLetterTopicSignature, gk2GeorgLetterTopicPatch },
{ true, 8616, "fix wagner painting message", 2, gk2WagnerPaintingMessageSignature, gk2WagnerPaintingMessagePatch },
{ true, 8617, "fix wagner painting message", 2, gk2WagnerPaintingMessageSignature, gk2WagnerPaintingMessagePatch },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupLineSignature, sciNarratorLockupLinePatch },
{ true, 64962, "flash bad cursor spin loop", 1, gk2FlashBadCursorSignature, gk2FlashBadCursorPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
{ false, 0, "subtitle patch compatibility", 3, gk2SubtitleCompatibilitySignature, gk2SubtitleCompatibilityPatch },
{ false, 11, "subtitle patch compatibility", 7, gk2SubtitleCompatibilitySignature, gk2SubtitleCompatibilityPatch },
{ false, 12, "subtitle patch compatibility", 5, gk2SubtitleCompatibilitySignature, gk2SubtitleCompatibilityPatch },
{ false, 91, "subtitle patch compatibility", 7, gk2SubtitleCompatibilitySignature, gk2SubtitleCompatibilityPatch },
{ false, 200, "subtitle patch compatibility", 1, gk2SubtitleCompatibilitySignature, gk2SubtitleCompatibilityPatch },
{ false, 1300, "subtitle patch compatibility", 1, gk2SubtitleCompatibilitySignature, gk2SubtitleCompatibilityPatch },
{ false, 64924, "subtitle patch compatibility", 1, gk2SubtitleCompatibilitySignature, gk2SubtitleCompatibilityPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// When spotting the destroyer, timing problems prevent completing the bridge
// scene at fast game speeds.
//
// In the control room, room 25, ego and the captain go to the bridge, room 28,
// where they spot ships in an effectively automatic scene. When this completes
// they return to the control room, the captain falls, and the player regains
// control of ego and has to walk to the control panel. This entire sequence
// has to be completed within 400 game cycles or the destroyer kills the sub,
// but the bridge timing is in wall time and has at least 25 seconds of delays,
// which at faster speeds is longer than 400 cycles. The bridge also animates
// during messages, causing the timer to run while reading, so even at slower
// speeds the game can illogically end before the ships are revealed.
//
// There are several problems here but the real bug is that the timer starts
// before the player has control. We fix this by disabling the timer during the
// bridge and resetting it to 120 game cycles when the player regains control.
// This preserves the original timer duration in the control room, where the
// real timed action is, and is compatible with existing saved games. When the
// timer expires, subMarineScript:changeState(9) no longer ends the game if
// subMarine:roomFlags flag 2 isn't set, which captainfallsScript sets at the
// same time that it now calls subMarineScript:changeState(8).
//
// Applies to: All versions
// Responsible methods: subMarineScript:changeState, captainfallsScript:changeState
// Fixes bug #11017
static const uint16 icemanDestroyerTimer1Signature[] = {
0x30, SIG_UINT16(0x0022), // bnt 0022 [ state 8 ]
SIG_ADDTOOFFSET(+0x1f),
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x0074), // jmp 0074 [ end of method ]
0x3c, // dup
0x35, 0x08, // ldi 08
0x1a, // eq?
0x30, SIG_UINT16(0x0008), // bnt 0008 [ state 9 ]
0x34, SIG_UINT16(0x0190), // ldi 0190
0x65, 0x10, // aTop cycles [ cycles = 400 ]
0x32, SIG_UINT16(0x0065), // jmp 0065 [ end of method ]
0x3c, // dup
0x35, 0x09, // ldi 09
0x1a, // eq?
0x30, SIG_UINT16(0x0023), // bnt 0023 [ state 15 ]
0x8f, 0x00, // lsp 00
0x35, 0x02, // ldi 02
0x22, // lt? [ didn't reach control panel? ]
0x30, SIG_UINT16(0x0014), // bnt 0014 [ skip death if reached control panel ]
SIG_END
};
static const uint16 icemanDestroyerTimer1Patch[] = {
0x30, PATCH_UINT16(0x001f), // bnt 001f [ state 8 ]
PATCH_ADDTOOFFSET(+0x1f),
0x3c, // dup
0x35, 0x08, // ldi 08
0x1a, // eq?
0x31, 0x04, // bnt 04 [ state 9 ]
0x35, 0x78, // ldi 78
0x65, 0x10, // aTop cycles [ cycles = 120 ]
0x3c, // dup
0x35, 0x09, // ldi 09
0x1a, // eq?
0x31, 0x2c, // bnt 2c [ state 15 ]
0x38, PATCH_SELECTOR16(roomFlags), // pushi roomFlags
0x76, // push0
0x63, 0x08, // pToa client
0x4a, 0x04, // send 04 [ subMarine roomFlags? ]
0x7a, // push2 [ flag 2 set when captain falls ]
0x12, // and [ has captain fallen? ]
0x31, 0x19, // bnt 19 [ skip death if captain hasn't fallen ]
0x8f, 0x00, // lsp 00
0x22, // lt? [ didn't reach control panel? ]
0x31, 0x14, // bnt 14 [ skip death if reached control panel ]
PATCH_END
};
static const uint16 icemanDestroyerTimer2Signature[] = {
// print four messages
0x7a, // push2
0x38, SIG_UINT16(0x0187), // pushi 0187
SIG_MAGICDWORD,
0x7a, // push2
0x47, 0xff, 0x00, 0x04, // calle proc255_0 [ print 391 2 ]
SIG_ADDTOOFFSET(+20), // [ print 391 3, print 391 4 ]
0x7a, // push2
0x38, SIG_UINT16(0x0187), // pushi 0187
0x39, 0x05, // pushi 05
0x47, 0xff, 0x00, 0x04, // calle proc255_0 [ print 391 5 ]
SIG_END
};
static const uint16 icemanDestroyerTimer2Patch[] = {
// print four messages using a loop
0x35, 0x02, // ldi 02
0xa7, 0x01, // sap 01
0x8f, 0x01, // lsp 01
0x35, 0x05, // ldi 05
0x24, // le? [ loop while 2 <= param1 <= 5 ]
0x31, 0x0e, // bnt 0e [ exit loop ]
0x7a, // push2
0x38, PATCH_UINT16(0x0187), // pushi 0187
0x8f, 0x01, // lsp 01
0x47, 0xff, 0x00, 0x04, // calle proc255_0 [ print 391 param1 ]
0xcf, 0x01, // +sp 01 [ increment and push param1 ]
0x33, 0xed, // jmp ed [ continue loop ]
// reset subMarineScript timer
0x39, PATCH_SELECTOR8(script), // pushi script
0x76, // push0
0x51, 0x5c, // class subMarine
0x4a, 0x04, // send 04 [ subMarine script? ]
0x39, PATCH_SELECTOR8(changeState), // pushi changeState
0x78, // push1
0x39, 0x08, // pushi 08
0x4a, 0x06, // send 06 [ subMarineScript changeState: 8 ]
PATCH_END
};
// At the pier in Honolulu, room 23, "climb down" causes ego to bypass boarding
// procedure, walk through the air, climb down the hatch, and get stuck in the
// submarine without triggering a room change. There is no "climb up" command.
//
// Boarding requires asking the officer permission. comeAboardScript gives him
// the orders, runs downTheHatchScript, and changes to room 31 when finished.
// downTheHatchScript only walks ego to the hatch and runs the climb animation.
// "climb down" simply runs downTheHatchScript and nothing else, leaving the
// room in a broken state by running this intermediate script out of context.
//
// We patch "climb down" to respond with the message for other hatch commands.
//
// Applies to: All versions
// Responsible method: hatch:handleEvent
// Fixes bug #11039
static const uint16 icemanClimbDownHatchSignature[] = {
0x7a, // push2
SIG_MAGICDWORD,
0x39, 0x17, // pushi 17
0x39, 0x18, // pushi 18
0x47, 0xff, 0x00, 0x04, // calle proc255_0 04 [ "You must follow proper boarding procedure." ]
0x32, SIG_UINT16(0x0021), // jmp 0021 [ end of method ]
SIG_ADDTOOFFSET(+22),
0x39, SIG_SELECTOR8(setScript), // pushi setScript
0x78, // push1
0x72, SIG_UINT16(0xfc24), // lofsa downTheHatchScript
SIG_END
};
static const uint16 icemanClimbDownHatchPatch[] = {
PATCH_ADDTOOFFSET(+34),
0x33, 0xdc, // jmp dc [ "You must follow proper boarding procedure." ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry icemanSignatures[] = {
{ true, 23, "climb down hatch", 1, icemanClimbDownHatchSignature, icemanClimbDownHatchPatch },
{ true, 99, "disable speed test", 1, sci01SpeedTestLocalSignature, sci01SpeedTestLocalPatch },
{ true, 314, "destroyer timer (1/2)", 1, icemanDestroyerTimer1Signature, icemanDestroyerTimer1Patch },
{ true, 391, "destroyer timer (2/2)", 1, icemanDestroyerTimer2Signature, icemanDestroyerTimer2Patch },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Island of Dr. Brain
// Narrator lockup fix, see sciNarratorLockupSignature.
// Island of Dr. Brain contains an early version of Narrator with the lockup
// bug so it requires its own patch.
static const uint16 islandBrainNarratorLockupSignature[] = {
0x67, SIG_ADDTOOFFSET(+1), // pTos ticks
SIG_MAGICDWORD,
0x35, 0x3c, // ldi 3c
0x02, // add
0x36, // push
0x89, 0x56, // lsg 56 [ game time ]
0x76, // push0
0x43, 0x42, 0x00, // callk GetTime 00
0x02, // add
0x02, // add
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks [ ticks += 60 + game time + GetTime ]
0x35, 0x01, // ldi 01 [ true ]
0x48, // ret
SIG_END
};
static const uint16 islandBrainNarratorLockupPatch[] = {
0x76, // push0
0x43, 0x42, 0x00, // callk GetTime 00
0x39, 0x3c, // pushi 3c
0x02, // add
0x67, PATCH_GETORIGINALBYTE(+1), // pTos ticks
0x02, // add
0x89, 0x56, // lsg 56 [ game time ]
0x02, // add
0x65, PATCH_GETORIGINALBYTE(+1), // aTop ticks [ ticks = GetTime + 60 + game time + ticks ]
0x00, // bnot
0x31, 0xfb, // bnt fb [ set ticks to 0 if ticks == -1 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry islandBrainSignatures[] = {
{ true, 928, "Narrator lockup fix", 1, islandBrainNarratorLockupSignature, islandBrainNarratorLockupPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Jones In The Fast Lane
// script, description, signature patch
static const SciScriptPatcherEntry jonesSignatures[] = {
{ true, 764, "disable speed test", 1, sci01SpeedTestLocalSignature, sci01SpeedTestLocalPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// King's Quest 1
// In the demo, the leprechaun dance runs awkwardly fast on modern computers.
// The demo script increases the speed from the default (5 or 6) to fastest (1)
// for this scene only. This appears to be an attempt to speed up the dance and
// also compensate for the original interpreter significantly slowing down.
// On a machine from the demo's era, the interpreter was unable to keep up with
// all of the animating dancers. As each dancer disappeared the lag decreased
// and the dance got noticeably faster. On modern computers the dancers cause
// no lag and the real game's scripts don't adjust the speed at all, so we just
// lower the temporary dance speed to one that matches the demo and the dance
// music duration.
//
// Applies to: PC Demo only
// Responsible method: danceFever:changeState(0)
// Fixes bug: #9825
static const uint16 kq1SignatureDemoDanceSpeed[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0xa1, 0x03, // sag 03 [ gameSpeed = 1 (fastest) ]
SIG_END
};
static const uint16 kq1PatchDemoDanceSpeed[] = {
0x35, 0x04, // ldi 04
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq1Signatures[] = {
{ true, 77, "demo: dance speed", 1, kq1SignatureDemoDanceSpeed, kq1PatchDemoDanceSpeed },
{ true, 99, "demo: disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
{ true, 777, "disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// In KQ4 1.000.111, falling down the lower stairs in room 90 sends a message to
// a non-object, which also crashes the original. It appears that the fragment
// of code which instantiated the Sound object was accidentally deleted from
// the script. This line was intact in the previous version and in later
// versions it was rewritten to use a new local Sound object. We fix this by
// jumping from the broken code into the sound code in fallingToDeath, which
// correctly plays the same sound.
//
// Applies to: PC 1.000.111
// Responsible method: fallingDown:changeState(0)
static const uint16 kq4SignatureFallDownStairs[] = {
SIG_MAGICDWORD,
0x83, 0x01, // lal 01 [ not set, zero ]
0x4a, 0x10, // send 10 [ local1 number: 51 loop: 1 play: ]
SIG_ADDTOOFFSET(+0x0108),
0x38, SIG_SELECTOR16(new), // pushi new
0x76, // push0
0x51, 0x31, // class Sound
0x4a, 0x04, // send 04 [ Sound new: ]
0x4a, 0x10, // send 10 [ sound number: 51 loop: 1 play: ]
0x32, SIG_UINT16(0x0040), // jmp 0040 [ end of method ]
SIG_END
};
static const uint16 kq4PatchFallDownStairs[] = {
0x32, PATCH_UINT16(0x0109), // jmp 0109
PATCH_ADDTOOFFSET(+0x0111),
0xa2, PATCH_UINT16(0x0001), // sal 0001 [ local1 = the new sound ]
0x4a, 0x10, // send 10 [ local1 number: 51 loop: 1 play: ]
PATCH_END
};
// KQ4 1.003.006 is missing view 653 and crashes room 24 outside the waterfall.
// In the original this only occurred at high CPU speeds. View 653 animates the
// river's current, which was first added in this version, but it's only loaded
// when the game's speed test detects a fast machine. Sierra later released a
// KQ4FIX patch with the missing view and included it in subsequent versions.
// We fix this by not initializing view 653 when it's not present.
//
// Applies to: PC and Atari ST 1.003.006
// Responsible method: Room24:init
static const uint16 kq4SignatureMissingWaterfallView[] = {
0x39, SIG_SELECTOR8(new), // pushi new
0x76, // push0
0x51, SIG_ADDTOOFFSET(+1), // class Prop
0x4a, 0x04, // send 04 [ Prop new: ]
0xa3, 0x0c, // sal 0c [ local12 = new Prop ]
SIG_ADDTOOFFSET(+14),
0x39, SIG_SELECTOR8(view), // pushi view
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x028d), // pusi 028d
SIG_ADDTOOFFSET(+83),
0x83, 0x0d, // lal 0d
0x4a, 0x34, // send 34 [ local13 ... view: 653 ... ]
SIG_END
};
static const uint16 kq4PatchMissingWaterfallView[] = {
0x33, 0x72, // jmp 72 [ skip missing view (local12 and local13) ]
PATCH_END
};
// KQ4 1.003.006 draws pics incorrectly when riding the unicorn at night.
// The riding scene takes place within room 333 which simulates room changes by
// drawing each pic in the sequence. This version of KQ4 introduced overlays
// for drawing night instead of using alternate pics, but Sierra forgot to
// update this script. Instead of drawing the base pic followed by the night
// overlay, this script only draws the overlay as if it were a complete pic.
// This paints the screen almost entirely white except for the night sky.
//
// There are too many outdated Rm:drawPic calls in script 333 with too many
// differences to reasonably patch each with the new logic and additional
// Rm:overlay call. Instead we patch Rm:drawPic to detect and handle these
// attempts. Rm:drawPic and Rm:overlay do similar work, so we patch Rm:overlay
// to handle both and rewrite Rm:drawPic to call Rm:overlay appropriately. When
// Rm:drawPic is called with a night overlay (100-129) it now calls Rm:overlay
// twice to draw the associated base pic first and then the night overlay.
//
// Applies to: PC and Atari ST 1.003.006
// Responsible methods: Rm:drawPic and Rm:overlay
static const uint16 kq4SignatureUnicornNightRide[] = {
// Rm:drawPic
0x87, 0x01, // lap 01
0x65, 0x22, // aTop curPic [ curPic = picNumber ]
0x35, 0xff, // ldi ff
0xa1, 0x39, // sag 39 [ global57 = -1 ]
0x7a, // push2
0x8f, 0x01, // lsp 01
0x8f, 0x00, // lsp 00
0x35, 0x02, // ldi 02
0x1a, // eq?
0x30, SIG_UINT16(0x0005), // bnt 0005
0x87, 0x02, // lap 02
0x32, SIG_UINT16(0x000f), // jmp 000f
0x67, 0x14, // pTos style
0x35, 0xff, // ldi ff
0x1c, // ne?
0x30, SIG_UINT16(0x0005), // bnt 0005
0x63, 0x14, // pToa style
0x32, SIG_UINT16(0x0002), // jmp 0002
0x81, 0x11, // lag 11
0x36, // push
SIG_MAGICDWORD,
0x43, 0x08, 0x04, // callk DrawPic 04
0x48, // ret
// Rm:overlay
SIG_ADDTOOFFSET(+16),
0x87, 0x02, // lap 02
SIG_ADDTOOFFSET(+11),
0x63, 0x14, // pToa style
SIG_ADDTOOFFSET(+3),
0x81, 0x11, // lag 11
0x36, // push
0x78, // push1
SIG_END
};
static const uint16 kq4PatchUnicornNightRide[] = {
// Rm:drawPic
0x76, // push0
0xa9, 0x1a, // ssg 1a [ global26 = 0, draw pic normally ]
0x38, PATCH_SELECTOR16(overlay),// pushi overlay
0x8f, 0x01, // lsp 01 [ picNumber ]
0x35, 0x64, // ldi 64
0x04, // sub
0x65, 0x22, // aTop curPic [ curPic = picNumber - 100 ]
0x39, 0x1e, // pushi 1e
0x28, // uge? [ 30 >= (picNumber - 100) ]
0x31, 0x09, // bnt 09 [ jump if this is a correct drawPic call]
0x78, // push1
0x60, // pprev
0x54, 0x06, // self 06 [ self overlay: (picNumber - 100) ]
0x78, // push1
0xa9, 0x1a, // ssg 1a [ global26 = 1, draw pic as overlay ]
0x33, 0x11, // jmp 11 [ self overlay: &rest, ret ]
0x76, // push0
0x59, 0x01, // &rest 01
0x54, 0x04, // self 04 [ self overlay: &rest ]
0x87, 0x01, // lap 01
0x65, 0x22, // aTop curPic [ curPic = picNumber ]
0x35, 0xff, // ldi ff
0xa1, 0x39, // sag 39 [ global57 = -1 ]
0x78, // push1
0xa9, 0x1a, // ssg 1a [ global26 = 1, its original value ]
0x48, // ret
// Rm:overlay
PATCH_ADDTOOFFSET(+16),
0x8f, 0x02, // lsp 02
PATCH_ADDTOOFFSET(+11),
0x67, 0x14, // pTos style
PATCH_ADDTOOFFSET(+3),
0x89, 0x11, // lsg 11
0x89, 0x1a, // lsg 1a [ always 1 unless cleared in drawPic ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq4Signatures[] = {
{ false, 24, "missing waterfall view", 1, kq4SignatureMissingWaterfallView, kq4PatchMissingWaterfallView },
{ true, 90, "fall down stairs", 1, kq4SignatureFallDownStairs, kq4PatchFallDownStairs },
{ true, 98, "disable speed test", 1, sci0EarlySpeedTestSignature, sci0EarlySpeedTestPatch },
{ true, 99, "disable speed test", 1, sci0EarlySpeedTestSignature, sci0EarlySpeedTestPatch },
{ true, 994, "ride unicorn at night", 1, kq4SignatureUnicornNightRide, kq4PatchUnicornNightRide },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// At least during the harpy scene, export 29 of script 0 is called and has an
// issue where temp[3] won't get inititialized, but is later used to set
// master volume. This makes SSCI set the volume to max. We fix the procedure,
// so volume won't get modified in those cases.
//
// Applies to at least: PC CD
// Responsible method: export 29 in script 0
// Fixes bug: #5209
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 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)
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)
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 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)
// 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
};
// The witchCage object in script 200 is broken and claims to have 12
// properties 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
//
// Applies to at least: PC CD, English PC floppy
// Responsible method: heap in script 200
// Fixes bug: #4964
static const uint16 kq5SignatureWitchCageInit[] = {
SIG_UINT16(0x0000), // top
SIG_UINT16(0x0000), // left
SIG_UINT16(0x0000), // bottom
SIG_UINT16(0x0000), // right
SIG_UINT16(0x0000), // extra property #1
SIG_MAGICDWORD,
SIG_UINT16(0x007a), // extra property #2
SIG_UINT16(0x00c8), // extra property #3
SIG_UINT16(0x00a3), // extra property #4
SIG_END
};
static const uint16 kq5PatchWitchCageInit[] = {
PATCH_UINT16(0x0000), // top
PATCH_UINT16(0x007a), // left
PATCH_UINT16(0x00c8), // bottom
PATCH_UINT16(0x00a3), // right
PATCH_END
};
// The multilingual releases of KQ5 hang right at the end during the magic
// battle with Mordack. It seems additional code was added to wait for signals,
// but the signals are never set and thus the game hangs. We disable that code,
// so that the battle works again. This also happened in the original
// interpreter. We must not change similar code, that happens before.
//
// Applies to at least: French PC floppy, German PC floppy, Spanish PC floppy
// Responsible method: stingScript::changeState, dragonScript::changeState, snakeScript::changeState
static const uint16 kq5SignatureMultilingualEndingGlitch[] = {
SIG_MAGICDWORD,
0x89, 0x57, // lsg global[57h]
0x35, 0x00, // ldi 0
0x1a, // eq?
0x18, // not
0x30, SIG_UINT16(0x0011), // bnt [skip signal check]
SIG_ADDTOOFFSET(+8), // skip globalSound::prevSignal get code
0x36, // push
0x35, 0x0a, // ldi 0Ah
SIG_END
};
static const uint16 kq5PatchMultilingualEndingGlitch[] = {
PATCH_ADDTOOFFSET(+6),
0x32, // jmp (replace bnt)
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 global[400] checks with a fixed true. This is toggled with
// enablePatch() below when alternative Windows GM MIDI tracks are used.
//
// Global[400] is also used to determine which cursor type to use: color view
// resources for DOS or old black and white cursor resources for Windows.
// We set this depending on if the user has used the "windows_cursors" option
// in the Windows version. That doesn't affect this patch since it removes
// global[400] from the code.
//
// Applies to at least: Win CD
// Responsible method: mordOneScript::changeState(1), dragonScript::changeState(1),
// fireScript::changeState() in script 124
// Fixes bug: #6251
static const uint16 kq5SignatureWinGMSignals[] = {
SIG_MAGICDWORD,
0x80, SIG_UINT16(0x0190), // lag global[400]
0x18, // not
0x30, SIG_UINT16(0x001b), // bnt 0x001b
0x89, 0x57, // lsg global[87]
SIG_END
};
static const uint16 kq5PatchWinGMSignals[] = {
0x34, PATCH_UINT16(0x0001), // ldi 0x0001
PATCH_END
};
// During the introduction at Crispin's house in later floppy versions, Graham's
// initial message immediately disappears. This is another KQ5 sound regression
// caused by a broken signal that a script depends on.
//
// Sound 80's first signal is supposed to be set after 781 ticks to trigger the
// second message in room 109, but starting in the French version the sound
// changed to set this signal on the first tick. This causes the first message
// to miss the signal and display for too long until the second signal occurs
// and closes the first message and immediately closes the second.
//
// We fix this by replacing the first signal wait with a 13 second delay.
// 781 ticks / 60 = 13 seconds and 1 tick. All subsequent signals in sound 80
// are correct. Sierra noticed this bug in the German Amiga Floppy version, but
// instead of fixing the broken sound, they peppered this script with similar
// delays except for the one place that needed it. This covers up that the
// wrong signals are still triggering messages with unintentional timings, but
// the results are acceptable. Due to this messy history, and that it involves
// multiple versions of multiple resources, we only enable this patch on game
// versions known to disappear Graham's message.
//
// Applies to: French PC Floppy, Italian PC Floppy, English Mac Floppy,
// English Amiga Floppy
// Responsible method: a2s5Script:changeState(2)
// Fixes bug: #11543
static const uint16 kq5SignatureCrispinIntroSignal[] = {
SIG_MAGICDWORD,
0x36, // push
0x35, 0x0a, // ldi 0a
0x22, // lt? [ globalMusic:prevSignal < 10 ]
0x30, SIG_UINT16(0x0002), // bnt 0002
0x6d, 0x0a, // dpToa state
0x35, 0x01, // ldi 01
0x65, 0x10, // aTop cycles
SIG_END
};
static const uint16 kq5PatchCrispinIntroSignal[] = {
0x38, PATCH_SELECTOR16(seconds), // pushi seconds
0x78, // push1
0x39, 0x0d, // pushi 0d
0x54, 0x06, // self 06 [ self seconds: 13 ]
0x32, PATCH_UINT16(0x0002), // jmp 0002
PATCH_END
};
// Clicking Look or Do on the bandit's campfire in room 216 of the PC-98 version
// crashes the game or displays the wrong message after attempting to process
// hundreds of uninitialized parameters. The script has four calle instructions
// with frame size operands that don't match the number of parameters passed on
// the stack. The first real parameter, 216, is interpreted as the parameter
// count and chaos ensues.
//
// We fix this by setting the correct frame size. These instructions are correct
// in the later FM-Towns version so this appears to be a compiler bug.
//
// Applies to: Japanese PC-98
// Responsible methods: fire:handleEvent, fireRing:handleEvent
static const uint16 kq5SignaturePc98CampfireMessages[] = {
0x35, SIG_ADDTOOFFSET(+1), // ldi
SIG_MAGICDWORD,
0x36, // push
0x46, SIG_UINT16(0x02f7), // calle proc759_0 [ print message, 1 parameter ]
SIG_UINT16(0x0000), 0x02,
SIG_END
};
static const uint16 kq5PatchPc98CampfireMessages[] = {
PATCH_ADDTOOFFSET(+8),
0x04, // calle proc759_0 [ print message, 2 parameters ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq5Signatures[] = {
{ true, 0, "CD: harpy volume change", 1, kq5SignatureCdHarpyVolume, kq5PatchCdHarpyVolume },
{ true, 0, "timer rollover", 1, sciSignatureTimerRollover, sciPatchTimerRollover },
{ true, 99, "disable speed test", 1, sci01SpeedTestLocalSignature, sci01SpeedTestLocalPatch },
{ true, 99, "disable speed test", 1, sci11SpeedTestSignature, sci11SpeedTestPatch },
{ false, 109, "Crispin intro signal", 1, kq5SignatureCrispinIntroSignal, kq5PatchCrispinIntroSignal },
{ true, 124, "Multilingual: Ending glitching out", 3, kq5SignatureMultilingualEndingGlitch, kq5PatchMultilingualEndingGlitch },
{ false, 124, "Win: GM Music signal checks", 4, kq5SignatureWinGMSignals, kq5PatchWinGMSignals },
{ true, 200, "CD: witch cage init", 1, kq5SignatureWitchCageInit, kq5PatchWitchCageInit },
{ true, 216, "PC-98: campfire messages", 4, kq5SignaturePc98CampfireMessages, kq5PatchPc98CampfireMessages },
{ true, 973, "timer rollover", 1, sciSignatureTimerRollover, sciPatchTimerRollover },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// In the garden (room 480), when giving the milk bottle to one of the babies,
// script 481 starts a looping a baby cry sound (cryMusic). However, that
// particular sound has an overriden check() method that 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 out the unnecessary check() method, 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.
//
// Applies to at least: PC-CD
// Responsible method: cryMusic::check in script 481
// Fixes bug: #4955
static const uint16 kq6SignatureDuplicateBabyCry[] = {
SIG_MAGICDWORD,
0x83, 0x00, // lal local[0]
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 in script 907
// 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 (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, // bnot (neg, either 2000 or 0000 in acc, this will create dfff or ffff) - saves 2 bytes
0x12, // and
0x65, 0x30, // aTop state
0x38, PATCH_GETORIGINALUINT16(+22), // pushi show
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, PATCH_GETORIGINALBYTEADJUST(+39, +6), // bnt [menu exit code] (0x0e for pc, 0x0d for mac)
0x34, PATCH_UINT16(0x2000), // ldi 2000
0x12, // and
0x2f, 0x05, // bt [to ret]
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 in script 87
// 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(+4),
0x30, PATCH_UINT16(0x00b1), // bnt 00b1 [ check for 11h code ]
PATCH_ADDTOOFFSET(+161),
0x39, PATCH_SELECTOR8(doit), // pushi doit
0x76, // push0
0x81, 0x0a, // lag global[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
};
// KQ6 Mac is missing pic 981 and crashes when drinking the "Drink Me" bottle.
// This also crashed the original. Pic 981 is a black background and it's only
// used in this scene. Pic 98 is also a black background and used when the game
// starts and everywhere else. We restore this scene by switching to pic 98.
//
// This patch is only enabled on Mac as the script is the same in all versions.
// The pics have different palettes and applying it to PC would disable the
// palette cycling between red and black during this scene. KQ6 Mac didn't do
// these palette cycling effects as it didn't include any palette resources.
//
// Applies to: English Mac
// Responsible method: drinkMeScript:changeState(0)
static const uint16 kq6SignatureMacDrinkMePic[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x03d5), // pushi 981d
0x39, 0x09, // pushi 09
0x43, 0x08, 0x04, // callk DrawPic 04
SIG_END
};
static const uint16 kq6PatchMacDrinkMePic[] = {
0x38, PATCH_UINT16(0x0062), // pushi 98d
PATCH_END
};
// Looking at the ribbon in inventory says that there's a hair even after it's
// been removed. This occurs after the hair has been put in the skull or is on
// a different inventory page than the ribbon.
//
// The ribbon's Look handler has incorrect logic for determining if it contains
// a hair. It fails to test flag 143 which is set when getting the hair and so
// it displays the wrong message. The Do handler tests all the necessary flags.
// This bug probably would have been noticed except that both verb handlers
// also test inventory for hair, which is redundant as testing flags is enough,
// but it causes the right message some of the time. Testing inventory is wrong
// because possessing the hair is temporary, which is why the bug emerges after
// it's used, and it's broken because testing inventory across pages doesn't
// work in KQ6. ego:has returns false for any item on another page when the
// inventory window is open. As inventory increases the ribbon and hair end up
// on different pages and ribbon:doVerb can no longer see it.
//
// We fix the message by changing ribbon:doVerb(1) to test flag 143 like doVerb(5).
// This requires overwriting one of the redundant inventory tests.
//
// Beauty's clothes also have a hair and clothes:doVerb(1) has similar issues
// but it happens to work. Those items are always on the same page due to their
// low item numbers and the clothes are removed from inventory before the hair.
//
// Applies to: PC CD, PC Floppy, Mac Floppy
// Responsible method: ribbon:doVerb(1) in script 907
// Fixes bug: #10801
static const uint16 kq6SignatureLookRibbonFix[] = {
0x30, SIG_ADDTOOFFSET(+2), // bnt [ verb != Look ]
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x04, // pushi 04
0x81, SIG_MAGICDWORD, 0x00, // lag global[0]
0x4a, 0x06, // send 6 [ ego:has 4 (beauty's hair) ]
0x2e, // bt [ continue hair tests ]
SIG_END
};
static const uint16 kq6PatchLookRibbonFix[] = {
PATCH_ADDTOOFFSET(+3),
0x78, // push1
0x38, PATCH_UINT16(0x008f), // pushi 008f
0x46, PATCH_UINT16(0x0391), // calle [export 0 of script 13], 02 [ is flag 8f set? ]
PATCH_UINT16(0x0000), 0x02,
PATCH_END
};
// During the common Game Over cutscene, the CD audio for "Tickets, only" gets
// cut off. This only worked in the original interpreter at slow CPU speeds.
// modeLessScript sets a 4 second timer for the message to complete. This is
// enough time, but actor animations also cue modeLessScript, and they complete
// in 2 seconds unless the interpreter can't keep up due to a slow CPU.
//
// We fix this by ignoring the cue from deathCartoonScr if CD audio is enabled
// and the audio timeout hasn't completed. This does not change scene duration
// or actor delays or when messages start. Text-only mode is unaffected.
//
// Applies to: PC CD
// Responsible method: modeLessScript:changeState
static const uint16 kq6CDSignatureTicketsOnlyAudioTiming[] = {
0x31, 0x2b, // bnt 2b [ state 1 ]
SIG_ADDTOOFFSET(+38),
SIG_MAGICDWORD,
0x65, 0x1c, // aTop seconds
0x32, SIG_UINT16(0x0051), // jmp 0051 [ end of method ]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x0c, // bnt 0c [ state 2 ]
0x81, 0x19, // lag 19 [ dialog ]
0x30, SIG_UINT16(0x0046), // bnt 0046
0x39, SIG_SELECTOR8(dispose), // pushi dispose
0x76, // push0
0x4a, 0x04, // send 04 [ dialog dispose: ]
0x33, 0x3f, // jmp 3f
SIG_ADDTOOFFSET(+44),
0x65, 0x1c, // aTop seconds
SIG_ADDTOOFFSET(+8),
0x81, 0x19, // lag 19 [ dialog ]
SIG_END
};
static const uint16 kq6CDPatchTicketsOnlyAudioTiming[] = {
0x31, 0x28, // bnt 28 [ state 1 ]
PATCH_ADDTOOFFSET(+38),
0x33, 0x41, // jmp 41 [ aTop seconds, end of method ]
0x3c, // dup
0x18, // not [ acc = 1 ]
0x1a, // eq?
0x31, 0x10, // bnt 10 [ state 2 ]
0x81, 0x5a, // lag 5a [ mode ]
0x7a, // push2 [ audio ]
0x12, // and [ is audio enabled? ]
0x31, 0x40, // bnt 40 [ if no audio then dispose dialog normally ]
0x63, 0x1c, // pToa seconds
0x2f, 0x04, // bt 04 [ ignore cue from deathCartoonScr if audio is playing ]
0x6b, 0x1a, // ipToa cycles [ cycles = 1 ]
0x33, 0x38, // jmp 38 [ dispose dialog normally ]
0x6d, 0x14, // dpToa state [ state = 0 so that state 1 can repeat ]
PATCH_END
};
// KQ6 CD introduced a bug in the wallflower dance in room 480. The dance is
// supposed to last until the music ends but in Text mode it stops after only
// three seconds once the user gains control. This isn't usually enough time
// to get the hole in the wall. This bug also occurs in Sierra's interpreter.
//
// wallFlowerDance was changed in the CD version for Speech mode but broke Text.
// In Text mode, changeState(9) creates a dialog with Print, which blocks, and
// then sets ticks to 12. Meanwhile, wallFlowerDance:handleEvent cues if an
// event is received in state 9. A mouse click starts a 12 tick race which
// handleEvent wins, cueing before the countdown expires, and so the countdown
// expires on state 10, skipping ahead to the three second fadeout. Closing the
// dialog with the keyboard works because Dialog claims keyboard events when
// blocking, preventing wallFlowerDance:handleEvent from receiving and cueing.
//
// We fix this by setting the Print dialog to modeless as it was in the floppy
// version and removing the countdown. wallFlowerDance:handleEvent now receives
// all events and is the only one responsible for advancing state 9 to 10 in
// Text mode. This patch does not affect audio modes Speech and Both.
//
// Applies to: PC CD
// Responsible method: wallFlowerDance:changeState(9) in script 480
// Fixes bug: #10811
static const uint16 kq6CDSignatureWallFlowerDanceFix[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(init), // pushi init
0x76, // push0
0x51, 0x15, // class Print [ Print: ... init ]
0x4a, 0x24, // send 24
0x35, 0x0c, // ldi 0c
0x65, 0x20, // aTop ticks
0x32, SIG_UINT16(0x00d0), // jmp 00d0 [ end of method ]
SIG_END
};
static const uint16 kq6CDPatchWallFlowerDanceFix[] = {
0x38, PATCH_SELECTOR16(modeless), // pushi modeless
0x78, // push1
0x78, // push1
0x39, PATCH_SELECTOR8(init), // pushi init
0x76, // push0
0x51, 0x15, // class Print [ Print: ... modeless: 1, init ]
0x4a, 0x2a, // send 2a
0x3a, // toss
0x48, // ret
PATCH_END
};
// Attempting to pick a second head of frozen lettuce accidentally succeeds or
// fails depending on the time of day in real life.
//
// Upon picking the lettuce it starts to melt. After 150 seconds it's half
// melted, after 300 seconds it's a puddle, and after 450 seconds it disappears
// from inventory. When trying to pick a second head while one is inventory,
// lettuce:doVerb attempts to figure out if the lettuce is melted enough to
// replace or if it should say that Alexander already has frozen lettuce.
// The script's logic is:
//
// if (kGetTime(1) - global157) < 150 then don't replace lettuce
//
// The first problem is that this code is outdated. Global 157 is never set, but
// presumably it was the original timer implementation before lettuceTimer.
// This code is supposed to test an elapsed time period, but since global 157
// is always zero, instead it's an accidental test of the current clock time.
// The second problem is that this is a signed comparison and kGetTime(1) is
// unsigned with the hour as the upper four bits. When the current clock time
// is between 8:00 and 12:59 (am or pm) then kGetTime(1) appears negative and
// the lettuce can never be replaced. During the other 14 hours of the day the
// lettuce can always be replaced, even if it's frozen.
//
// We fix this by replacing the time test with the correct frozen lettuce test.
//
// Applies to: All versions
// Responsible method: lettuce:doVerb
static const uint16 kq6SignatureSecondLettuceFix[] = {
0x31, 0x12, // bnt 12 [ skip message if clock hour < 8 (unintentional) ]
0x38, SIG_SELECTOR16(say), // pushi say
SIG_ADDTOOFFSET(+15),
0x78, // push1
0x78, // push1
0x43, 0x42, 0x02, // callk GetTime 02
0x36, // push
0x81, 0x9d, // lag 9d [ always zero ]
0x04, // sub
0x36, // push
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x012c), // ldi 012c
0x22, // lt? [ (kGetTime(1) - global157) < 300 ]
0x31, 0x0a, // bnt 0a [ pick lettuce ]
0x78, // push1
0x7c, // pushSelf
0x46, SIG_UINT16(0x01e3), // calle 01e3 ... [ pick lettuce ]
SIG_END
};
static const uint16 kq6PatchSecondLettuceFix[] = {
0x33, 0x12, // jmp 12 [ skip to correct lettuce logic ]
PATCH_ADDTOOFFSET(+18),
0x39, PATCH_SELECTOR8(at), // pushi at
0x78, // push1
0x39, 0x15, // pushi 15
0x81, 0x09, // lag 09
0x4a, 0x06, // send 06 [ KqInv at: 21 ]
0x39, PATCH_SELECTOR8(message), // pushi message
0x76, // push0
0x4a, 0x04, // send 04 [ lettuce message? ]
0x39, 0x34, // pushi 34 [ frozen ]
0x1a, // eq? [ is lettuce frozen? ]
0x2f, 0xdb, // bt db [ "Alexander already has a frozen head of lettuce." ]
0x33, 0x05, // jmp 05 [ pick lettuce ]
PATCH_END
};
// In room 300 at the bottom of the logic cliffs, clicking Walk while Alexander
// randomly wobbles on lower steps causes him to float around the room. Scripts
// attempt to prevent this by ignoring Walk when ego:view is 301 and ego:loop
// is 3, which is wobbling animation, but this is incomplete because egoWobbles
// also animates with view 3011. The rest of the cliff rooms directly test if
// egoWobbles is running and so they don't have this bug. egoWobbles isn't
// exported so room 300 is left testing ego's state.
//
// We fix this by adding the missing test for view 3011 so that the Walk verb is
// successfully ignored whenever egoWobbles is running.
//
// Applies to: All versions
// Responsible methods: beach:doVerb, WalkFeature:doVerb
static const uint16 kq6SignatureCliffStepFloatFix[] = {
0x36, // push
0x34, SIG_UINT16(0x012d), // ldi 012d
0x1a, // eq? [ ego:view == 301 ]
0x31, 0x12, // bnt 12 [ not wobbling ]
0x39, 0x03, // pushi 03 [ loop ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego loop? ]
0x36, // push
0x35, SIG_MAGICDWORD, 0x03, // ldi 03
0x1a, // eq? [ ego:loop == 3 ]
0x31, 0x05, // bnt 05 [ not wobbling ]
0x35, 0x00, // ldi 00
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
0x76, // push0 [ y ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego y? ]
0x36, // push
0x35, 0x26, // ldi 26
0x22, // lt? [ ego:y < 38 ]
SIG_ADDTOOFFSET(+17),
0x32, // jmp [ end of method ]
SIG_END
};
static const uint16 kq6PatchCliffStepFloatFix[] = {
0x38, PATCH_UINT16(0x0bc3), // pushi 0bc3
0x1a, // eq? [ ego:view == 3011 ]
0x2f, 0x12, // bt 12 [ wobbling ]
0x60, // pprev
0x34, PATCH_UINT16(0x012d), // ldi 012d
0x1a, // eq? [ ego:view == 301 ]
0x31, 0x0d, // bnt 0d [ not wobbling ]
0x39, 0x03, // pushi 03
0x3c, // dup [ loop ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego loop? ]
0x1a, // eq? [ ego:loop == 3 ]
0x31, 0x02, // bnt 02 [ not wobbling ]
0x33, 0x1a, // jmp 1a [ end of method ]
0x76, // push0 [ y ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego y? ]
0x39, 0x26, // pushi 26
0x20, // ge? [ 38 >= ego:y ]
PATCH_END
};
// Similar to the patched bug above, clicking an item on the beach in room 300
// while wobbling on the bottom step causes Alexander to float around the room.
// The doVerb methods for the flower and the feather incorrectly test ego:y
// using a less than comparison instead of less than or equals to, which is
// what the rest of the methods in this script do.
//
// Applies to: All versions
// Responsible methods: stench:doVerb, feather:doVerb
static const uint16 kq6SignatureCliffItemFloatFix[] = {
SIG_MAGICDWORD,
0x36, // push
0x35, 0x69, // ldi 69
0x22, // lt?
SIG_END
};
static const uint16 kq6PatchCliffItemFloatFix[] = {
PATCH_ADDTOOFFSET(+3),
0x24, // le?
PATCH_END
};
// After casting the Make Rain spell, collecting the baby's tears a second time
// awards a duplicate point. The script getBabyTears is missing a flag check to
// prevent this. The falling water from Beast's fountain doesn't have this bug
// because it tests flag 14 before awarding its point. Flag 14 is set when the
// Druids catch Alexander. We add the missing flag check.
//
// Applies to: All versions
// Responsible method: getBabyTears:changeState(4)
static const uint16 kq6SignatureDuplicateBabyTearsPoint[] = {
0x31, 0x0f, // bnt 0f [ state 4 ]
SIG_ADDTOOFFSET(+12),
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
0x3c, // dup
0x35, 0x04, // ldi 04
0x1a, // eq?
0x30, SIG_UINT16(0x0040), // bnt 0040
0x89, 0xa1, // lsg a1
0x35, SIG_MAGICDWORD, 0x04, // ldi 04
0x14, // or
0xa1, 0xa1, // sag a1
0x38, SIG_SELECTOR16(givePoints), // pushi givePoints
0x78, // push1
0x78, // push1
0x81, 0x01, // lag 01
0x4a, 0x06, // send 06 [ Kq6 givePoints: 1 ]
SIG_ADDTOOFFSET(+45),
0x32, // jmp [ end of method ]
SIG_END
};
static const uint16 kq6PatchDuplicateBabyTearsPoint[] = {
0x31, 0x0c, // bnt 0c [ state 4 ]
PATCH_ADDTOOFFSET(+12),
0x3c, // dup
0x35, 0x04, // ldi 04
0x1a, // eq?
0x31, 0x44, // bnt 44
0x81, 0xa1, // lag a1
0x14, // or
0xa1, 0xa1, // sag a1
0x81, 0x89, // lag 89 [ flags ]
0x7a, // push2 [ flag 14 ]
0x12, // and [ has storm occurred? ]
0x2f, 0x09, // bt 09 [ skip point ]
PATCH_ADDTOOFFSET(+54),
0x48, // ret [ prevent toss, stack is empty ]
0x00, // bnot
0x00, // bnot
PATCH_END
};
// Clicking the lamp on the Baby Tears when the lamp already contains the sacred
// water awards the tears even if the babies aren't crying, allowing the puzzle
// to be bypassed. The script tests for the sacred water, even though the water
// shouldn't affect this sequence, and its only function is to skip the crying
// test which is always necessary. We fix this by disabling the water test.
//
// Applies to: All versions
// Responsible method: Brat:doVerb
static const uint16 kq6SignatureGetBabyTears[] = {
SIG_MAGICDWORD,
0x89, 0xa1, // lsg a1 [ lamp flags ]
0x35, 0x02, // ldi 02 [ sacred water ]
0x12, // and [ is sacred water in lamp? ]
SIG_END
};
static const uint16 kq6PatchGetBabyTears[] = {
0x39, 0x00, // pushi 00 [ disable sacred water test ]
PATCH_END
};
// KQ6 truncates messages longer than 400 characters in the CD and Mac versions.
// This is most prominent when reading Cassima's letter to Alexander. When the
// Messager class was upgraded to support audio, a 400 character buffer was
// added to read messages into, but KQ6 has messages as long as 602 characters.
// This limitation is in other games with this same Messager class. LB2, for
// example, has the same class but no messages beyond 400 characters.
//
// We fix this by increasing the temporary variables in Messager:sayNext from
// 202 to 303 to accommodate the longest message. This patch implicitly depends
// on the Audio+Subtitle patches below, as they coincidentally alter sayNext
// in a way that this patch would otherwise have to. The CD version uses
// temp201, which we would normally have to patch to temp302 since we're
// expanding the buffer before it, but the Audio+Subtitle patches happen to
// remove or disable all use of this variable.
//
// Applies to: PC CD, Macintosh
// Responsible method: Messager:sayNext
// Fixes bug: #10682
static const uint16 kq6SignatureTruncatedMessagesFix[] = {
SIG_MAGICDWORD,
0x3f, 0xca, // link ca
0x87, 0x00, // lap 00
0x31, 0x18, // bnt 18
0x39, 0x07, // pushi 07
0x76, // push0
0x8f, 0x01, // lsp 01
0x8f, 0x02, // lsp 02
0x8f, 0x03, // lsp 03
0x8f, 0x04, // lsp 04
0x8f, 0x05, // lsp 05
0x5b, 0x04, 0x01, // lea 04 01
0x36, // push
0x43, 0x7c, 0x0e, // callk Message 0e
0xa5, 0x00, // sat 00
0x33, 0x0b, // jmp 0b
SIG_ADDTOOFFSET(+9),
0xa5, 0x00, // sat 00
SIG_END
};
static const uint16 kq6PatchTruncatedMessagesFix[] = {
0x3e, PATCH_UINT16(0x012f), // link 012f
0x87, 0x00, // lap 00
0x31, 0x17, // bnt 17
0x39, 0x07, // pushi 07
0x76, // push0
0x8f, 0x01, // lsp 01
0x8f, 0x02, // lsp 02
0x8f, 0x03, // lsp 03
0x8f, 0x04, // lsp 04
0x8f, 0x05, // lsp 05
0x5b, 0x04, 0x01, // lea 04 01
0x36, // push
0x43, 0x7c, 0x0e, // callk Message 0e
0x32, PATCH_UINT16(0x0009), // jmp 0009
PATCH_END
};
// WORKAROUND
//
// Dangling Participle and Rotten Tomato are inventory items that can talk, but
// their mouths are animated by inner loops that call kDrawCel with unthrottled
// inner inner loops that spin to create a delay between frames. This prevents
// updating the screen and responding to input. We replace the spin loops with
// calls to kScummVMSleep for 5 ticks so that the speed is reasonable, the
// screen updates, and the game is responsive.
//
// Applies to: All versions
// Responsible method: participle:doVerb, tomato:doVerb
static const uint16 kq6SignatureTalkingInventory[] = {
0x35, 0x00, // ldi 00
0xa5, 0x01, // sat 01
0x8d, 0x01, // lst 01
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x1b58), // ldi 1b58
0x22, // lt? [ temp1 < 7000 ]
SIG_END
};
static const uint16 kq6PatchTalkingInventory[] = {
PATCH_ADDTOOFFSET(+2),
0x78, // push1
0x39, 0x05, // pushi 05
0x43, kScummVMSleepId, 0x02, // callk kScummVMSleep 02 [ 5 ticks ]
0x35, 0x00, // ldi 00 [ exit loop ]
PATCH_END
};
// Exiting the pawnshop while the Genie's eye is glinting locks up the game.
// Unlike the bookstore, the pawnshop script fails to dispose the "eye" object
// if it's in the middle of animating, causing the door animation in the next
// room to loop forever. Sierra added a simple workaround in later versions to
// prevent this: the eye no longer glints when ego is close the pawnshop exit.
// We apply this same workaround to vulnerable versions.
//
// Applies to: English, French, and German PC Floppy, English Mac Floppy,
// English PC CD 1.000.000
// Responsible method: genieBrowseScr:changeState(3)
static const uint16 kq6SignaturePawnshopGenieEye[] = {
0x39, 0x03, // pushi 03
SIG_MAGICDWORD,
0x7a, // push2
0x76, // push0
0x7a, // push2
0x43, 0x3c, 0x04, // callk Random [ Random 0 2 ]
0x36, // push
0x76, // push0
0x78, // push1
0x46, SIG_UINT16(0x03e7), // calle proc999_5 [ OneOf (Random 0 2) 0 1 ]
SIG_UINT16(0x0005), 0x06,
SIG_END
};
static const uint16 kq6PatchPawnshopGenieEye[] = {
0x39, 0x43, // pushi 43
0x78, // push1 [ x ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego x? ]
0x22, // lt? [ 67 < ego:x ]
0x31, 0x06, // bnt 06 [ skip glint ]
0x7a, // push2
0x76, // push0
0x7a, // push2
0x43, 0x3c, 0x04, // callk Random [ Random 0 2 ]
PATCH_END
};
// During the wedding close-up with the Vizier and the Genie in room 740,
// clicking almost any of the wrong lamps on the Genie results in the wrong
// message sequence. Alexander says "I have this lamp, 'princess'" twice
// instead of the Genie responding after the first message. The script passes
// the wrong sequence number in the second message tuple.
//
// Applies to: All versions
// Responsible method: genieHead:doVerb
static const uint16 kq6SignatureWeddingGenieLampMessage[] = {
0x39, SIG_SELECTOR8(add), // pushi add
0x39, 0x05, // pushi 05
0x67, SIG_ADDTOOFFSET(+1), // pTos modNum
0x67, SIG_ADDTOOFFSET(+1), // pTos noun
SIG_MAGICDWORD,
0x39, 0x39, // pushi 39 [ verb ]
0x76, // push0 [ cond ]
0x78, // push1 [ wrong seq ]
SIG_END
};
static const uint16 kq6PatchWeddingGenieLampMessage[] = {
PATCH_ADDTOOFFSET(+11),
0x7a, // push2 [ correct seq ]
PATCH_END
};
// Clicking Look on the first catacombs room (405) or the dead-end room (407)
// while in text-mode breaks the CD and Spanish versions. The message boxes
// never leave the screen, even after restarting. The doVerb methods in these
// rooms are missing the necessary "return true" statements that were added to
// all other rooms in the CD version. In earlier versions, Messager:say always
// set the accumulator to non-zero and these statements weren't necessary.
//
// Applies to: PC CD, Spanish PC Floppy
// Responsible methods: rm405:doVerb(1), rm407:doVerb(1)
static const uint16 kq6SignatureRoom405LookMessage[] = {
0x33, 0x1f, // jmp 1f
SIG_ADDTOOFFSET(+18),
0x33, 0x0b, // jmp 0b
SIG_ADDTOOFFSET(+8),
SIG_MAGICDWORD,
0x57, 0x93, 0x06, // super LabRoom 06 [ super doVerb: param1 &rest ]
0x3a, // toss
0x48, // ret
SIG_END
};
static const uint16 kq6PatchRoom405LookMessage[] = {
0x14, // or [ acc |= 1 ]
0x48, // ret
PATCH_ADDTOOFFSET(+18),
0x14, // or [ acc |= 1 ]
0x48, // ret
PATCH_END
};
static const uint16 kq6SignatureRoom407LookMessage[] = {
0x33, 0x0b, // jmp 0b
SIG_ADDTOOFFSET(+8),
SIG_MAGICDWORD,
0x57, 0x93, 0x06, // super LabRoom 06 [ super doVerb: param1 &rest ]
0x3a, // toss
0x48, // ret
SIG_END
};
static const uint16 kq6PatchRoom407LookMessage[] = {
0x14, // or [ acc |= 1 ]
0x48, // ret
PATCH_END
};
// After lighting the torch in the dark catacombs room and then re-entering,
// using items such as a book results in a message that the room is too dark.
// rm406:scriptCheck tests for darkness with a local variable that is set when
// lighting the torch instead of a persistent global. We could change the
// darkness test but it turns out that this method is never called in the dark.
// KQ6Room:setScript only calls scriptCheck when ego:view is 900 and that is
// only true once the torch is lit.
//
// We fix this by patching rm406:scriptCheck to always allow items since the
// condition it tries to prevent can never occur.
//
// Applies to: All versions
// Responsible method: rm406:scriptCheck
static const uint16 kq6SignatureDarkRoomInventory[] = {
0x3f, 0x01, // link 01
0x35, 0x00, // ldi 00
0xa5, 0x00, // sat temp0
0x8b, SIG_MAGICDWORD, 0x01, // lsl 01
0x35, 0x64, // ldi 64
0x22, // lt? [ has lightItUp not run yet? ]
SIG_END
};
static const uint16 kq6PatchDarkRoomInventory[] = {
0x35, 0x01, // ldi 01
0x48, // ret [ return true, allow items ]
PATCH_END
};
// The Girl In The Tower theme plays from a CD audio track during the credits.
// In ScummVM this requires an actual CD, or a mounted CD image, or extracting
// the audio to a "track1" file ahead of time. If the track can't be played
// then there is silence for the entire credits, but the game includes a 5 MB
// Audio version to fall back on when CD audio is unavailable. The script plays
// this when the CD audio driver fails to load, though this never occurs in our
// our implementation and doesn't address a missing track.
//
// We ensure that the credits theme always plays by patching the script to also
// fall back on the Audio version when CD audio playback fails.
//
// Applies to: PC CD
// Responsible method: sCredits:init
static const uint16 kq6CDSignatureGirlInTheTowerPlayback[] = {
SIG_MAGICDWORD,
0x39, 0x05, // pushi 05
0x39, 0x0a, // pushi 0a [ kSciAudioCD ]
0x7a, // push2 [ play ]
0x7a, // push2 [ track ]
0x76, // push0 [ start ]
0x38, SIG_UINT16(0x00ec), // pushi 00ec [ end ]
0x43, 0x75, 0x0a, // callk DoAudio 0a
0x33, // jmp [ skip Audio version ]
SIG_END
};
static const uint16 kq6CDPatchGirlInTheTowerPlayback[] = {
PATCH_ADDTOOFFSET(+13),
0x2f, // bt [ skip Audio version if CD audio succeeded ]
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, // callk Memory
0xa5, 0xc9, // sat temp[c9]
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport2[] = {
PATCH_ADDTOOFFSET(+7),
0xa1, 0x62, // sag global[62] (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, // callk Memory
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport3[] = {
PATCH_ADDTOOFFSET(+3),
0x89, 0x62, // lsg global[62] (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, // jmp 3 [skip unused bytes]
PATCH_ADDTOOFFSET(+22),
0x89, 0x62, // lsg global[62] (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)
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.
// Room 300 at the cliffs (aka copy protection), when Alexander falls down
// the cliffs (closes automatically, but too late).
// Room 210, when Alexander gives the ring to the nightingale (these need a
// mouse click).
//
// We have to change even more code because the game uses PODialog class for
// text windows and myDialog class for audio. Both are saved to
// KQ6Print::dialog.
//
// Changing KQ6Print::dialog is disabled for now, because it has side-effects
// (breaking game over screens).
//
// Original comment:
// Sadly PODialog is created during KQ6Print::addText, myDialog is set during
// KQ6Print::showSelf, which is called much later and KQ6Print::addText
// requires KQ6Print::dialog to be set, which means we have to set it before
// calling addText for audio mode, otherwise the user would have to click to
// get those windows disposed.
//
// Applies to at least: PC-CD
// Patched method: KQ6Print::say
static const uint16 kq6CDSignatureAudioTextSupport3[] = {
0x31, 0x6e, // bnt [to text code]
SIG_ADDTOOFFSET(+85),
SIG_MAGICDWORD,
0x8f, 0x01, // lsp param[1]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x0c, // bnt [code to set property repressText to 1]
0x38, // pushi (selector addText)
SIG_ADDTOOFFSET(+9), // skip addText-calling code
0x33, 0x10, // jmp [to ret]
0x35, 0x01, // ldi 01
0x65, 0x2e, // aTop repressText
0x33, 0x0a, // jmp [to ret]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupport3[] = {
0x31, 0x68, // bnt (adjust branch to reuse audio mode addText-calling code)
PATCH_ADDTOOFFSET(+85), // (right at the MAGIC_DWORD)
// check, if text is supposed to be shown. If yes, skip the follow-up check (param[1])
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x12, // and
0x2f, 0x07, // bt [skip over param check]
// original code, checks param[1]
0x8f, 0x01, // lsp param[1]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x10, // bnt [code to set property repressText to 1], adjusted
// waste 5 bytes instead of using myDialog class for now
// setting myDialog class all the time causes game over screens to misbehave (bug #9771)
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes)
0x35, 0x00, // ldi 0 (waste 2 bytes)
// use myDialog class, so that text box automatically disappears (this is not done for text only mode, like in the original)
//0x72, 0x0e, 0x00, // lofsa myDialog
//0x65, 0x12, // aTop dialog
// followed by original addText-calling code
0x38,
PATCH_GETORIGINALUINT16(+95), // pushi (addText)
0x78, // push1
0x8f, 0x02, // lsp param[2]
0x59, 0x03, // &rest 03
0x54, 0x06, // self 06
0x48, // ret
0x35, 0x01, // ldi 01
0x65, 0x2e, // aTop repressText
0x48, // ret
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Fixes text-window size for hires portraits mode
// Otherwise at least at the end some text-windows will be way too small
// Applies to at least: PC-CD
// Patched method: Talker::init
static const uint16 kq6CDSignatureAudioTextSupport4[] = {
SIG_MAGICDWORD,
0x63, 0x94, // pToa raving
0x31, 0x0a, // bnt [no rave code]
0x35, 0x00, // ldi 00
SIG_ADDTOOFFSET(+6), // skip reset of bust, eyes and mouth
0x33, 0x24, // jmp [to super class code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupport4[] = {
PATCH_ADDTOOFFSET(+12),
0x33, PATCH_GETORIGINALBYTEADJUST(+13, -6), // (adjust jump to also include setSize call)
PATCH_END
};
// Fixes text window placement, when dual mode is active (Guards in room 220)
// Applies to at least: PC-CD
// Patched method: tlkGateGuard1::init & tlkGateGuard2::init
static const uint16 kq6CDSignatureAudioTextSupportGuards[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x1a, // eq?
SIG_END // followed by bnt for Guard1 and bt for Guard2
};
static const uint16 kq6CDPatchAudioTextSupportGuards[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x02, // ldi 02
0x1c, // ne?
PATCH_END
};
// Fixes text window placement, when portrait+text is shown (Stepmother in room 250)
// Applies to at least: PC-CD
// Patched method: tlkStepmother::init
static const uint16 kq6CDSignatureAudioTextSupportStepmother[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x12, // and
0x31, // bnt [jump-for-text-code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupportJumpAlways[] = {
PATCH_ADDTOOFFSET(+4),
0x1a, // eq?
PATCH_END
};
// Fixes "Girl In The Tower" to get played in dual mode as well
// Also changes credits to use CD audio for dual mode.
//
// Applies to at least: PC-CD
// Patched method: rm740::cue (script 740), sCredits::init (script 52)
static const uint16 kq6CDSignatureAudioTextSupportGirlInTheTower[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, // bnt [jump-for-text-code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupportGirlInTheTower[] = {
PATCH_ADDTOOFFSET(+4),
0x12, // and
PATCH_END
};
// Fixes dual mode for scenes with Azure and Ariel (room 370)
// Effectively same patch as the one for fixing "Girl In The Tower"
// Applies to at least: PC-CD
// Patched methods: rm370::init, caughtAtGateCD::changeState, caughtAtGateTXT::changeState, toLabyrinth::changeState
// Fixes bug: #6750
static const uint16 kq6CDSignatureAudioTextSupportAzureAriel[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, // bnt [jump-for-text-code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupportAzureAriel[] = {
PATCH_ADDTOOFFSET(+4),
0x12, // and
PATCH_END
};
// Fixes Alexander's yell in dual mode when the Minotaur knocks him into the
// firey pit in room 440.
//
// Applies to: PC-CD
// Patched method: hornSwaggled:changeState
static const uint16 kq6CDSignatureAudioTextSupportMinotaurLair[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
SIG_ADDTOOFFSET(+41),
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1c, // ne?
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupportMinotaurLair[] = {
PATCH_ADDTOOFFSET(+4),
0x12, // and
PATCH_ADDTOOFFSET(+43),
0x35, 0x01, // ldi 01
0x1a, // eq?
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Adds another button state for the text/audio button. We currently use the "speech" view for "dual" mode.
// View 947, loop 9, cel 0+1 -> "text"
// View 947, loop 8, cel 0+1 -> "speech"
// View 947, loop 12, cel 0+1 -> "dual" (this view is injected by us into the game)
// Applies to at least: PC-CD
// Patched method: iconTextSwitch::show, iconTextSwitch::doit
static const uint16 kq6CDSignatureAudioTextMenuSupport[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x06, // bnt [set text view]
0x35, 0x08, // ldi 08
0x65, 0x14, // aTop loop
0x33, 0x04, // jmp [skip over text view]
0x35, 0x09, // ldi 09
0x65, 0x14, // aTop loop
SIG_ADDTOOFFSET(+102), // skip to iconTextSwitch::doit code
0x89, 0x5a, // lsg global[5a]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x06, // bnt [set text mode]
0x35, 0x02, // ldi 02
0xa1, 0x5a, // sag global[5a]
0x33, 0x0a, // jmp [skip over text mode code]
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x04, // bnt [skip over text ode code]
0x35, 0x01, // ldi 01
0xa1, 0x5a, // sag global[5a]
0x3a, // toss
0x67, 0x14, // pTos loop
0x35, 0x09, // ldi 09
0x1a, // eq?
0x31, 0x04, // bnt [set text view]
0x35, 0x08, // ldi 08
0x33, 0x02, // jmp [skip text view]
0x35, 0x09, // ldi 09
0x65, 0x14, // aTop loop
SIG_END
};
static const uint16 kq6CDPatchAudioTextMenuSupport[] = {
PATCH_ADDTOOFFSET(+13),
0x33, 0x79, // jmp [to new text+dual code]
PATCH_ADDTOOFFSET(+104), // seek to iconTextSwitch::doit
0x81, 0x5a, // lag global[5a]
0x78, // push1
0x02, // add
0xa1, 0x5a, // sag global[5a]
0x36, // push
0x35, 0x03, // ldi 03
0x1e, // gt?
0x31, 0x03, // bnt [skip over]
0x78, // push1
0xa9, 0x5a, // ssg global[5a]
0x33, 0x17, // jmp [iconTextSwitch::show call]
// additional code for iconTextSwitch::show
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x04, // bnt [dual mode]
0x35, 0x09, // ldi 09
0x33, 0x02, // jmp [skip over dual mode]
0x35, 0x0c, // ldi 0c (view 947, loop 12, cel 0+1 is our "dual" view, injected by view.cpp)
0x65, 0x14, // aTop loop
0x32, PATCH_UINT16(0xff75), // jmp [back to iconTextSwitch::show]
PATCH_END
};
// When caught by guard dogs in the castle, sometimes their music doesn't stop.
// Sound 710 continues playing in the dungeon and afterwards, drowning out the
// real room music. This script bug also occurs in the original. It's a
// regression in the CD version and subsequent localized floppy versions.
//
// When changing rooms, CastleRoom:newRoom fades out sound 710 if it's already
// playing, which it detects by testing if globalSound2:prevSignal != -1.
// This worked in the original floppy versions but the CD version introduced a
// newer Sound class with different behavior. prevSignal is no longer reset to
// 0 by every Sound:play. This prevents CastleRoom:newRoom from detecting and
// stopping the music when globalSound2:prevSignal is -1 from an earlier sound.
//
// We fix this by testing globalSound2:handle instead of prevSignal. handle is
// always set while a sound is being played and always cleared afterwards. This
// is the same bug as in LB2CD's Act 5 finale music, and the same fix.
//
// Applies to: PC CD, Italian PC Floppy, Spanish PC Floppy
// Responsible method: CastleRoom:newRoom
// Fixes bug: #11746
static const uint16 kq6SignatureGuardDogMusic[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00ac), // pushi prevSignal [ hard-coded for affected versions ]
0x76, // push0
0x81, 0x67, // lag 67 [ globalSound2 ]
0x4a, 0x04, // send 04 [ globalSound2 prevSignal? ]
0x36, // push
0x35, 0xff, // ldi ff
SIG_END
};
static const uint16 kq6PatchGuardDogMusic[] = {
0x38, PATCH_SELECTOR16(handle), // pushi handle
PATCH_ADDTOOFFSET(+6),
0x35, 0x00, // ldi 00
PATCH_END
};
// Quickly clicking on certain Features multiple times can lockup and crash the
// the game. Examples: giving the rose to Beauty and looking at the peephole in
// the passage outside of Cassima's room. This also occurs in the original.
//
// The bug is in the Feature and CueObj classes but only a few Features are
// vulnerable. Factors include approach properties (coordinates, dist), the
// surrounding obstacles, and timing. Clicking on a Feature causes ego to walk
// towards it, turn towards it, wait three cycles, and then call doVerb. CueObj
// handles most of this sequence. However, if ego is already close to the
// Feature, then CueObj is advanced to its final state to immediately call
// doVerb. The problem is that this doesn't take into account that ego might be
// in the middle of turning. If a second click occurs while ego is turning from
// the first click, doVerb will be called immediately, CueObj will be reset to
// its initial state, and then ego's turn will complete and CueObj will proceed
// to call doVerb again. If doVerb runs a hands-off script then it will be
// interrupted and restarted at which point the game breaks in various ways.
//
// We fix this by removing a simple line that resets CueObj to its initial state
// after it calls Feature:doVerb. Nothing depends on this; every caller resets
// CueObj:state explicitly. But without this line, a stray cue from ego turning
// will advance CueObj from its final state (three) to an unused state (four)
// where it will have no effect. Although this buggy Feature script is in other
// games, so far it's only known to cause problems in KQ6.
//
// Applies to: All versions
// Responsible method: CueObj:changeState(3)
static const uint16 kq6SignatureFeatureEventHandling[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 00
0x65, 0x14, // atop state [ state = 0 ]
SIG_END
};
static const uint16 kq6PatchFeatureEventHandling[] = {
0x33, 0x02, // jmp 02 [ don't reset CueObj state ]
PATCH_END
};
// KQ6 Mac sets a three second delay before playing its QuickTime opening movie
// in order to sync it with the music, but setting Script:seconds produces
// inconsistent delays. (See GK1 cartoon timing patches.) Converting the delay
// from seconds to ticks results in consistent timing in sync with the movie.
//
// Applies to: English Mac only
// Responsible method: showMovie:changeState(2)
static const uint16 kq6MacSignatureMacOpeningMovieDelay[] = {
SIG_MAGICDWORD,
0x35, 0x03, // ldi 03
0x65, 0x1c, // aTop seconds [ seconds = 3 ]
0x33, 0x24, // jmp 24 [ end of method ]
SIG_END
};
static const uint16 kq6MacPatchMacOpeningMovieDelay[] = {
0x34, PATCH_UINT16(0x00b4), // ldi 00b4
0x64, PATCH_UINT16(0x0020), // aTop ticks [ ticks = 180 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq6Signatures[] = {
{ true, 52, "CD: Girl In The Tower playback", 1, kq6CDSignatureGirlInTheTowerPlayback, kq6CDPatchGirlInTheTowerPlayback },
{ true, 80, "fix guard dog music", 1, kq6SignatureGuardDogMusic, kq6PatchGuardDogMusic },
{ true, 87, "fix Drink Me bottle", 1, kq6SignatureDrinkMeFix, kq6PatchDrinkMeFix },
{ false, 87, "Mac: Drink Me pic", 1, kq6SignatureMacDrinkMePic, kq6PatchMacDrinkMePic },
{ true, 99, "disable speed test", 1, sci11SpeedTestSignature, sci11SpeedTestPatch },
{ true, 105, "Mac: opening movie delay", 1, kq6MacSignatureMacOpeningMovieDelay, kq6MacPatchMacOpeningMovieDelay },
{ true, 281, "fix pawnshop genie eye", 1, kq6SignaturePawnshopGenieEye, kq6PatchPawnshopGenieEye },
{ true, 300, "fix floating off steps", 2, kq6SignatureCliffStepFloatFix, kq6PatchCliffStepFloatFix },
{ true, 300, "fix floating off steps", 2, kq6SignatureCliffItemFloatFix, kq6PatchCliffItemFloatFix },
{ true, 405, "fix catacombs room message", 1, kq6SignatureRoom405LookMessage, kq6PatchRoom405LookMessage },
{ true, 406, "fix catacombs dark room inventory", 1, kq6SignatureDarkRoomInventory, kq6PatchDarkRoomInventory },
{ true, 407, "fix catacombs room message", 1, kq6SignatureRoom407LookMessage, kq6PatchRoom407LookMessage },
{ true, 480, "CD: fix wallflower dance", 1, kq6CDSignatureWallFlowerDanceFix, kq6CDPatchWallFlowerDanceFix },
{ true, 480, "fix picking second lettuce", 1, kq6SignatureSecondLettuceFix, kq6PatchSecondLettuceFix },
{ true, 480, "fix getting baby tears", 1, kq6SignatureGetBabyTears, kq6PatchGetBabyTears },
{ true, 481, "fix duplicate baby cry", 1, kq6SignatureDuplicateBabyCry, kq6PatchDuplicateBabyCry },
{ true, 481, "fix duplicate baby tears point", 1, kq6SignatureDuplicateBabyTearsPoint, kq6PatchDuplicateBabyTearsPoint },
{ true, 640, "fix 'Tickets Only' audio timing", 1, kq6CDSignatureTicketsOnlyAudioTiming, kq6CDPatchTicketsOnlyAudioTiming },
{ true, 745, "fix wedding genie lamp message", 1, kq6SignatureWeddingGenieLampMessage, kq6PatchWeddingGenieLampMessage },
{ true, 907, "fix inventory stack leak", 1, kq6SignatureInventoryStackFix, kq6PatchInventoryStackFix },
{ true, 907, "fix hair detection for ribbon's look msg", 1, kq6SignatureLookRibbonFix, kq6PatchLookRibbonFix },
{ true, 907, "talking inventory workaround", 4, kq6SignatureTalkingInventory, kq6PatchTalkingInventory },
{ true, 924, "CD/Mac: fix truncated messages", 1, kq6SignatureTruncatedMessagesFix, kq6PatchTruncatedMessagesFix },
{ true, 928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 950, "fix Feature event handling", 1, kq6SignatureFeatureEventHandling, kq6PatchFeatureEventHandling },
// King's Quest 6 and Laura Bow 2 share basic patches for audio + text support
// *** King's Quest 6 audio + text support ***
{ false, 924, "CD: audio + text support KQ6&LB2 1", 1, kq6laurabow2CDSignatureAudioTextSupport1, kq6laurabow2CDPatchAudioTextSupport1 },
{ false, 924, "CD: audio + text support KQ6&LB2 2", 1, kq6laurabow2CDSignatureAudioTextSupport2, kq6laurabow2CDPatchAudioTextSupport2 },
{ false, 924, "CD: audio + text support KQ6&LB2 3", 1, kq6laurabow2CDSignatureAudioTextSupport3, kq6laurabow2CDPatchAudioTextSupport3 },
{ false, 928, "CD: audio + text support KQ6&LB2 4", 1, kq6laurabow2CDSignatureAudioTextSupport4, kq6laurabow2CDPatchAudioTextSupport4 },
{ false, 928, "CD: audio + text support KQ6&LB2 5", 2, kq6laurabow2CDSignatureAudioTextSupport5, kq6laurabow2CDPatchAudioTextSupport5 },
{ false, 909, "CD: audio + text support KQ6 1", 2, kq6CDSignatureAudioTextSupport1, kq6CDPatchAudioTextSupport1 },
{ false, 928, "CD: audio + text support KQ6 2", 1, kq6CDSignatureAudioTextSupport2, kq6CDPatchAudioTextSupport2 },
{ false, 104, "CD: audio + text support KQ6 3", 1, kq6CDSignatureAudioTextSupport3, kq6CDPatchAudioTextSupport3 },
{ false, 928, "CD: audio + text support KQ6 4", 1, kq6CDSignatureAudioTextSupport4, kq6CDPatchAudioTextSupport4 },
{ false, 1009, "CD: audio + text support KQ6 Guards", 2, kq6CDSignatureAudioTextSupportGuards, kq6CDPatchAudioTextSupportGuards },
{ false, 1027, "CD: audio + text support KQ6 Stepmother", 1, kq6CDSignatureAudioTextSupportStepmother, kq6CDPatchAudioTextSupportJumpAlways },
{ false, 52, "CD: audio + text support KQ6 Girl In The Tower", 1, kq6CDSignatureAudioTextSupportGirlInTheTower, kq6CDPatchAudioTextSupportGirlInTheTower },
{ false, 740, "CD: audio + text support KQ6 Girl In The Tower", 1, kq6CDSignatureAudioTextSupportGirlInTheTower, kq6CDPatchAudioTextSupportGirlInTheTower },
{ false, 370, "CD: audio + text support KQ6 Azure & Ariel", 6, kq6CDSignatureAudioTextSupportAzureAriel, kq6CDPatchAudioTextSupportAzureAriel },
{ false, 441, "CD: audio + text support KQ6 Minotaur lair", 1, kq6CDSignatureAudioTextSupportMinotaurLair, kq6CDPatchAudioTextSupportMinotaurLair },
{ false, 903, "CD: audio + text support KQ6 menu", 1, kq6CDSignatureAudioTextMenuSupport, kq6CDPatchAudioTextMenuSupport },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Kings Quest 7
// KQ7's subtitles were left unfinished in the shipped game, so there are
// several problems when enabling them from the ScummVM launcher:
//
// 1. `kqMessager::findTalker` tries to determine which class to use for
// displaying subtitles using the talker number of each message, but the
// talker data is often bogus (e.g. princess messages normally use talker 7,
// but talker 99 (which is for the narrator) is used for her messages at the
// start of chapter 2), so it can't be used.
// 2. Some display classes render subtitles at the top or middle of the game
// area, blocking the view of what is on the screen.
// 3. In some areas, the colors of the subtitles are changed arbitrarily (e.g.
// pink/purple at the start of chapter 2).
//
// To work around these problems, we always use KQTalker, force the text area to
// the bottom of the game area, and force it to always use black & white, which
// are guaranteed to not be changed by game scripts.
//
// We make 2 changes to KQNarrator::init and one to Narrator::say.
//
// Applies to at least: PC CD 1.4 English, 1.51 English, 1.51 German, 2.00 English
static const uint16 kq7SubtitleFixSignature1[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(fore), // pushi fore ($25)
0x78, // push1
0x39, 0x06, // pushi 6 - sets fore to 6
0x39, SIG_SELECTOR8(back), // pushi back ($26)
0x78, // push1
0x78, // push1 - sets back to 1
0x39, SIG_SELECTOR8(font), // pushi font ($2a)
0x78, // push1
0x89, 0x16, // lsg global[$16] - sets font to global[$16]
0x7a, // push2 (y)
0x78, // push1
0x76, // push0 - sets y to 0
0x54, SIG_UINT16(0x0018), // self $18
SIG_END
};
static const uint16 kq7SubtitleFixPatch1[] = {
0x33, 0x12, // jmp [skip special init code]
PATCH_END
};
// Applies to at least: PC CD 1.51 English, 1.51 German, 2.00 English
static const uint16 kq7SubtitleFixSignature2[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[$5a]
0x35, 0x02, // ldi 2
0x12, // and
0x31, 0x1e, // bnt [skip audio volume code]
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume (0212h for 2.00, 0219h for 1.51)
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, SIG_UINT16(0x0004), // send 4
0x65, 0x32, // aTop curVolume
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume (0212h for 2.00, 0219h for 1.51)
0x78, // push1
0x67, 0x32, // pTos curVolume
0x35, 0x02, // ldi 2
0x06, // mul
0x36, // push
0x35, 0x03, // ldi 3
0x08, // div
0x36, // push
0x81, 0x01, // lag global[1]
0x4a, SIG_UINT16(0x0006), // send 6
// end of volume code
0x35, 0x01, // ldi 1
0x65, 0x28, // aTop initialized
SIG_END
};
static const uint16 kq7SubtitleFixPatch2[] = {
PATCH_ADDTOOFFSET(+5), // skip to bnt
0x31, 0x1b, // bnt [skip audio volume code]
PATCH_ADDTOOFFSET(+15), // right after "aTop curVolume / pushi masterVolume / push1"
0x7a, // push2
0x06, // mul (saves 3 bytes in total)
0x36, // push
0x35, 0x03, // ldi 3
0x08, // div
0x36, // push
0x81, 0x01, // lag global[1]
0x4a, PATCH_UINT16(0x06), // send 6
// end of volume code
0x35, 0x76, // ldi 118
0x65, 0x16, // aTop y
0x78, // push1 (saves 1 byte)
0x69, 0x28, // sTop initialized
PATCH_END
};
// Applies to at least: PC CD 1.51 English, 1.51 German, 2.00 English
static const uint16 kq7SubtitleFixSignature3[] = {
SIG_MAGICDWORD,
0x63, 0x28, // pToa initialized
0x18, // not
0x31, 0x07, // bnt [skip init code]
0x38, SIG_SELECTOR16(init), // pushi init ($8e for 2.00, $93 for 1.51)
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 4
// end of init code
0x8f, 0x00, // lsp param[0]
0x35, 0x01, // ldi 1
0x1e, // gt?
0x31, 0x08, // bnt [set acc to 0]
0x87, 0x02, // lap param[2]
0x31, 0x04, // bnt [set acc to 0]
0x87, 0x02, // lap param[2]
0x33, 0x02, // jmp [over set acc to 0 code]
0x35, 0x00, // ldi 00
0x65, 0x18, // aTop caller
SIG_END
};
static const uint16 kq7SubtitleFixPatch3[] = {
PATCH_ADDTOOFFSET(+2), // skip over "pToa initialized code"
0x2f, 0x0c, // bt [skip init code] - saved 1 byte
0x38, PATCH_GETORIGINALUINT16(+6), // pushi init
0x76, // push0
0x54, PATCH_UINT16(0x0004), // self 4
// additionally set background color here (5 bytes)
0x34, PATCH_UINT16(0x00ff), // ldi 255
0x65, 0x2e, // aTop back
// end of init code
0x8f, 0x00, // lsp param[0]
0x35, 0x01, // ldi 1 (this may get optimized to get another byte)
0x1e, // gt?
0x31, 0x04, // bnt [set acc to 0]
0x87, 0x02, // lap param[2]
0x2f, 0x02, // bt [over set acc to 0 code]
PATCH_END
};
// KQ7 has custom video benchmarking code that needs to be disabled in a subroutine
// that is called by KQ7CD::init; see sci2BenchmarkSignature
static const uint16 kq7BenchmarkSignature[] = {
0x38, SIG_SELECTOR16(new), // pushi new
0x76, // push0
0x51, SIG_ADDTOOFFSET(+1), // class Actor
0x4a, SIG_UINT16(0x0004), // send 4
0xa5, 0x00, // sat temp[0]
0x39, SIG_SELECTOR8(view), // pushi view ($e)
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0xfdd4), // pushi 64980
SIG_END
};
static const uint16 kq7BenchmarkPatch[] = {
0x34, PATCH_UINT16(10000), // ldi 10000
0x48, // ret
PATCH_END
};
// When attempting to use an inventory item on an object that does not interact
// with that item, the game briefly displays an X cursor. It does this by
// spinning for 90000 cycles, which makes the duration dependent on CPU speed,
// maxes out the CPU for no reason, and keeps the engine from polling for
// events (which may make the window appear nonresponsive to the OS).
//
// We replace the loop with a call to kScummVMSleep.
//
// Applies to at least: KQ7 English 2.00b
// Responsible method: KQ7CD::pragmaFail in script 0
static const uint16 kq7PragmaFailSpinSignature[] = {
0x35, 0x00, // ldi 0
0xa5, 0x02, // sat temp[2]
SIG_MAGICDWORD,
0x8d, 0x02, // lst temp[2]
0x35, 0x03, // ldi 3
0x22, // lt?
SIG_END
};
static const uint16 kq7PragmaFailSpinPatch[] = {
0x78, // push1
0x39, 0x12, // pushi 18 (~300ms)
0x43, kScummVMSleepId, PATCH_UINT16(0x02),// callk ScummVMSleep, 2
0x35, 0x00, // ldi 0 [ exit loop ]
PATCH_END
};
// Room 6100 creates an extra ambrosia, usually floating in upper left of the
// screen, due to an off by one error. The script's local arrays contain four
// ambrosia coordinates but the loop that accesses them iterates five times.
//
// Applies to: All versions
// Responsible method: rm6100:init
// Fixes bug #9790
static const uint16 kq7ExtraAmbrosiaSignature[] = {
SIG_MAGICDWORD,
0x8d, 0x00, // lst 00
0x35, 0x04, // ldi 04
0x24, // le?
SIG_END
};
static const uint16 kq7ExtraAmbrosiaPatch[] = {
PATCH_ADDTOOFFSET(+4),
0x22, // lt?
PATCH_END
};
// In KQ7 1.4, after giving the statue to the snake oil salesman, the curtain is
// drawn on top of ego when walking in front of the wagon. The script doesn't
// dispose of the salesman and this leaves his final cel stuck on the screen.
// We add the missing call to snakeSalesman:dispose.
//
// Applies to: English PC 1.4
// Responsible method: giveStatue:changeState
// Fixes bug: #10221
static const uint16 kq7SnakeOilSalesmanSignature[] = {
0x38, SIG_SELECTOR16(setHeading), // pushi setHeading
SIG_ADDTOOFFSET(+0x281),
0x72, SIG_UINT16(0x15b4), // lofsa snakeSalesman
SIG_ADDTOOFFSET(+0x3f),
0x3c, // dup
0x35, SIG_MAGICDWORD, 0x0c, // ldi 0c
0x1a, // eq?
0x30, SIG_UINT16(0x0010), // bnt 0010 [ state 13 ]
0x38, SIG_SELECTOR16(setHeading), // pushi setHeading
0x7a, // pushi2
0x38, SIG_UINT16(0x00b4), // pushi 00b4
0x7c, // pushSelf
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0008), // send 08 [ KQEgo setHeading: 180 self ]
0x32, SIG_UINT16(0x0017), // jmp 0017 [ end of method ]
SIG_END
};
static const uint16 kq7SnakeOilSalesmanPatch[] = {
PATCH_ADDTOOFFSET(+0x02cd),
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x72, PATCH_UINT16(0x15b4), // lofsa snakeSalesman
0x4a, PATCH_UINT16(0x0004), // send 04 [ snakeSalesman: dispose ]
0x32, PATCH_UINT16(0xfd26), // jmp fd26 [ KQEgo setHeading and end of method ]
PATCH_END
};
// In KQ7 1.65c, when Chicken Petite appears in room 5300 after leaving the
// china shop, the script sends a message to a non-object. Several script and
// export numbers changed from the previous version, but chickenCartoon2 wasn't
// updated to call ScriptID with the new values. Instead, the stale values
// return a procedure address instead of the chickenTimerScript object.
//
// We fix this by using chickenTimerScript's correct script and export numbers.
//
// Applies to: English PC 1.65c, French PC 1.65c, probably German 1.65c
// Responsible method: chickenCartoon2:changeState(9)
// Fixes bug: #11575
static const uint16 kq7ChickenCartoonSignature[] = {
0x38, SIG_MAGICDWORD, SIG_UINT16(0x14b4), // pushi 14b4
0x39, 0x03, // pushi 03
0x43, 0x02, SIG_UINT16(0x0004), // callk ScriptID [ ScriptID 5300 3 ]
SIG_ADDTOOFFSET(+0x037b),
// this part of the signature matches 1.65c while excluding earlier versions
0x38, SIG_UINT16(0x14b5), // pushi 14b5
0x39, 0x03, // pushi 03
0x43, 0x02, SIG_UINT16(0x0004), // callk ScriptID [ ScriptID 5301 3 ]
SIG_END
};
static const uint16 kq7ChickenCartoonPatch[] = {
0x38, PATCH_UINT16(0x14b6), // pushi 14b6 [ script 5302 ]
0x39, 0x16, // pushi 16 [ export 22 ]
PATCH_END
};
// KQ7 allows a maximum of 10 save games but English version 2.00 introduced a
// script bug which removed the check that enforces this. We add the missing
// check so that the game doesn't break. Sierra later released English version
// 2.00b whose only change was to fix this.
//
// Applies to: English PC 2.00
// Responsible method: startBut:doVerb
static const uint16 kq7TooManySavesSignature[] = {
0x47, 0x15, 0x00, SIG_UINT16(0x0000), // calle proc21_0 [ get save count ]
0xa5, 0x00, // sat 00 [ unused ]
SIG_MAGICDWORD,
0x35, 0x00, // ldi 00
0x31, 0x16, // bnt 16 [ allow save ]
SIG_END
};
static const uint16 kq7TooManySavesPatch[] = {
PATCH_ADDTOOFFSET(+5),
0x36, // push
0x35, 0x0a, // ldi 0a
0x20, // ge? [ save count >= 10 ]
PATCH_END
};
// During the chapter one opening cartoon, clicking the skip-scene button too
// quickly breaks the game. openingCartoon sets a 20 tick timer in state 0 and
// initializes ego in state 1. If skip-scene is clicked during this window then
// KQEgo:init is never called, Valanice never appears, and clicking eventually
// crashes the game. This also happens in Sierra's interpreter.
//
// We fix this by adding code to the skip-scene handler in openingCartoon to
// call KQEgo:init if the script was in state 0 when skip-scene was clicked.
// We make room by overwriting an unnecessary state check.
//
// Applies to: All versions
// Responsible method: openingCartoon:changeState
static const uint16 kq7OpeningCartoonSignature[] = {
SIG_MAGICDWORD,
0x18, // not
0x30, SIG_UINT16(0x0544), // bnt 05444 [ skip if skip-scene clicked ]
SIG_ADDTOOFFSET(+0x0541),
0x32, SIG_ADDTOOFFSET(+2), // jmp [ ret ]
0x87, 0x01, // lap 01
0x65, 0x16, // aTop state
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq? [ is state 0? always true ]
0x30, SIG_ADDTOOFFSET(+2), // bnt [ toss, ret ]
SIG_END
};
static const uint16 kq7OpeningCartoonPatch[] = {
PATCH_ADDTOOFFSET(+1),
0x30, PATCH_UINT16(0x0542), // bnt 0542 [ skip if skip-scene clicked ]
PATCH_ADDTOOFFSET(+0x0541),
0x48, // ret
0x63, 0x22, // pToa ticks [ non-zero if we were in state 0 ]
0x31, 0x09, // bnt 09 [ skip ego init if state > 0 ]
0x38, PATCH_SELECTOR16(init), // pushi init
0x76, // push0
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x0004), // send 0004 [ KQEgo init: ]
0x36, // push [ to satisfy toss ]
PATCH_END
};
// In chapter one, moving the top gem in the statue all the way to the right and
// exiting the puzzle shows the gems in the wrong position. The script that
// determines which cel to display duplicates a chunk of code for every gem
// combination but the final copy is missing an entire switch block.
//
// We fix this by patching a branch so that one of the many copies of the
// missing code is executed for the buggy gem combination.
//
// Applies to: All versions
// Responsible method: collar:init
static const uint16 kq7StatueGemCelSignature[] = {
0x30, SIG_UINT16(0x003b), // bnt 003b [ incomplete code ]
SIG_ADDTOOFFSET(+0x07),
0x88, SIG_UINT16(0x0148), // lsg 0148
SIG_ADDTOOFFSET(+0x2e),
0xa3, SIG_MAGICDWORD, 0x06, // sal 06
0x3a, // toss
0x3a, // toss
0x3a, // toss
SIG_END
};
static const uint16 kq7StatueGemCelPatch[] = {
0x30, PATCH_UINT16(0x0007), // bnt 0007 [ copy of missing code ]
PATCH_END
};
// KQ7 fails to reset most of its global variables when starting a new game. The
// script implicitly relies on initial values from the heap. Starting a new
// game after returning to the main menu causes the previous game's state to
// persist and create various glitches. A simple example is on the first screen
// of chapter 1: if a new game is started after playing a later chapter, the
// top gem in the statue will be in its solved position. nameGameRoom:init does
// reset some globals, but only those whose initial heap values weren't zero.
//
// We fix this by writing our own loop to reset all global variables correctly
// when starting a new game. We do this by combining the existing loops that
// reset flag globals to zero and inventory indexes to -1. All other game
// globals are now reset to zero, except for the two objects which must remain.
// We also restore a global which must contain the result of kMemoryInfo 0, and
// initialize global372 to -1 which Sierra forgot to do. After our reset loop,
// nameGameRoom:init proceeds with its initialization of non-zero globals.
//
// Applies to: All versions
// Responsible method: nameGameRoom:init
static const uint16 kq7InitGameGlobalsSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x04d2), // ldi 04d2
0xa1, 0x65, // sag 65 [ redundant write of unused global ]
SIG_ADDTOOFFSET(+0x30),
0x35, 0xff, // ldi ff
0xa0, SIG_UINT16(0x0149), // sag 0149 [ global329 = -1 ]
0x35, 0xff, // ldi ff
0xa0, SIG_UINT16(0x014a), // sag 014a [ global330 = -1 ]
// loop: set all inventory indexes to -1
0x35, 0x00, // ldi 00
0xa5, 0x00, // sat 00 [ temp0 = 0 ]
0x8d, 0x00, // lst 00
0x35, 0x10, // ldi 10
0x22, // lt? [ temp0 < 16 ]
0x31, 0x12, // bnt 12
0x39, 0xff, // pushi ff
0x85, 0x00, // lat 00
0xb0, SIG_UINT16(0x0151), // sagi 0151 [ global337[temp0] = -1 ]
0x39, 0xff, // pushi ff
0x85, 0x00, // lat 00
0xb0, SIG_UINT16(0x0161), // sagi 0161 [ global353[temp0] = -1 ]
0xc5, 0x00, // +at 00 [ ++temp0 ]
0x33, 0xe7, // jmp e7 [ iterate ]
// loop: set all flag globals to 0
0x35, 0x24, // ldi 24
0xa5, 0x02, // sat 02 [ temp2 = 36 ]
0x35, 0x00, // ldi 00
0xa5, 0x00, // sat 00 [ temp0 = 0 ]
0x8d, 0x00, // lst 00
0x85, 0x02, // lst 02
0x22, // lt? [ temp0 < temp2 (36) ]
0x31, 0x09, // bnt 09
0x76, // push0
0x85, 0x00, // lat 00
0xb1, 0x7f, // sagi 7f [ global127[temp0] = 0 ]
0xc5, 0x00, // +at 00 [ ++temp0 ]
0x33, 0xf0, // jmp f0 [ iterate ]
SIG_END
};
static const uint16 kq7InitGameGlobalsPatch[] = {
0x34, PATCH_UINT16(0x007f), // ldi 007f
0x33, 0x43, // jmp 43 [ init loop ]
PATCH_ADDTOOFFSET(+0x35),
0xa0, PATCH_UINT16(0x014a), // sag 014a [ global330 = -1 ]
0xa0, PATCH_UINT16(0x0174), // sag 0174 [ global372 = -1 (reset chicken little) ]
0x34, PATCH_UINT16(0x7fe8), // ldi 7fe8
0xa0, PATCH_UINT16(0x0142), // sag 0142 [ global332 = kMemoryInfo 0 result ]
0x33, 0x2c, // jmp 2c [ continue room init ]
// init loop
0xa5, 0x00, // sat 00 [ temp0 = 127 ]
// loop condition
0x38, PATCH_UINT16(0x017b), // pushi 017b
0x1a, // eq? [ global == 379 ]
0x2f, 0xb5, // bt b5 [ exit loop and init specific globals ]
// skip kqResponseCode, it can't be reset
0x60, // pprev
0x34, PATCH_UINT16(0x0136), // ldi 0136
0x1a, // eq? [ global == 310 ]
0x2f, 0x19, // bt 19 [ skip reset ]
// skip theUseObjCursor, it can't be reset
0x8d, 0x00, // lst 00
0x34, PATCH_UINT16(0x014c), // ldi 014c
0x1a, // eq? [ global == 332 ]
0x2f, 0x11, // bt 11 [ skip reset ]
// reset globals 337 through 368 to -1, all others to 0
0x39, 0x20, // pushi 20
0x38, PATCH_UINT16(0x0170), // pushi 0170
0x85, 0x00, // lat 00
0x04, // sub [ 368 - temp0 ]
0x28, // uge? [ 32 u>= (368 - temp0) ]
0x31, 0x01, // bnt 01 [ skip if global not in -1 range ]
0x16, // neg [ acc = -1 ]
0x36, // push [ 0 or -1 ]
0x85, 0x00, // lat 00
0xb1, 0x00, // sagi 00 [ global[temp0] = 0 or -1 ]
0xc5, 0x00, // +at 00 [ ++temp0 ]
0x33, 0xd6, // jmp d6 [ iterate ]
PATCH_END
};
// KQ7 doesn't reset the chapter 6 volcano timers when exiting to the main menu
// without saving. The volcano can then erupt on the main menu or in a new game
// in the wrong chapter. The quit menu has several copies of the code that
// resets the game for the main menu but only one of them stops the timers.
//
// We fix this by patching the incomplete code to jump to the complete version.
//
// Applies to: PC 2.00 and 2.00b
// Responsible method: chapInset:dispose
static const uint16 kq7StopTimersSignature[] = {
0x38, SIG_SELECTOR16(eachElementDo), // pushi eachElementDo [ start of complete reset ]
SIG_ADDTOOFFSET(+0xbf),
0x38, SIG_SELECTOR16(eachElementDo), // pushi eachElementDo [ start of incomplete reset ]
SIG_ADDTOOFFSET(+0x49),
0x33, SIG_MAGICDWORD, 0x2f, // jmp 2f
0x38, SIG_SELECTOR16(eachElementDo), // pushi eachElementDo [ start of incomplete reset ]
SIG_END
};
static const uint16 kq7StopTimersPatch[] = {
PATCH_ADDTOOFFSET(+0xc2),
0x32, PATCH_UINT16(0xff3b), // jmp ff3b [ jump to complete reset ]
PATCH_ADDTOOFFSET(+0x4b),
0x32, PATCH_UINT16(0xfeed), // jmp feed [ jump to complete reset ]
PATCH_END
};
// The wooden nickel can't be given to the Faux Shop owner in early versions of
// KQ7 because the script doesn't register the hotspot. This was fixed in later
// versions. We add the missing shopOwner:addRespondVerb call.
//
// Applies to: PC 1.4 and PC 1.51 English/German/French
// Responsible method: rm5000:init
static const uint16 kq7FauxShopWoodenNickelSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(ignoreActors), // pushi ignoreActors
0x78, // push1
0x78, // push1
SIG_ADDTOOFFSET(+13),
0x34, SIG_UINT16(0x1000), // ldi 1000 [ signal ]
SIG_ADDTOOFFSET(+2),
0x38, SIG_SELECTOR16(setCel), // pushi setCel
0x78, // push1
0x39, 0x09, // pushi 09
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
SIG_END
};
static const uint16 kq7FauxShopWoodenNickelPatch[] = {
0x39, PATCH_SELECTOR8(cel), // pushi cel
0x78, // push1
0x39, 0x09, // pushi 09
PATCH_ADDTOOFFSET(+13),
0x34, PATCH_UINT16(0x5000), // ldi 5000 [ signal | ignoreActors flag ]
PATCH_ADDTOOFFSET(+2),
0x38, PATCH_SELECTOR16(init), // pushi init
0x76, // push0
0x38, PATCH_SELECTOR16(addRespondVerb), // pushi addRespondVerb
0x78, // push1
0x39, 0x3b, // pushi 3b [ wooden nickel ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq7Signatures[] = {
{ true, 0, "disable video benchmarking", 1, kq7BenchmarkSignature, kq7BenchmarkPatch },
{ true, 0, "remove hardcoded spin loop", 1, kq7PragmaFailSpinSignature, kq7PragmaFailSpinPatch },
{ true, 20, "fix initializing game globals", 1, kq7InitGameGlobalsSignature, kq7InitGameGlobalsPatch },
{ true, 25, "fix stopping timers", 1, kq7StopTimersSignature, kq7StopTimersPatch },
{ true, 30, "fix allowing too many saves", 1, kq7TooManySavesSignature, kq7TooManySavesPatch },
{ true, 1250, "fix opening cartoon", 1, kq7OpeningCartoonSignature, kq7OpeningCartoonPatch },
{ true, 1250, "fix statue gem cel", 1, kq7StatueGemCelSignature, kq7StatueGemCelPatch },
{ true, 5000, "fix wooden nickel in faux shop", 1, kq7FauxShopWoodenNickelSignature, kq7FauxShopWoodenNickelPatch },
{ true, 5300, "fix snake oil salesman disposal", 1, kq7SnakeOilSalesmanSignature, kq7SnakeOilSalesmanPatch },
{ true, 5301, "fix chicken cartoon", 1, kq7ChickenCartoonSignature, kq7ChickenCartoonPatch },
{ true, 6100, "fix extra ambrosia", 1, kq7ExtraAmbrosiaSignature, kq7ExtraAmbrosiaPatch },
{ true, 31, "enable subtitles (1/3)", 1, kq7SubtitleFixSignature1, kq7SubtitleFixPatch1 },
{ true, 64928, "enable subtitles (2/3)", 1, kq7SubtitleFixSignature2, kq7SubtitleFixPatch2 },
{ true, 64928, "enable subtitles (3/3)", 1, kq7SubtitleFixSignature3, kq7SubtitleFixPatch3 },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Lighthouse
// When going to room 5 (sierra logo & menu room) from room 380 (the credits
// room), the game tries to clear flags from 0 (global[116] bit 0) to 1423
// (global[204] bit 15), but global[201] is not a flag global (it holds a
// reference to theInvisCursor). This patch stops clearing after flag 1359
// (global[200] bit 15). Hopefully that is good enough to not break the game.
// Applies to at least: English 1.0c & 2.0a
static const uint16 lighthouseFlagResetSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x58f), // ldi 1423
0x24, // le?
SIG_END
};
static const uint16 lighthouseFlagResetPatch[] = {
0x34, PATCH_UINT16(0x54f), // ldi 1359
PATCH_END
};
// When doing a system check on the portal computer in the lighthouse, the game
// counts up to 1024MB, one megabyte at a time. In SSCI, this count speed would
// be video speed dependent, but with our frame rate throttler, it takes 17
// seconds. So, replace this slowness with a much faster POST that is more
// accurate to the original game.
// Applies to at least: US English 1.0c
static const uint16 lighthouseMemoryCountSignature[] = {
SIG_MAGICDWORD,
0x8d, 0x02, // lst temp[2]
0x35, 0x0a, // ldi 10
0x24, // le?
0x31, 0x3b, // bnt [to second digit overflow]
SIG_ADDTOOFFSET(+4), // ldi, sat
0x8d, 0x03, // lst temp[3]
0x35, 0x0a, // ldi 10
SIG_END
};
static const uint16 lighthouseMemoryCountPatch[] = {
PATCH_ADDTOOFFSET(+2), // lst temp[2]
0x35, 0x02, // ldi 2
PATCH_ADDTOOFFSET(+9), // le?, bnt, ldi, sat, lst
0x35, 0x02, // ldi 2
PATCH_END
};
// In Lighthouse version 2.0, entering the submarine while the compass is out
// causes a message to be sent to a non-object. The PanelProps ppCompass and
// ppCompassFace are missing initialization code. Room 212 disposes of compass
// objects, but since they weren't correctly initialized, Feature:dispose
// attempts to remove them from a nonexistent Set in global 105.
//
// We fix this by patching the init methods of both compass objects to jump to
// ppOptions:init where there is a copy of the missing initialization code.
// This is effectively what Sierra did in their LITE2FIX patch.
//
// Applies to: Version 2.0
// Responsible methods: ppCompass:init, ppCompassFace:init
static const uint16 lighthouseCompassSignature[] = {
// ppCompass:init
0x4a, SIG_MAGICDWORD, // send 10
SIG_UINT16(0x0010),
0x48, // ret
0x00, 0x00, // unused padding
SIG_ADDTOOFFSET(+0x00fa),
// ppCompassFace:init
0x39, SIG_SELECTOR8(init), // pushi init
0x76, // push0
0x59, 0x01, // &rest 01
0x57, 0x81, SIG_UINT16(0x0004), // super 04 [ PanelProp init: 1 &rest ]
0x48, // ret
SIG_ADDTOOFFSET(+0x0b84),
// ppOptions:init
0x39, SIG_SELECTOR8(init), // pushi init
0x76, // push0
0x59, 0x01, // &rest 01
0x57, 0x81, SIG_UINT16(0x0004), // super 04 [ PanelProp init: 1 &rest ]
0x62, SIG_UINT16(0x01b6), // pToa approachX
0x31, 0x16, // bnt 16
SIG_ADDTOOFFSET(+0x11),
0x35, 0x00, // ldi 00
0x64, SIG_UINT16(0x01b6), // aTop approachX
0x48, // ret
SIG_END
};
static const uint16 lighthouseCompassPatch[] = {
PATCH_ADDTOOFFSET(+3),
0x32, PATCH_UINT16(0x0c91), // jmp 0c91 [ ppCompass:init => ppOptions:init ]
PATCH_ADDTOOFFSET(+0x00fa),
0x32, PATCH_UINT16(0x0b8b), // jmp 0b8b [ ppCompassFace:init => ppOptions:init ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry lighthouseSignatures[] = {
{ true, 5, "fix bad globals clear after credits", 1, lighthouseFlagResetSignature, lighthouseFlagResetPatch },
{ true, 9, "fix compass in submarine", 1, lighthouseCompassSignature, lighthouseCompassPatch },
{ true, 360, "fix slow computer memory counter", 1, lighthouseMemoryCountSignature, lighthouseMemoryCountPatch },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// When Robin hands out the scroll to Marion and then types his name using the
// hand code, the German version's script contains a typo (likely a copy/paste
// error), and the local procedure that shows each letter is called twice. The
// The procedure expects a letter arg and returns no value, so the first call
// takes its letter and feeds an undefined value to the second call. Thus the
// kStrCat() within the procedure reads a random pointer and crashes.
//
// We patch all of the 5 doubled local calls (one for each letter typed from
// "R", "O", "B", "I", "N") to be the same as the English version.
// Applies to at least: German floppy
// Responsible method: giveScroll::changeState(19,21,23,25,27) in script 210
// Fixes bug: #5264
static const uint16 longbowSignatureShowHandCode[] = {
0x78, // push1 (1 call arg)
//
0x78, // push1 (1 call arg)
0x72, SIG_ADDTOOFFSET(+2), // lofsa (letter that was typed)
0x36, // push
0x40, SIG_ADDTOOFFSET(+2), 0x02, // call [localproc], 02
//
0x36, // push (the result is an arg for the next call)
0x40, SIG_ADDTOOFFSET(+2), SIG_MAGICDWORD, 0x02, // call [localproc], 02
//
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 untouched
// The following will remove the first push & call
0x32, PATCH_UINT16(0x0002), // jmp 02 [to the second push & call]
0x35, 0x00, // ldi 0 (waste 2 bytes)
PATCH_END
};
// When walking through the forest, arithmetic errors may occur at "random".
// The scripts try to add a value and a pointer to the object "berryBush".
//
// This is caused by a local variable overflow.
//
// The scripts create berry bush objects dynamically. The array storage for
// those bushes may hold a total of 8 bushes. But sometimes 10 bushes
// are created. This overwrites 2 additional locals in script 225 and
// those locals are used normally for value lookups.
//
// Changing the total of bushes could cause all sorts of other issues,
// that's why I rather patched the code, that uses the locals for a lookup.
// Which means it doesn't matter anymore when those locals are overwritten.
//
// Applies to at least: English PC floppy, German PC floppy, English Amiga floppy
// Responsible method: export 2 of script 225
// Fixes bug: #6751
static const uint16 longbowSignatureBerryBushFix[] = {
0x89, 0x70, // lsg global[70h]
0x35, 0x03, // ldi 03h
0x1a, // eq?
0x2e, SIG_UINT16(0x002d), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x04, // ldi 04h
0x1a, // eq?
0x2e, SIG_UINT16(0x0025), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x05, // ldi 05h
0x1a, // eq?
0x2e, SIG_UINT16(0x001d), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x06, // ldi 06h
0x1a, // eq?
0x2e, SIG_UINT16(0x0015), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x18, // ldi 18h
0x1a, // eq?
0x2e, SIG_UINT16(0x000d), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x19, // ldi 19h
0x1a, // eq?
0x2e, SIG_UINT16(0x0005), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x1a, // ldi 1Ah
0x1a, // eq?
// jump location for the "bt" instructions
0x30, SIG_UINT16(0x0011), // bnt [skip over follow up code, to offset 0c35]
// 55 bytes until here
0x85, 0x00, // lat temp[0]
SIG_MAGICDWORD,
0x9a, SIG_UINT16(0x0110), // lsli local[110h] -> 110h points normally to 110h / 2Bh
// 5 bytes
0x7a, // push2
SIG_END
};
static const uint16 longbowPatchBerryBushFix[] = {
PATCH_ADDTOOFFSET(+4), // keep: lsg global[70h], ldi 03h
0x22, // lt? (global < 03h)
0x2f, 0x42, // bt [skip over all the code directly]
0x89, 0x70, // lsg global[70h]
0x35, 0x06, // ldi 06h
0x24, // le? (global <= 06h)
0x2f, 0x0e, // bt [to kRandom code]
0x89, 0x70, // lsg global[70h]
0x35, 0x18, // ldi 18h
0x22, // lt? (global < 18h)
0x2f, 0x34, // bt [skip over all the code directly]
0x89, 0x70, // lsg global[70h]
0x35, 0x1a, // ldi 1Ah
0x24, // le? (global <= 1Ah)
0x31, 0x2d, // bnt [skip over all the code directly]
// 28 bytes, 27 bytes saved
// kRandom code
0x85, 0x00, // lat temp[0]
0x2f, 0x05, // bt [skip over case 0]
// temp[0] == 0
0x38, PATCH_UINT16(0x0110), // pushi 0110h - that's what's normally at local[110h]
0x33, 0x18, // jmp [kRandom call]
// check temp[0] further
0x78, // push1
0x1a, // eq?
0x31, 0x05, // bnt [skip over case 1]
// temp[0] == 1
0x38, PATCH_UINT16(0x002b), // pushi 002Bh - that's what's normally at local[111h]
0x33, 0x0f, // jmp [kRandom call]
// temp[0] >= 2
0x8d, 0x00, // lst temp[0]
0x35, 0x02, // ldi 02
0x04, // sub
0x9a, PATCH_UINT16(0x0112), // lsli local[112h] -> look up value in 2nd table
// this may not be needed at all and was just added for safety reasons
// waste 9 spare bytes
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x34, PATCH_UINT16(0x0000), // ldi 0000
PATCH_END
};
// The camp (room 150) has a bug that can prevent the outlaws from ever rescuing
// the boys at sunset on day 5 or 6. The rescue occurs when entering camp as an
// abbey monk after leaving town exactly 3 times but this assumes that the
// counter can't exceed this. Wearing a different disguise can increment the
// counter beyond 3 at which point sunset can never occur.
//
// We fix this by patching the counter tests to greater than or equals. This
// makes them consistent with the other scripts that test this global variable.
//
// Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy
// Responsible method: local procedure #3 in script 150
// Fixes bug: #10839
static const uint16 longbowSignatureCampSunsetFix[] = {
SIG_MAGICDWORD,
0x89, 0x8e, // lsg global[8e] [ times left town ]
0x35, 0x03, // ldi 03
0x1a, // eq?
SIG_END
};
static const uint16 longbowPatchCampSunsetFix[] = {
PATCH_ADDTOOFFSET(+4),
0x20, // ge?
PATCH_END
};
// The town map (room 260) has a bug that can send Robin to the wrong room.
// Loading the map from town on day 5 or 6 automatically sends Robin to camp
// (room 150) after leaving town more than twice. The intent is to start the
// sunset scene where the outlaws rescue the boys, but the map doesn't test the
// correct sunset conditions and can load an empty camp, even on the wrong day.
//
// We fix this by changing the map's logic to match the camp's by requiring the
// abbey monk disguise to be worn and the rescue flag to not be set.
//
// Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy
// Responsible method: rm260:init
// Fixes bug: #10839
static const uint16 longbowSignatureTownMapSunsetFix[] = {
SIG_MAGICDWORD,
0x39, 0x05, // pushi 05
0x81, 0x82, // lag global[82] [ day ]
0x24, // le?
0x30, SIG_UINT16(0x0089), // bnt 0089 [ no sunset if day < 5 ]
0x60, // pprev
0x35, 0x06, // ldi 06
0x24, // le?
0x30, SIG_UINT16(0x0082), // bnt 0082 [ no sunset if day > 6 ]
0x89, 0x8e, // lsg global[8e]
0x35, 0x01, // ldi 01
SIG_END
};
static const uint16 longbowPatchTownMapSunsetFix[] = {
0x89, 0x7e, // lsg global[7e] [ current disguise ]
0x35, 0x05, // ldi 05 [ abbey monk ]
0x1c, // ne?
0x2f, 0x06, // bt 06 [ no sunset if disguise != abbey monk ]
0x78, // push1
0x39, 0x38, // pushi 38
0x45, 0x05, 0x02, // callb [export 5 of script 0], 02 [ is rescue flag set? ]
0x2e, PATCH_UINT16(0x0081), // bt 0081 [ no sunset if rescue flag is set ]
0x81, 0x8e, // lag global[8e]
0x78, // push1 [ save a byte ]
PATCH_END
};
// Ending day 5 or 6 by choosing to attack the castle fails to set the rescue
// flag which tells the next day what to do. This flag is set when rescuing
// the boys yourself and when the outlaws rescue them at sunset. Without this
// flag, the sunset rescue can repeat the next day and break the game.
//
// We fix this by setting the flag when returning the boys to their mother in
// room 250 after the attack.
//
// Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy
// Responsible method: boysSaved:changeState(0)
// Fixes bug: #10839
static const uint16 longbowSignatureRescueFlagFix[] = {
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, SIG_MAGICDWORD, // bnt 0003 [ state 1 ]
SIG_UINT16(0x0003),
0x32, SIG_UINT16(0x025b), // jmp 025b [ end of method ]
SIG_END
};
static const uint16 longbowPatchRescueFlagFix[] = {
0x2f, 0x08, // bt 08 [ state 1 ]
0x78, // push1
0x39, 0x38, // pushi 38
0x45, 0x06, 0x02, // callb [export 6 of script 0], 02 [ set rescue flag ]
0x3a, // toss
0x48, // ret
PATCH_END
};
// On day 7, Tuck can appear at camp to say that the widow wants to see you when
// she really doesn't. This scene is only supposed to occur if you haven't
// received the net but the script only tests if the net is currently in
// inventory, which it isn't if you've already used it or are in disguise.
//
// We fix this by testing the net's owner instead of inventory. If net:owner is
// non-zero then it's in inventory or in your cave or has been used.
//
// Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy
// Responsible method: local procedure #3 in script 150
// Fixes bug: #10847
static const uint16 longbowSignatureTuckNetFix[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x03a2), // bnt 03a2 [ end of method ]
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x04, // pushi 04
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 6 [ ego: has 4 ]
0x18, // not
0x30, SIG_UINT16(0x0394), // bnt 0394 [ end of method if net not in inventory ]
0x78, // push1
0x39, 0x47, // pushi 47
0x45, 0x05, 0x02, // callb [export 5 of script 0], 02 [ is flag 47 set? ]
0x18, // not
0x30, SIG_UINT16(0x038a), // bnt 038a [ end of method ]
SIG_ADDTOOFFSET(+60),
0x32, SIG_UINT16(0x034b), // jmp 034b [ end of method ]
SIG_END
};
static const uint16 longbowPatchTuckNetFix[] = {
0x31, 0x55, // bnt 55 [ skip scene, save a byte ]
0x39, PATCH_SELECTOR8(at), // pushi at
0x78, // push1
0x39, 0x04, // pushi 04
0x81, 0x09, // lag global[9]
0x4a, 0x06, // send 6 [ Inv: at 4 ]
0x38, PATCH_SELECTOR16(owner), // pushi owner
0x76, // push0
0x4a, 0x04, // send 4 [ net: owner? ]
0x2f, 0x44, // bt 44 [ skip scene if net:owner != 0 ]
0x78, // push1
0x39, 0x47, // pushi 47
0x45, 0x05, 0x02, // callb [export 5 of script 0], 02 [ is flag 47 set? ]
0x2f, 0x3c, // bt 3c [ skip scene, save 2 bytes ]
PATCH_END
};
// On day 9, room 350 outside the cobbler's hut is initialized incorrectly if
// disguised as a monk. The entrance to the hut is broken and several minor
// messages are incorrect. This is due to the room's script assuming that the
// only disguises that day are yeoman and merchant. A monk disguise causes some
// tests to pass and others to fail, leaving the room in an inconsistent state.
//
// We fix this by changing the yeoman disguise tests in the script to include
// the monk disguises. The disguise global is set to 4 for yeoman and 5 or 6
// for monk disguises so we patch the tests to be greater than or equals to.
//
// Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy
// Responsible methods: rm350:init, lobbsHut:doVerb, lobbsDoor:doVerb,
// lobbsCover:doVerb, tailorDoor:doVerb
// Fixes bug: #10834
static const uint16 longbowSignatureCobblerHut[] = {
SIG_MAGICDWORD,
0x89, 0x7e, // lsg global[7e] [ current disguise ]
0x35, 0x04, // ldi 04 [ yeoman ]
0x1a, // eq? [ is current disguise yeoman? ]
SIG_END
};
static const uint16 longbowPatchCobblerHut[] = {
PATCH_ADDTOOFFSET(+4),
0x20, // ge? [ is current disguise yeoman or monk? ]
PATCH_END
};
// The Amiga version of room 530 adds a broken fDrunk:onMe method which prevents
// messages when clicking on the drunk on the floor of the pub and causes a
// signature mismatch on every click in the room. fDrunk:onMe passes an Event
// object as an integer x coordinate and an uninitialized parameter as a y
// coordinate to kOnControl. This is a signature mismatch and would cause onMe
// to return false on every click and prevent hit testing from dispatching
// events to fDrunk. It's unclear why Sierra added this method to this one
// Feature in the room. Even if it worked, Feature:onMe already does this.
//
// We fix this by replacing fDrunk:onMe's contents with a call to super:onMe
// which calls kOnControl correctly and does proper hit testing, making its
// behavior consistent with the DOS version, which doesn't override onMe.
//
// Applies to: English Amiga Floppy
// Responsible method: fDrunk:onMe
// Fixes bug: #9688
static const uint16 longbowSignatureAmigaPubFix[] = {
SIG_MAGICDWORD,
0x67, 0x20, // pTos onMeCheck
0x39, 0x03, // pushi 03
0x39, 0x04, // pushi 04
0x8f, 0x01, // lsp param[1]
0x8f, 0x02, // lsp param[2]
0x43, 0x4e, 0x06, // callk OnControl, 6
SIG_END
};
static const uint16 longbowPatchAmigaPubFix[] = {
0x38, PATCH_UINT16(0x00c4), // pushi 00c4 [ onMe, hard-coded for amiga ]
0x76, // push0
0x59, 0x01, // &rest 1
0x57, 0x2c, 0x04, // super Feature, 4 [ super: onMe &rest ]
0x48, // ret
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm
// When the guards kick Robin out of archery room 320 the game locks up due to
// pathfinding algorithm differences. Ours sends ego in the wrong direction,
// colliding with a guard, and preventing the script from continuing.
//
// Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy
// Responsible method: takeHimOut:changeState(1)
// Fixes bug: #10896
static const uint16 longbowSignatureArcherPathfinding[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00c8), // pushi 00c8 [ y = 200 ]
0x7c, // pushSelf
0x81, 0x00, // lag 00
0x4a, 0x0c, // send 0c [ ego setMotion: PolyPath (ego x?) 200 self ]
SIG_END
};
static const uint16 longbowPatchArcherPathfinding[] = {
0x38, PATCH_UINT16(0x00c4), // pushi 00c4 [ y = 196 ]
PATCH_END
};
// Longbow 1.0 has two random but common game-breaking bugs: Green Man's riddle
// scene never ends and the Sheriff's men catch Robin too quickly when sweeping
// the forest. Both are due to reusing an uninitialized global variable.
//
// Global 137 is used by the abbey hedge maze to store ego's cel during room
// transitions. Exiting the maze leaves this as a random value between 0 and 5.
// The forest sweep also uses this global but as a counter it expects to start
// at 0. It increments as Robin changes rooms during a sweep until it reaches a
// a maximum and he is caught. This is usually 7 but in some rooms it's only 3.
// A high initial value can make this sequence impossible. rm180:doit also
// tests the sweep counter and doesn't allow scripts to respond to a hand code
// when greater than 2. This breaks the riddle scene after the first answer.
//
// We fix this by clearing global 137 at the start of days 1-7 and 11 so that
// stale hedge maze values from days 5/6 and 10 don't affect the day 7 riddles
// or the sweeps on days 9 and 12. Ideally we could just clear this at the
// start of each day but there's no day initialization script. Instead we add
// our day-specific code to Robin's cave (room 140), similar to Sierra's patch
// and later versions.
//
// Applies to: English PC Floppy 1.0
// Responsible method: localproc_001a in script 140
// Fixes bug #5036
static const uint16 longbowSignatureGreenManForestSweepFix[] = {
0x89, SIG_MAGICDWORD, 0x82, // lsg 82 [ day ]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0019), // bnt 0019 [ skip horn init ]
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x78, // push1
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego has: 1 ]
0x18, // not
0x30, SIG_UINT16(0x000c), // bnt 000c [ skip horn init ]
0x39, SIG_SELECTOR8(init), // pushi init
0x76, // push0
0x38, SIG_ADDTOOFFSET(+2), // pushi stopUpd
0x76, // push0
0x72, SIG_UINT16(0x19b2), // lofsa horn
0x4a, 0x08, // send 08 [ horn init: stopUpd: ]
0x89, 0x7e, // lsg 7e
0x35, 0x00, // ldi 00
0x1a, // eq?
0x2e, SIG_UINT16(0005), // bt 0005
SIG_ADDTOOFFSET(+19),
0x39, SIG_SELECTOR8(init), // push init
0x76, // push0
0x38, SIG_ADDTOOFFSET(+2), // pushi stopUpd
0x76, // push0
0x72, SIG_UINT16(0x1912), // lofsa bow
SIG_END
};
static const uint16 longbowPatchGreenManForestSweepFix[] = {
0x39, 0x07, // pushi 07
0x81, 0x82, // lag 82 [ day ]
0x22, // lt?
0x31, 0x06, // bnt 06
0x60, // pprev [ day ]
0x35, 0x0b, // ldi 0b
0x1c, // ne?
0x2f, 0x02, // bt 02
0xa1, 0x89, // sag 89 [ sweep-count = 0 if day <= 7 or day == 11 ]
0x81, 0x82, // lag 82 [ day ]
0x78, // push1
0x1a, // eq?
0x31, 0x10, // bnt 10 [ skip horn init ]
0x38, PATCH_SELECTOR16(has), // pushi has
0x78, // push1
0x78, // push1
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego has: 1 ]
0x2f, 0x05, // bt 05 [ skip horn init ]
0x72, PATCH_UINT16(0x19b2), // lofsa horn
0x33, 0x1a, // jmp 1c [ continue horn init ]
0x81, 0x7e, // lag 7e
0x31, 0x08, // bnt 08
PATCH_ADDTOOFFSET(+19),
0x72, PATCH_UINT16(0x1912), // lofsa bow
0x39, PATCH_SELECTOR8(init), // push init
0x76, // push0
0x38, PATCH_GETORIGINALUINT16(+25), // pushi stopUpd
0x76, // push0
PATCH_END
};
// After rescuing Fulk in the Amiga version, rescueOfFulk stores the boat speed
// in a temporary variable during one state and expects it to still be there in
// a later state, which only worked by accident in Sierra's interpreter. This
// Amiga tweak was made so that on slower machines the boat would animate after
// Fulk and Robin leave the screen. We fix this by using the script's register
// property for storage instead of a temporary variable.
//
// Applies to: English Amiga Floppy
// Responsible method: rescueOfFulk:changeState
// Fixes bug: #11137
static const uint16 longbowSignatureAmigaFulkRescue[] = {
SIG_MAGICDWORD,
0xa5, 0x00, // sat 00
0x89, 0x57, // lsg 87
SIG_ADDTOOFFSET(+10),
0x8d, 0x00, // lst 00
SIG_ADDTOOFFSET(+635),
0x8d, 0x00, // lst 00
SIG_END
};
static const uint16 longbowPatchAmigaFulkRescue[] = {
0x65, 0x1a, // aTop register
PATCH_ADDTOOFFSET(+12),
0x67, 0x1a, // pTos register
PATCH_ADDTOOFFSET(+635),
0x67, 0x1a, // pTos register
PATCH_END
};
// The Amiga version has an unusual speed test which takes 10 seconds to run in
// ScummVM, causing the test to assume a slow machine speed and reduce details
// throughout the game. We disable the speed test and its long delay before the
// the Sierra logo so that the fastest machine speed is used.
//
// Applies to: English Amiga Floppy
// Responsible method: speedScript:changeState
static const uint16 longbowSignatureAmigaSpeedTest[] = {
// state 1
0x32, SIG_UINT16(0x0164), // jmp 0164 [ end of method ]
SIG_ADDTOOFFSET(+0xe9),
// state 2
SIG_MAGICDWORD,
0x35, 0x02, // ldi 02 [ fastest machine speed ]
0x32, SIG_UINT16(0x000f), // jmp 000f [ set machine speed ]
SIG_END
};
static const uint16 longbowPatchAmigaSpeedTest[] = {
0x32, PATCH_UINT16(0x00e9), // jmp 00e9 [ skip test, use fastest machine speed ]
PATCH_END
};
// The Amiga version introduced a script bug that prevents setting the flag when
// saving the peasant woman on day one. To get a perfect score, Robin must give
// the woman money as she walks away, but this causes the rest of the game to
// behave as if she was left to die. The script savedTheWoman was altered to
// set flag 173 in a later state than before, but this was a mistake because
// giveWomanBucks interrupts savedTheWoman and completes the scene. The Amiga
// script also allows exiting to the map before flag 173 is set.
//
// We fix this by setting flag 173 as soon as savedTheWoman enables input, just
// like in the PC versions. We make room by overwriting an Amiga-only test of
// the machine's speed. This is unnecessary as we disable the speed test above.
//
// Applies to: English Amiga Floppy
// Responsible method: savedTheWoman:changeState(13)
static const uint16 longbowSignatureAmigaPeasantWoman[] = {
0x89, SIG_MAGICDWORD, 0x57, // lsg 87 [ machine speed, always 2 ]
0x35, 0x01, // ldi 01
0x20, // ge? [ machine speed >= 1 ]
0x30, SIG_UINT16(0x0012), // bnt 0012
SIG_END
};
static const uint16 longbowPatchAmigaPeasantWoman[] = {
0x39, 0x01, // pushi 01
0x38, PATCH_UINT16(0x00ad), // pushi 00ad [ flag 173 ]
0x45, 0x06, 0x02, // callb proc0_6 [ set saved-woman flag ]
PATCH_END
};
// When Robin is sentenced to death, King Richard and Robin discuss Marian's
// death even if she is alive and just finished testifying at the trial.
//
// At the end of the game, troub:init calculates which ending to use based on
// the ransom raised, the number of outlaws left, interactions with others, and
// whether or not Marian lived. These calculations are complex and the worst of
// the four endings is to be hung. Room 422 handles this ending, but unlike the
// other trial scripts, it doesn't test any flags. Instead it always displays
// messages that begin with Marian's death even though this ending is possible
// when Marian is alive.
//
// We fix this by skipping the messages that discuss Marian's death if she is
// alive. We make room for this by overwriting redundant code that disables the
// icon bar. The icon bar is already disabled by the previous room, and even if
// it weren't, the subsequent call to HandsOff would have disabled it.
//
// Applies to: All versions
// Responsible method: hanging:init
static const uint16 longbowSignatureMarianMessagesFix[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(disable), // pushi disable
0x39, 0x08, // pushi 08
0x76, // push0
0x78, // push1
0x7a, // push2
0x39, 0x03, // pushi 03
0x39, 0x04, // pushi 04
0x39, 0x05, // pushi 05
0x39, 0x06, // pushi 06
0x39, 0x07, // pushi 07
0x81, 0x45, // lag 45
0x4a, 0x14, // send 14 [ IconBar disable: 1 2 3 4 5 6 7 ]
SIG_END
};
static const uint16 longbowPatchMarianMessagesFix[] = {
0x76, // push0
0x39, 0x3e, // pushi 3e [ flag 62 ]
0x45, 0x05, 0x02, // callb proc0_5 [ is Marian alive? ]
0x31, 0x0e, // bnt 0e
0x38, PATCH_UINT16(0x0093), // pushi 0093
0xab, 0x0a, // ssl 0a [ start message sequence at 147 ]
0x76, // push0
0xab, 0x0c, // ssl 0c [ stop sequence after first message ]
0x33, 0x04, // jmp 04
PATCH_END
};
// In the abbey hedge maze, the music stops if the interpreter loads the next
// maze room in under half a second. ScummVM can achieve this on fast machines.
// When changing maze rooms, the old room sets the music to slowly fade to zero
// without waiting. The new room then sets the music to fade back in to full
// volume (127). This has no noticeable effect since the second fade reverts
// the first almost instantly, but if the new room loads before the fade timer
// has lowered the volume at all then kDoSoundFade ignores the second fade
// because the volume is already at the target. The first fade then proceeds to
// lower the volume to zero and stop the sound, after which it never resumes.
//
// We fix this by patching HedgeRow:dispose to only fade out the music when
// exiting the maze. This doesn't change the music since the fades canceled
// each other out when changing maze rooms. There is already a nearby check for
// exiting the maze so this patch re-orders the instructions.
//
// Applies to: All versions
// Responsible method: HedgeRow:dispose
// Fixes bug: #13674
static const uint16 longbowSignatureHedgeMazeMusic[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(fade), // pushi fade
0x39, 0x04, // pushi 04
0x76, // push0
0x39, 0x1e, // pushi 1e
0x39, 0x08, // pushi 08
0x78, // push1
0x81, 0x64, // lag 64
0x4a, 0x0c, // send 0c [ rgnMusic fade: 0 30 8 1 ]
0x38, SIG_SELECTOR16(enable), // pushi enable
0x78, // push1
0x39, 0x05, // pushi 05
0x81, 0x45, // lag 45
0x4a, 0x06, // send 06 [ IconBar enable: 5 ]
0x89, 0x0d, // lsg 0d [ new room ]
0x35, 0x55, // ldi 55 [ max maze room ]
0x1e, // gt? [ exiting hedge maze? ]
0x30, SIG_UINT16(0x0020), // bnt 0020
SIG_END
};
static const uint16 longbowPatchHedgeMazeMusic[] = {
0x38, PATCH_SELECTOR16(enable), // pushi enable
0x78, // push1
0x39, 0x05, // pushi 05
0x81, 0x45, // lag 45
0x4a, 0x06, // send 06 [ IconBar enable: 5 ]
0x89, 0x0d, // lsg 0d [ new room ]
0x35, 0x55, // ldi 55 [ max maze room ]
0x1e, // gt? [ exiting hedge maze? ]
0x30, PATCH_UINT16(0x002f), // bnt 002f
0x38, PATCH_SELECTOR16(fade), // pushi fade
0x39, 0x04, // pushi 04
0x76, // push0
0x39, 0x1e, // pushi 1e
0x39, 0x08, // pushi 08
0x78, // push1
0x81, 0x64, // lag 64
0x4a, 0x0c, // send 0c [ rgnMusic fade: 0 30 8 1 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry longbowSignatures[] = {
{ true, 29, "amiga day 1 peasant woman", 1, longbowSignatureAmigaPeasantWoman, longbowPatchAmigaPeasantWoman},
{ true, 140, "green man riddles and forest sweep fix", 1, longbowSignatureGreenManForestSweepFix, longbowPatchGreenManForestSweepFix },
{ true, 150, "day 5/6 camp sunset fix", 2, longbowSignatureCampSunsetFix, longbowPatchCampSunsetFix },
{ true, 150, "day 7 tuck net fix", 1, longbowSignatureTuckNetFix, longbowPatchTuckNetFix },
{ true, 210, "hand code crash", 5, longbowSignatureShowHandCode, longbowPatchShowHandCode },
{ true, 225, "arithmetic berry bush fix", 1, longbowSignatureBerryBushFix, longbowPatchBerryBushFix },
{ true, 250, "day 5/6 rescue flag fix", 1, longbowSignatureRescueFlagFix, longbowPatchRescueFlagFix },
{ true, 260, "day 5/6 town map sunset fix", 1, longbowSignatureTownMapSunsetFix, longbowPatchTownMapSunsetFix },
{ true, 320, "day 8 archer pathfinding workaround", 1, longbowSignatureArcherPathfinding, longbowPatchArcherPathfinding },
{ true, 350, "day 9 cobbler hut fix", 10, longbowSignatureCobblerHut, longbowPatchCobblerHut },
{ true, 422, "marian messages fix", 1, longbowSignatureMarianMessagesFix, longbowPatchMarianMessagesFix },
{ true, 490, "hedge maze music", 1, longbowSignatureHedgeMazeMusic, longbowPatchHedgeMazeMusic },
{ true, 530, "amiga pub fix", 1, longbowSignatureAmigaPubFix, longbowPatchAmigaPubFix },
{ true, 600, "amiga fulk rescue fix", 1, longbowSignatureAmigaFulkRescue, longbowPatchAmigaFulkRescue },
{ true, 803, "amiga speed test", 1, longbowSignatureAmigaSpeedTest, longbowPatchAmigaSpeedTest },
{ true, 803, "disable speed test", 1, sci01SpeedTestLocalSignature, sci01SpeedTestLocalPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 1 (Spanish)
//
// It seems originally the Spanish version of Larry 1 used some beta code at
// least for the man wearing a barrel, who walks around in front of the casino.
// The script inside the resource files even uses a class, that does not exist
// inside those resource files, which causes a hard error.
// The patch files included with the Spanish version (300.scr,300.tex, 927.scr)
// add this class, but at least inside ScummVM a write to a non-existent selector
// happens right after the player tries to buy an apple from that man.
//
// In the original English releases (2.0+2.1) this was handled differently.
// Which is why this script patch changes that code to work just like in the English release.
//
// Attention: for at least some release of this game, view 302 (man wearing a barrel) is fully
// broken! Which also causes a crash. The original interpreter crashes as well.
// The only way to fix this is to dump that view from another release of Larry 1
// and then use the view patch file on this release.
//
// Applies to at least: Spanish floppy
// Responsible method: sBuyApple::changeScript(2)
// Fixes bug: #10240
static const uint16 larry1SignatureBuyApple[] = {
// end of state 0
0x35, 0x01, // ldi 01
0x65, 0x10, // aTop cycles
0x32, SIG_UINT16(0x0248), // jmp [ret]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0007), // bnt [step 2 check]
// state 1 code
0x35, 0x01, // ldi 01
0x65, 0x10, // aTop cycles
0x32, SIG_UINT16(0x023a), // jmp [ret]
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x30, SIG_UINT16(0x0036), // bnt [step 3 check]
// state 2 code
0x35, 0x02, // ldi 02
0x38, SIG_UINT16(0x0091), // pushi setCycle
0x78, // push1
0x51, 0x18, // class Walk
0x36, // push
0x38, SIG_UINT16(0x0126), // pushi setAvoider
0x78, // push1
0x51, SIG_ADDTOOFFSET(+1), // class PAvoider (original 0x25, w/ patch file 0x6d)
0x36, // push
0x38, SIG_UINT16(0x0116), // pushi setMotion
SIG_MAGICDWORD,
0x39, 0x04, // pushi 04
0x51, 0x24, // class PolyPath
0x36, // push
0x39, 0x04, // pushi 04
0x76, // push0
0x72, SIG_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x35, 0x1d, // ldi 1Dh
0x02, // add
0x36, // push
0x39, 0x03, // pushi 03
0x76, // push0
0x72, SIG_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, 0x18, // send 18h
0x32, SIG_UINT16(0x01fd), // jmp [ret]
SIG_END
};
static const uint16 larry1PatchBuyApple[] = {
PATCH_ADDTOOFFSET(+11),
0x2f, 0xf3, // bt [jump to end of step 1 code], saves 8 bytes
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x3f, // bnt [step 3 check]
0x38, PATCH_UINT16(0x00e1), // pushi distanceTo
0x78, // push1
0x72, PATCH_UINT16(0x0f4e), // lofsa sAppleMan
0x36, // push
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 06
0x36, // push
0x35, 0x1e, // ldi 1Eh
0x1e, // gt?
0x31, 0xdb, // bnt [jump to end of step 1 code]
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
0x78, // push1
0x51, 0x18, // class Walk
0x36, // push
0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion
0x39, 0x04, // pushi 04
0x51, 0x24, // class PolyPath
0x36, // push
0x39, 0x04, // pushi 04
0x76, // push0
0x72, PATCH_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x35, 0x1d, // ldi 1Dh
0x02, // add
0x36, // push
0x39, 0x03, // pushi 03
0x76, // push0
0x72, PATCH_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, 0x12, // send 12h
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry1Signatures[] = {
{ true, 300, "Spanish: buy apple from barrel man", 1, larry1SignatureBuyApple, larry1PatchBuyApple },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 2
// On the plane, Larry is able to wear the parachute. This grants 4 points.
// In early versions of LSL2, it was possible to get "unlimited" points by
// simply wearing it multiple times.
// They fixed it in later versions by remembering, if the parachute was already
// used before.
// But instead of adding it properly, it seems they hacked the script / forgot
// to replace script 0 as well, which holds information about how many global
// variables are allocated at the start of the game.
// The script tries to read an out-of-bounds global variable, which somewhat
// "worked" in SSCI, but ScummVM/SCI doesn't allow that.
// That's why those points weren't granted here at all.
// We patch to use global[5a], 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 global[8e]
0x80, SIG_UINT16(0x01e0), // lag global[1e0]
0x18, // not
0x30, SIG_UINT16(0x000f), // bnt [don't give points]
0x35, 0x01, // ldi 01
0xa0, 0xe0, 0x01, // sag global[1e0]
SIG_END
};
static const uint16 larry2PatchWearParachutePoints[] = {
PATCH_ADDTOOFFSET(+4),
0x80, PATCH_UINT16(0x005a), // lag global[5a]
PATCH_ADDTOOFFSET(+6),
0xa0, PATCH_UINT16(0x005a), // sag global[5a]
PATCH_END
};
// When buying a lottery ticket, the message box "Processing..." is displayed
// three times with no delay between the messages. In the original, each was
// visibly erased before the next because the interpreter drew directly to the
// screen. This created the necessary flicker effect indicating that the three
// identical messages were separte. In ScummVM there is no flicker because the
// window is updated with the screen buffer when processing events or between
// game cycles. The result is a single message box that appears to not respond
// to Enter or clicks until the third one dismisses it.
//
// We fix this by adding a brief delay in the "Processing..." loop with a call
// to kScummVMSleep so that the screen is redrawn between message boxes and the
// intended effect occurs as in the original. This patch is broken up into two
// parts because different versions have different instructions in the loop.
//
// Applies to: All versions
// Responsible method: rm114Script:changeState(15)
static const uint16 larry2SignatureLotteryTicketMessages1[] = {
0x35, 0x00, // ldi 00
0xa5, 0x00, // sat 00 [ temp0 = 0 ]
0x8d, 0x00, // lst 00 [ start loop ]
SIG_MAGICDWORD,
0x35, 0x03, // ldi 03
0x22, // lt? [ temp0 < 3 ]
0x30, SIG_ADDTOOFFSET(+1), 0x00, // bnt [ exit loop ]
SIG_END
};
static const uint16 larry2PatchLotteryTicketMessages1[] = {
0xa5, 0x00, // sat 00 [ temp0 = 0 (acc already 0) ]
0x7a, // push2 [ start loop ]
0x20, // ge? [ 2 >= temp0 ]
0x31, PATCH_GETORIGINALBYTEADJUST(+10, +6), // bnt [ exit loop ]
0x78, // push1
0x39, 0x02, // pushi 02
0x43, kScummVMSleepId, 0x02, // callk kScummVMSleep 02 [ 2 ticks ]
PATCH_END
};
static const uint16 larry2SignatureLotteryTicketMessages2[] = {
0x47, 0xff, SIG_MAGICDWORD, 0x00, 0x0c, // calle proc255_0 0c [ Print "Processing..." ]
0xc5, 0x00, // +at 00 [ temp0++, acc = temp0 ]
0x32, SIG_ADDTOOFFSET(+1), 0xff, // jmp [ continue loop ]
SIG_END
};
static const uint16 larry2PatchLotteryTicketMessages2[] = {
PATCH_ADDTOOFFSET(+6),
0x32, PATCH_GETORIGINALBYTEADJUST(+7, -2), 0xff, // jmp [ continue loop ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry2Signatures[] = {
{ true, 63, "plane: no points for wearing parachute", 1, larry2SignatureWearParachutePoints, larry2PatchWearParachutePoints },
{ true, 99, "disable speed test", 1, sci0EarlySpeedTestSignature, sci0EarlySpeedTestPatch },
{ true, 99, "disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
{ true, 114, "lottery ticket messages (1/2)", 1, larry2SignatureLotteryTicketMessages1, larry2PatchLotteryTicketMessages1 },
{ true, 114, "lottery ticket messages (2/2)", 1, larry2SignatureLotteryTicketMessages2, larry2PatchLotteryTicketMessages2 },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 3
// Disable the LSL3 speed test by always setting the machine speed to 40 (PC AT)
// so that all graphics are enabled and the weight room behaves reasonably.
// 40 is the minimum value that enables everything such as incrementing the
// score and the lighting effects in rooms 390, 430, and 431. The weight room
// (room 380) uses the machine speed to calculate how many exercises are
// required and the results would be much too high (in the thousands) if the
// speed test were to run unthrottled at modern speeds.
//
// Applies to: All versions
// Responsible method: rm290:doit
// Fixes bug: #11967
static const uint16 larry3PatchSpeedTest[] = {
0x34, PATCH_UINT16(0x0028), // ldi 0028
0xa1, PATCH_GETORIGINALBYTE(+1), // sag [ machine-speed = 40 ]
0x18, // not [ always skip initialization ]
PATCH_END
};
// The LSL3 volume dialog initialize its slider to the current volume by calling
// kDoSoundMasterVolume, but it passes an uninitialized variable as an extra
// parameter. This changes the volume instead of just querying it, leaving the
// slider out of sync with the abruptly changed volume.
//
// We remove the uninitialized parameter so that this code correctly queries the
// volume instead of setting it. This was fixed in later versions but the buggy
// one was used as the basis for SCI Studio's template script, which is also
// included with SCI Companion, and so this bug lives on in fan games.
//
// Applies to: English PC, English Amiga, English Atari ST
// Responsible method: TheMenuBar:handleEvent
static const uint16 larry3SignatureVolumeSlider[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(doit), // pushi doit
0x78, // push1
0x7a, // push2
0x39, 0x08, // pushi 08 [ volume ]
0x8d, 0x01, // lst 01 [ uninitialized variable ]
0x43, 0x31, 0x04, // callk DoSound 04 [ set volume and return previous ]
SIG_END
};
static const uint16 larry3PatchVolumeSlider[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x01, // pushi 01
0x38, PATCH_UINT16(0x0008), // pushi 0008 [ volume ]
0x43, 0x31, 0x02, // callk DoSound 02 [ return volume ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry3Signatures[] = {
{ true, 290, "disable speed test", 1, sci01SpeedTestGlobalSignature, larry3PatchSpeedTest },
{ true, 997, "fix volume slider", 1, larry3SignatureVolumeSlider, larry3PatchVolumeSlider },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 5
// In Miami the player can call the green card telephone number and get
// green card including limo at the same time in the English 1.000 PC release.
// This results later in a broken game in case the player doesn't read
// the second telephone number for the actual limousine service, because
// in that case it's impossible for the player to get back to the airport.
//
// We disable the code, that is responsible to make the limo arrive.
//
// This bug was fixed in the European (dual language) versions of the game.
//
// Applies to at least: English PC floppy (1.000)
// Responsible method: sPhone::changeState(40)
static const uint16 larry5SignatureGreenCardLimoBug[] = {
0x7a, // push2
SIG_MAGICDWORD,
0x39, 0x07, // pushi 07
0x39, 0x0c, // pushi 0Ch
0x45, 0x0a, 0x04, // callb [export 10 of script 0], 04
0x78, // push1
0x39, 0x26, // pushi 26h (limo arrived flag)
0x45, 0x07, 0x02, // callb [export 7 of script 0], 02 (sets flag)
SIG_END
};
static const uint16 larry5PatchGreenCardLimoBug[] = {
PATCH_ADDTOOFFSET(+8),
0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy)
0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy)
PATCH_END
};
// In one of the conversations near the end (to be exact - room 380 and the text
// about using champagne on Reverse Biaz - only used when you actually did that
// in the game), the German text is too large, causing the textbox to get too large.
// Because of that the talking head of Patti is drawn over the textbox. A translation oversight.
// Applies to at least: German floppy
// Responsible method: none, position of talker object on screen needs to get modified
static const uint16 larry5SignatureGermanEndingPattiTalker[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x006e), // object pattiTalker::x (110)
SIG_UINT16(0x00b4), // object pattiTalker::y (180)
SIG_ADDTOOFFSET(+469), // verify that it's really the German version
0x59, 0x6f, 0x75, // (object name) "You"
0x23, 0x47, 0x44, 0x75, // "#GDu"
SIG_END
};
static const uint16 larry5PatchGermanEndingPattiTalker[] = {
PATCH_UINT16(0x005a), // object pattiTalker::x (90)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry5Signatures[] = {
{ true, 280, "English-only: fix green card limo bug", 1, larry5SignatureGreenCardLimoBug, larry5PatchGreenCardLimoBug },
{ true, 380, "German-only: Enlarge Patti Textbox", 1, larry5SignatureGermanEndingPattiTalker, larry5PatchGermanEndingPattiTalker },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// This is called on every death dialog. Problem is at least the German
// version of lsl6 gets title text that is far too long for the
// available temp space resulting in temp space corruption. This patch
// moves the title text around, so this overflow doesn't happen anymore. We
// would otherwise get a crash calling for invalid views (this happens of
// course also in sierra sci).
// Applies to at least: German PC-CD
// Responsible method: unknown
static const uint16 larry6SignatureDeathDialog[] = {
SIG_MAGICDWORD,
0x3e, SIG_UINT16(0x0133), // link 0133 (offset 0x20)
0x35, 0xff, // ldi ff
0xa3, 0x00, // sal local[0]
SIG_ADDTOOFFSET(+680), // ...
0x8f, 0x01, // lsp param[1] (offset 0x2cf)
0x7a, // push2
0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea temp[010e]
0x36, // push
0x43, 0x7c, 0x0e, // callk Message[7c], 0e
SIG_ADDTOOFFSET(+90), // ...
0x38, SIG_UINT16(0x00d6), // pushi 00d6 (offset 0x335)
0x78, // push1
0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea temp[010e]
0x36, // push
SIG_ADDTOOFFSET(+76), // ...
0x38, SIG_UINT16(0x00cd), // pushi 00cd (offset 0x38b)
0x39, 0x03, // pushi 03
0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea temp[010e]
0x36,
SIG_END
};
static const uint16 larry6PatchDeathDialog[] = {
0x3e, 0x00, 0x02, // link 0200
PATCH_ADDTOOFFSET(+687),
0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea temp[0140]
PATCH_ADDTOOFFSET(+98),
0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea temp[0140]
PATCH_ADDTOOFFSET(+82),
0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea temp[0140]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry6Signatures[] = {
{ true, 82, "death dialog memory corruption", 1, larry6SignatureDeathDialog, larry6PatchDeathDialog },
{ true, 99, "disable speed test", 1, sci11SpeedTestSignature, sci11SpeedTestPatch },
{ true, 928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Leisure Suit Larry 6 Hires
// When entering room 270 (diving board) from room 230, a typo in the game
// script means that `setScale` is called accidentally instead of `setScaler`.
// In SSCI this did not do much because the first argument happened to be
// smaller than the y-position of `ego`, but in ScummVM the first argument is
// larger and so a debug message "y value less than vanishingY" is displayed.
static const uint16 larry6HiresSetScaleSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setScale), // pushi setScale ($14b)
0x38, SIG_UINT16(0x0005), // pushi 5
0x51, 0x2c, // class Scaler
SIG_END
};
static const uint16 larry6HiresSetScalePatch[] = {
0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler ($14f)
PATCH_END
};
// The init code that runs when LSL6hires starts up unconditionally resets the
// master music volume to 12 (and the volume dial to 11), but the game should
// always use the volume stored in ScummVM. Mac version initializes to 5.
//
// Applies to at least: English CD, Mac CD
// Responsible method: initCode:init
// Fixes bug: #9700
static const uint16 larry6HiresVolumeResetSignature[] = {
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x0006), // send 06 [ LSL6 masterVolume: ... ]
0x35, SIG_ADDTOOFFSET(+1), // ldi 0b on PC, 05 on Mac
0xa1, 0xc2, // sag c2
SIG_END
};
static const uint16 larry6HiresVolumeResetPatch[] = {
PATCH_ADDTOOFFSET(+3),
0x33, 0x02, // jmp 02 [ skip volume change ]
PATCH_END
};
// Mac version stores the master music volume in an additional global which it
// sets the volume to on every restore. We disable this code so that the
// current ScummVM volume is used.
//
// Applies to: Mac CD only
// Responsible method: LSL6:replay
static const uint16 larry6HiresMacVolumeRestoreSignature[] = {
0x7a, // push2
SIG_MAGICDWORD,
0x76, // push0
0x88, SIG_UINT16(0x0103), // lsg 0103
0x43, 0x40, SIG_UINT16(0x0004), // callk DoSound 04 [ kDoSound MasterVolume global259 ]
SIG_END
};
static const uint16 larry6HiresMacVolumeRestorePatch[] = {
0x33, 0x07, // jmp 07 [ skip volume change ]
PATCH_END
};
// Filling the whale oil lamp with cellulite locks up the game when the PATCHES
// directory is missing. The patch files for script 330 override a very broken
// version in the resource volumes that always goes into an infinite loop.
// Unfortunately, the Leisure Suit Larry Collection CD includes a RESOURCE.CFG
// with an incorrect path to the PATCHES directory. Sierra's fix was to issue a
// save file with a full oil lamp that was compatible with the broken scripts.
// This shouldn't affect ScummVM since we don't use RESOURCE.CFG, but something
// about the way the collection was packaged causes players to continue to miss
// this directory and not realize until it's too late. The lockup occurs late
// in the game and adding the missing patch files invalidates all saves.
//
// We don't generally fix "bugs" that are consequences of not providing all of
// the game's data files, but this is a severe case that keeps coming up.
// Fortunately, the script bug is simple, so we might as well just patch it and
// allow the player to proceed.
//
// We mitigate this by patching fillLampScr:changeState(2) to increment its
// register property. This is the counter that's supposed to animate the lamp
// but instead register is never incremented and the loop never ends.
//
// Applies to: English PC CD when PATCHES is missing (TODO: check localizations)
// Responsible method: fillLampScr:changeState(2)
// Fixes bug: #10484
static const uint16 larry6HiresWhaleOilLampSignature[] = {
0x39, SIG_SELECTOR8(loop), // pushi loop
0x78, // push1
0x78, // push1
0x39, SIG_MAGICDWORD, // pushi cel
SIG_SELECTOR8(cel),
0x78, // push1
0x67, 0x26, // pTos register
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x000c), // send 0c [ ego loop: 1 cel: register ]
SIG_END
};
static const uint16 larry6HiresWhaleOilLampPatch[] = {
PATCH_ADDTOOFFSET(+7),
0x6f, // ipTos register [ increment register ]
PATCH_END
};
// When attempting to take the guard's weapons, missleDeathScr calculates an
// excessively long delay in game cycles based on the initial speed test. The
// script attempts to use this delay as a backup if the user quickly dismisses
// the "Without thinking twice..." message so that it doesn't get stuck. We
// patch the speed test to use the best value so that all details are enabled,
// but we also throttle game cycles, and this results in a 30+ second delay.
//
// We fix this incompatibility by patching the delay down to 60 cycles, but this
// exposes a real script bug. The backup delay is always active and interrupts
// the message audio if the delay lasts less than six seconds. The script
// attempts to prevent this by polling the message's audio position, but it
// passes the wrong audio tuple. We also fix the tuple and now the delay works.
//
// Applies to: All versions
// Responsible method: missleDeathScr:changeState(3), missleDeathScr:doit
// Fixes bug: #13501
static const uint16 larry6HiresGuardDelaySignature1[] = {
SIG_MAGICDWORD,
0x89, 0x57, // lsg 57 [ how-fast ]
0x35, 0x4b, // ldi 4b
0x06, // mul
0x65, 0x26, // aTop register [ register = how-fast * 75 ]
SIG_END
};
static const uint16 larry6HiresGuardDelayPatch1[] = {
0x35, 0x3c, // ldi 3c [ 60 cycles ]
0x32, PATCH_UINT16(0x0000), // jmp 0000
PATCH_END
};
static const uint16 larry6HiresGuardDelaySignature2[] = {
SIG_MAGICDWORD,
0x39, 0x06, // pushi 06
0x3c, // dup [ kDoAudioPosition ]
0x38, SIG_UINT16(0x0352), // pushi 0352
0x39, 0x03, // pushi 03 [ noun ]
0x39, 0x05, // pushi 05 [ verb ]
0x76, // push0 [ cond ]
0x76, // push0 [ seq ]
SIG_END
};
static const uint16 larry6HiresGuardDelayPatch2[] = {
PATCH_ADDTOOFFSET(+6),
0x39, 0x04, // pushi 04 [ correct noun ]
PATCH_ADDTOOFFSET(+3),
0x78, // push1 [ correct seq ]
PATCH_END
};
// When using the phone with text enabled, dialing certain combinations crashes.
// This is due to a bug introduced when script 610 was altered for the hi-res
// version. The showTitle property of the phone's talker is only supposed to be
// set when talking to someone with a name, but now showTitle is never cleared.
// The operator is the one voice without a name, so talking to someone else
// first leaves these properties out of sync. Talking to the operator in this
// state causes Print:addTitle to attempt to duplicate the null name string.
//
// We fix this by clearing the phone talker's showTitle property when the name
// property is cleared. This keeps both properties in sync as before.
//
// Applies to: All versions
// Responsible method: Export 2 of script 610
// Fixes bug: #13554
static const uint16 larry6HiresPhoneOperatorSignature[] = {
0x39, SIG_SELECTOR8(name), // pushi name
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa talker
0x4a, SIG_UINT16(0x0004), // send 04 [ talker name? ]
0x31, SIG_MAGICDWORD, 0x1a, // bnt 1a [ skip if no name ]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x39, SIG_SELECTOR8(name), // pushi name
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa talker
0x4a, SIG_UINT16(0x0004), // send 04 [ talker name? ]
0x4a, SIG_UINT16(0x0004), // send 04 [ name dispose: ]
0x39, SIG_SELECTOR8(name), // pushi name
0x78, // push1
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa talker
0x4a, SIG_UINT16(0x0006), // send 06 [ talker name: 0 ]
SIG_END
};
static const uint16 larry6HiresPhoneOperatorPatch[] = {
PATCH_ADDTOOFFSET(+15),
0x4a, PATCH_UINT16(0x0004), // send 04 [ name dispose: ]
0x38, PATCH_SELECTOR16(showTitle), // pushi showTitle
0x78, // push1
0x76, // push0
0x33, 0x02, // jmp 02
PATCH_ADDTOOFFSET(+9),
0x4a, PATCH_UINT16(0x000c), // send 0c [ talker showTitle: 0 name: 0 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry6HiresSignatures[] = {
{ true, 0, "disable mac volume restore", 1, larry6HiresMacVolumeRestoreSignature, larry6HiresMacVolumeRestorePatch },
{ true, 71, "disable volume reset on startup (1/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 71, "disable volume reset on startup (2/2)", 1, larry6HiresVolumeResetSignature, larry6HiresVolumeResetPatch },
{ true, 71, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 270, "fix incorrect setScale call", 1, larry6HiresSetScaleSignature, larry6HiresSetScalePatch },
{ true, 330, "fix whale oil lamp lockup", 1, larry6HiresWhaleOilLampSignature, larry6HiresWhaleOilLampPatch },
{ true, 610, "phone operator crash", 1, larry6HiresPhoneOperatorSignature, larry6HiresPhoneOperatorPatch },
{ true, 850, "guard delay (1/2)", 1, larry6HiresGuardDelaySignature1, larry6HiresGuardDelayPatch1 },
{ true, 850, "guard delay (2/2)", 1, larry6HiresGuardDelaySignature2, larry6HiresGuardDelayPatch2 },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Leisure Suit Larry 7
// The init code that runs when LSL7 starts up unconditionally resets the audio
// volumes to defaults, but the game should always use the volume stored in
// ScummVM. This patch is basically identical to the patch for Torin, except
// that they left line numbers in the LSL7 scripts and changed the music volume.
// Applies to at least: English CD
static const uint16 larry7VolumeResetSignature1[] = {
SIG_MAGICDWORD,
0x35, 0x41, // ldi $41
0xa1, 0xe3, // sag global[$e3] (music volume)
0x7e, SIG_ADDTOOFFSET(+2), // (line whatever)
0x35, 0x3c, // ldi $3c
0xa1, 0xe4, // sag global[$e4] (sfx volume)
0x7e, SIG_ADDTOOFFSET(+2), // (line whatever)
0x35, 0x64, // ldi $64
0xa1, 0xe5, // sag global[$e5] (speech volume)
SIG_END
};
static const uint16 larry7VolumeResetPatch1[] = {
0x33, 0x10, // jmp [past volume resets]
PATCH_END
};
// The init code that runs when LSL7 starts up unconditionally resets the
// audio volumes to values stored in larry7.prf, but the game should always use
// the volume stored in ScummVM. This patch is basically identical to the patch
// for Torin, except that they left line numbers in the LSL7 scripts.
// Applies to at least: English CD
static const uint16 larry7VolumeResetSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(readWord), // pushi readWord
0x76, // push0
SIG_ADDTOOFFSET(+6), // ...
0xa1, 0xe3, // sag global[$e3] (music volume)
SIG_ADDTOOFFSET(+3), // (line whatever)
SIG_ADDTOOFFSET(+10), // ...
0xa1, 0xe4, // sag global[$e4] (sfx volume)
SIG_ADDTOOFFSET(+3), // (line whatever)
SIG_ADDTOOFFSET(+10), // ...
0xa1, 0xe5, // sag global[$e5] (speech volume)
SIG_END
};
static const uint16 larry7VolumeResetPatch2[] = {
PATCH_ADDTOOFFSET(+10),
0x18, 0x18, // (waste bytes)
PATCH_ADDTOOFFSET(+3), // (line whatever)
PATCH_ADDTOOFFSET(+10), // ...
0x18, 0x18, // (waste bytes)
PATCH_ADDTOOFFSET(+3), // (line whatever)
PATCH_ADDTOOFFSET(+10), // ...
0x18, 0x18, // (waste bytes)
PATCH_END
};
// In room 540 of Leisure Suit Larry 7, when using the cheese maker,
// `soMakeCheese::changeState(6)` incorrectly pushes `self` as the end cel
// instead of a cel number to the End cycler. In SSCI, this bad argument would
// get corrected down to the final cel in the loop by `CycleCueList::init`, but
// because ScummVM currently always sorts numbers higher than objects, the
// comparison fails and the cel number is not corrected, so the cycler never
// calls back and the game softlocks.
// Here, we fix the call so a proper cel number is given for the second argument
// instead of a bogus object pointer.
//
// Applies to at least: English PC-CD, German PC-CD
static const uint16 larry7MakeCheeseCyclerSignature[] = {
0x38, SIG_UINT16(0x04), // pushi 4
0x51, 0xc4, // class End
0x36, // push
SIG_MAGICDWORD,
0x7c, // pushSelf
0x39, 0x04, // pushi 4
0x7c, // pushSelf
SIG_END
};
static const uint16 larry7MakeCheeseCyclerPatch[] = {
0x39, 0x04, // pushi 4 - save 1 byte
0x51, 0xc4, // class End
0x36, // push
0x7c, // pushSelf
0x39, 0x04, // pushi 4
0x39, 0x10, // pushi $10 (last cel of view 54007, loop 0)
PATCH_END
};
// During the cheese maker cutscene, `soMakeCheese::changeState(2)` sets the
// priority of ego to 500 to draw him over the cheese maker, but this is also
// above the guillotine (view 54000, cel 7, priority 400), so ego gets
// incorrectly drawn on top of the guillotine as well. The cheese maker has a
// priority of 373, so use priority 374 instead of 500.
// Applies to at least: English PC-CD, German PC-CD
// Responsible method: soMakeCheese::changeState(2) in script 540
static const uint16 larry7MakeCheesePrioritySignature[] = {
0x38, SIG_SELECTOR16(setPri), // pushi setPri
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x01f4), // pushi 500
SIG_END
};
static const uint16 larry7MakeCheesePriorityPatch[] = {
PATCH_ADDTOOFFSET(+4), // pushi setPri, push1
0x38, PATCH_UINT16(0x0176), // pushi 374
PATCH_END
};
// LSL7 tries to reset the message type twice at startup, first with a default
// value in script 0, then with a stored value from larry7.prf (if that file
// exists) or the same default value (if it does not) in script 64000. Since
// message type sync relies on the game only setting this value once at startup,
// we must stop the second attempt or the value from ScummVM will be
// overwritten.
// Applies to at least: English CD
static const uint16 larry7MessageTypeResetSignature[] = {
SIG_MAGICDWORD,
0x35, 0x02, // ldi 2
0xa1, 0x5a, // sag global[$5a]
SIG_END
};
static const uint16 larry7MessageTypeResetPatch[] = {
0x33, 0x02, // jmp [past reset]
PATCH_END
};
// LSL7 Russian by Softclub can crash when Peggy catches Larry in room 551 after
// Jamie receives the polyester. This is a script bug that exists in every
// version of the game, but the Softclub release happens to have a sync
// resource with an internal value that exposes the problem.
//
// When talking to Peggy on the deck in room 261, MouthSync:oSpecialSync is set
// to coHandleLaugh to handle Peggy's laugh animation, but the script fails to
// clear this property. The only other place that uses this feature is room 256
// where oSpecialSync is correctly cleared. MouthSync:doit cues oSpecialSync
// whenever a sync resource has a cue value >= 8. After talking to Peggy, any
// sync with a cue value of 9 causes coHandleLaugh to draw Peggy laughing in
// the wrong room and crash the game due to an invalid plane. In the English
// version this never came up because no other syncs contain a 9, but two of
// Peggy's Russian syncs in room 551 contain a 9 cue.
//
// We fix this by clearing MouthSync:oSpecialSync when exiting room 261. This
// also fixes script 261 never unloading. This patch applies to all PC versions
// but not Mac, since Mac scripts were compiled without debugging instructions.
// There is no need for a Mac patch since that version is only in English.
//
// Applies to: All PC versions
// Responsible method: ro261:dispose
// Fixes bug: #13209
static const uint16 larry7PeggySyncHandlerSignature[] = {
0x7d, SIG_ADDTOOFFSET(+7), // file "261.sc"
0x7e, SIG_ADDTOOFFSET(+2), // line
0x35, SIG_MAGICDWORD, 0x00, // ldi 00
0xa0, SIG_UINT16(0x0155), // sag 0155 [ global341 = 0 ]
SIG_END
};
static const uint16 larry7PeggySyncHandlerPatch[] = {
0x38, PATCH_SELECTOR16(oSpecialSync), // pushi oSpecialSync
0x39, 0x01, // pushi 01
0x76, // push0
0x51, 0x27, // class MouthSync
0x4a, PATCH_UINT16(0x0006), // send 06 [ MouthSync oSpecialSync: 0 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry7Signatures[] = {
{ true, 0, "disable message type reset on startup", 1, larry7MessageTypeResetSignature, larry7MessageTypeResetPatch },
{ true, 261, "fix peggy sync handler", 1, larry7PeggySyncHandlerSignature, larry7PeggySyncHandlerPatch },
{ true, 540, "fix make cheese cutscene (cycler)", 1, larry7MakeCheeseCyclerSignature, larry7MakeCheeseCyclerPatch },
{ true, 540, "fix make cheese cutscene (priority)", 1, larry7MakeCheesePrioritySignature, larry7MakeCheesePriorityPatch },
{ true, 64000, "disable volume reset on startup (1/2)", 1, larry7VolumeResetSignature1, larry7VolumeResetPatch1 },
{ true, 64000, "disable volume reset on startup (2/2)", 1, larry7VolumeResetSignature2, larry7VolumeResetPatch2 },
{ true, 64866, "increase number of save games", 1, torinLarry7NumSavesSignature, torinLarry7NumSavesPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// Laura Bow 1 - Colonel's Bequest
//
// This is basically just a broken easter egg in Colonel's Bequest.
// A plane can show up in room 4, but that only happens really rarely.
// Anyway the Sierra developer seems to have just entered the wrong loop,
// which is why the statue view is used instead (loop 0).
// We fix it to use the correct loop.
//
// This is only broken in the PC version. It was fixed for Amiga + Atari ST.
//
// Credits to OmerMor, for finding it.
//
// Applies to at least: English PC Floppy
// Responsible method: room4::init
static const uint16 laurabow1SignatureEasterEggViewFix[] = {
0x78, // push1
0x76, // push0
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x39, 0x03, // pushi 3 (loop 3, view only has 3 loops)
SIG_END
};
static const uint16 laurabow1PatchEasterEggViewFix[] = {
PATCH_ADDTOOFFSET(+7),
0x02, // (change loop to 2)
PATCH_END
};
// When oiling the armor or opening the visor of the armor, the scripts first
// check if Laura/ego is near the armor and if she is not, they will move her
// to the armor. After that, further code is executed.
//
// The current location is checked by a ego::inRect() call.
//
// The given rect for the inRect call inside openVisor::changeState was made
// larger for Atari ST/Amiga versions. We change the PC version to use the
// same rect.
//
// Additionally, the coordinate that Laura is moved to (152, 107) may not be
// reachable depending on where Laura was when "use oil on helmet of armor"
// or "open visor of armor" got entered. Bad coordinates such as (82, 110),
// cause collisions and effectively an endless loop, effectively freezing the
// game. The user is only able to restore a previous game.
//
// We change the destination coordinate to (152, 110), which seems to be
// reachable all the time.
//
// The following patch fixes the rect for the PC version of the game.
//
// Applies to at least: English PC Floppy
// Responsible method: openVisor::changeState (script 37)
// Fixes bug: #7119
static const uint16 laurabow1SignatureArmorOpenVisorFix[] = {
0x39, 0x04, // pushi 04
SIG_MAGICDWORD,
0x39, 0x6a, // pushi 6a (106d)
0x38, SIG_UINT16(0x0096), // pushi 0096 (150d)
0x39, 0x6c, // pushi 6c (108d)
0x38, SIG_UINT16(0x0098), // pushi 0098 (152d)
SIG_END
};
static const uint16 laurabow1PatchArmorOpenVisorFix[] = {
PATCH_ADDTOOFFSET(+2),
0x39, 0x68, // pushi 68 (104d) (-2)
0x38, PATCH_UINT16(0x0094), // pushi 0094 (148d) (-2)
0x39, 0x6f, // pushi 6f (111d) (+3)
0x38, PATCH_UINT16(0x009a), // pushi 009a (154d) (+2)
PATCH_END
};
// This here fixes the destination coordinate (exact details are above).
//
// Applies to at least: English PC Floppy, English Atari ST Floppy, English Amiga Floppy
// Responsible method: openVisor::changeState, oiling::changeState (script 37)
// Fixes bug: #7119
static const uint16 laurabow1SignatureArmorMoveToFix[] = {
SIG_MAGICDWORD,
0x36, // push
0x39, 0x6b, // pushi 6B (107d)
0x38, SIG_UINT16(0x0098), // pushi 98 (152d)
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
SIG_END
};
static const uint16 laurabow1PatchArmorMoveToFix[] = {
PATCH_ADDTOOFFSET(+1),
0x39, 0x6e, // pushi 6E (110d) - adjust x, so that no collision can occur anymore
PATCH_END
};
// When oiling the left arm of the armor that holds the axe, pressing 'E' to
// exit the screen leaves input disabled in the PC version. The local procedure
// that restores room 37 enables directional control but not input when the axe
// arm is is oiled. Sierra fixed this in the Amiga and Atari ST versions by
// adding a call to User:canInput(1) so that the procedure always enables both.
//
// We also fix this by enabling both control and input, but we do it by calling
// the HandsOn procedure instead, which this procedure already does in every
// case except the buggy one when the axe arm is being oiled. We simply patch
// out the tests that prevent HandsOn from being called when it's needed.
//
// Applies to: English PC Floppy
// Responsible method: 3rd subroutine in script 37, called by Room37:handleEvent
// Fixes bug: #7154
static const uint16 laurabow1SignatureArmorOilingArmFix[] = {
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x18f3), // lofsa valve [ included offset so that only PC version is patched ]
0x4a, 0x04, // send 04 [ valve hide: ]
0x8b, 0x34, // lsl 34 [ oil-target ]
0x35, 0x02, // ldi 02 [ left arm ]
0x1c, // ne?
0x30, SIG_UINT16(0x0014), // bnt 0014 [ skip HandsOn if oiled left arm ]
SIG_ADDTOOFFSET(+0x10), // [ more oil-target tests: left elbow, axe ]
0x76, // push0
0x45, 0x04, 0x00, // callb proc0_4 [ HandsOn ]
0x48, // ret
SIG_END
};
static const uint16 laurabow1PatchArmorOilingArmFix[] = {
PATCH_ADDTOOFFSET(+5),
0x33, 0x16, // jmp 16 [ always call HandsOn ]
PATCH_END
};
// Jeeves lights the chapel candles (room 58) in act 2 but they don't stay
// lit when re-entering until the next act. This is due to Room58:init
// incorrectly testing the global variable that tracks Jeeves' act 2 state.
//
// We fix this by changing the test from if global[155] equals 11, which it
// never does, to if it's greater than 11. The global is set to 12 in
// lightCandles:changeState(11) and it continues to increment as Jeeves'
// chore sequence progresses, ending with 17.
//
// Applies to: DOS, Amiga, Atari ST
// Responsible method: Room58:init
// Fixes bug: #10743
static const uint16 laurabow1SignatureChapelCandlesPersistence[] = {
SIG_MAGICDWORD,
0x89, 0x9b, // lsg global[155] [ Jeeves' act 2 state ]
0x35, 0x0b, // ldi b
0x1a, // eq?
SIG_END
};
static const uint16 laurabow1PatchChapelCandlesPersistence[] = {
PATCH_ADDTOOFFSET(+4),
0x1e, // gt?
PATCH_END
};
// LB1 DOS doesn't acknowledge Lillian's presence in room 44 when she's sitting
// on the bed in act 4. Look, talk, etc respond that she's not there.
// This is due to not setting global[195] which tracks who is in the room.
// We fix this by setting the global as Amiga and Atari ST versions do.
//
// Applies to: DOS only
// Responsible method: Room44:init
// Fixes bug: #10742
static const uint16 laurabow1SignatureLillianBedFix[] = {
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x10f8), // lofsa suit2 [ only matches DOS version ]
0x4a, 0x14, // send 14
SIG_ADDTOOFFSET(+8),
0x89, 0x76, // lsg global[118]
0x35, 0x02, // ldi 2
0x12, // and
0x30, SIG_UINT16(0x000d), // bnt d [ haven't seen Lillian in study ]
0x35, 0x01, // ldi 1
SIG_END
};
static const uint16 laurabow1PatchLillianBedFix[] = {
PATCH_ADDTOOFFSET(+13),
0x81, 0x76, // lag global[118]
0x7a, // push2
0x12, // and
0x31, 0x0f, // bnt f [ haven't seen Lillian in study ]
0x35, 0x20, // ldi 20 [ Lillian ]
0xa1, 0xc3, // sag global[195] [ set Lillian as in the room ]
PATCH_END
};
// Entering Laura's bedroom resets the cursor position to the upper right corner
// of the screen as if the game were starting. Room44:init calls kSetCursor to
// initialize the game because it's the first room where the user has control,
// but this part of the script is missing the startup test and so it happens
// every time. We fix this by adding the missing startup test.
//
// Applies to: All versions
// Responsible method: Room44:init
static const uint16 laurabow1SignatureRoom44CursorFix[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 00
0xa1, 0xbe, // sag be [ global190 = 0 ]
0x39, SIG_SELECTOR8(init), // pushi init
0x76, // push0
0x57, 0x37, 0x04, // super Rm 04 [ super init: ]
SIG_ADDTOOFFSET(+10),
0x43, 0x28, 0x08, // callk SetCursor 08 [ SetCursor 997 1 300 0 ]
SIG_ADDTOOFFSET(+439),
0x89, 0xa5, // lsg a5
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, // bnt
SIG_END
};
static const uint16 laurabow1PatchRoom44CursorFix[] = {
0x39, PATCH_SELECTOR8(init), // pushi init
0x76, // push0
0x57, 0x37, 0x04, // super Rm 04 [ super init: ]
0x81, 0xcb, // lag cb [ global203 == 0 when game is starting ]
0x2f, 0x0d, // bt 0d [ skip SetCursor if game already started ]
PATCH_ADDTOOFFSET(+452),
0x76, // push0
0xa9, 0xbe, // ssg be [ global190 = 0 ]
0x81, 0xa5, // lag a5
0x2e, // bt
PATCH_END
};
// When you tell Lilly about Gertie in room 35, Lilly will then walk to the
// left and off the screen. If Laura (ego) is in the way, the whole game will
// basically block and you won't be able to do anything except saving or
// restoring the game.
//
// If this happened already, the player can enter "send Lillian ignoreActors 1"
// inside the debugger to fix this situation.
//
// This issue is very difficult to solve, because Lilly also walks diagonally
// after walking to the left right under the kitchen table. This means that
// even if we added a few more rectangle checks, there could still be spots,
// where the game would block.
//
// Also the mover "PathOut" is used for Lillian instead of the regular
// "MoveTo", which would avoid other actors by itself.
//
// So instead we set Lilly to ignore other actors during that cutscene, which
// is the least invasive solution.
//
// Applies to at least: English PC Floppy, English Amiga Floppy, English Atari ST Floppy
// Responsible method: goSee::changeState(1) in script 236
// Fixes bug: (happened during GOG Let's Play)
static const uint16 laurabow1SignatureTellLillyAboutGerieBlockingFix1[] = {
0x7a, // puah2
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00c1), // pushi 00C1h
0x38, SIG_UINT16(0x008f), // pushi 008Fh
0x38, SIG_SELECTOR16(ignoreActors), // pushi ignoreActors
0x78, // push1
0x76, // push0
SIG_END
};
static const uint16 laurabow1PatchTellLillyAboutGertieBlockingFix1[] = {
PATCH_ADDTOOFFSET(+11), // skip over until push0
0x78, // push1 (change push0 to push1)
PATCH_END
};
// a second patch to call Lillian::ignoreActors(1) on goSee::changeState(9) in script 236
static const uint16 laurabow1SignatureTellLillyAboutGerieBlockingFix2[] = {
0x3c, // dup
0x35, 0x09, // ldi 09
0x1a, // eq?
0x30, SIG_UINT16(0x003f), // bnt [ret]
0x39, SIG_ADDTOOFFSET(+1), // pushi view
0x78, // push1
0x38, SIG_UINT16(0x0203), // pushi 203h (515d)
0x38, SIG_ADDTOOFFSET(+2), // pushi posn
0x7a, // push2
0x38, SIG_UINT16(0x00c9), // pushi C9h (201d)
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0084), // pushi 84h (132d)
0x72, SIG_ADDTOOFFSET(+2), // lofsa Lillian (different offsets for different platforms)
0x4a, 0x0e, // send 0Eh
SIG_END
};
static const uint16 laurabow1PatchTellLillyAboutGertieBlockingFix2[] = {
0x38, PATCH_SELECTOR16(ignoreActors), // pushi ignoreActors
0x78, // push1
0x76, // push0
0x33, 0x00, // ldi 00 (waste 2 bytes)
PATCH_ADDTOOFFSET(+19), // skip over until send
0x4a, 0x14, // send 14h
PATCH_END
};
// LB1 contains over 20 commands which lockup the game if entered while ego is
// colliding with an obstacle. Opening and moving closets in room 43 are prime
// examples. They are all symptoms of a global bug.
// Every cycle, CB1:doit checks to see if ego appears to be walking and blocked,
// and if so it stops ego's motion and sets ego's view to 11 (standing). If ego
// has just collided with an obstacle but is still displaying view 1 (walking)
// when a command is entered which disables input and sets ego's motion without
// setting an avoider then CB1:doit will stop that new motion at the start of
// the next cycle and lockup the game. This occurs in part because CB1:doit
// tests potentially stale values that the new motion hasn't yet had a chance
// to set. Scripts which set an avoider aren't vulnerable because CB1:doit
// won't stop ego if one is set. Other SCI games don't have this kind of code
// in their Game's doit and so they don't have this bug.
// We fix this by clearing the kSignalHitObstacle flag whenever Act:setMotion is
// called with a new motion. This causes CB1:doit's subsequent call to
// ego:isBlocked to return false, instead of a stale true value, preventing
// CB1:doit from stopping the new motion before it's had a chance to start.
// Should the new motion actually be blocked then the interpreter will then set
// the flag when processing the motion as usual. This patch closes the short
// window during which this value is stale and CB1:doit tests it.
// Applies to: DOS, Amiga, Atari ST and occurs in Sierra's interpreter.
// Responsible method: Act:setMotion
// Fixes bug: #10733
static const uint16 laurabow1SignatureObstacleCollisionLockupsFix[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x002f), // bnt 2f
0x38, SIG_UINT16(0x00a3), // pushi a3 [ startUpd ]
0x76, // push0
0x54, 0x04, // self 4
0x7a, // push2 [ -info- ]
0x76, // push0
0x87, 0x01, // lap param[1]
0x4a, 0x04, // send 4
0x36, // push
0x34, SIG_UINT16(0x8000), // ldi 8000
0x12, // and
0x30, SIG_UINT16(0x000a), // bnt a
0x39, 0x56, // pushi 56 [ new ]
0x76, // push0
0x87, 0x01, // lap param[1]
0x4a, 0x04, // send 4
0x32, SIG_UINT16(0x0002), // jmp 2
0x87, 0x01, // lap param[1]
0x65, 0x4c, // aTop mover
0x39, 0x57, // pushi 57 [ init ]
0x78, // push1
0x7c, // pushSelf
0x59, 0x02, // &rest 2
0x63, 0x4c, // pToa mover
0x4a, 0x06, // send 6
0x32, SIG_UINT16(0x0004), // jmp 4
0x35, 0x00, // ldi 0
SIG_END
};
static const uint16 laurabow1PatchObstacleCollisionLockupsFix[] = {
0x31, 0x32, // bnt 32 [ save 1 byte ]
0x63, 0x1c, // pToa signal
0x38, PATCH_UINT16(0xfbff), // pushi fbff
0x12, // and
0x65, 0x1c, // aTop signal [ clear kSignalHitObstacle (0400) ]
0x38, PATCH_UINT16(0x00a3), // pushi a3 [ startUpd ]
0x76, // push0
0x54, 0x04, // self 4
0x7a, // push2 [ -info- ]
0x76, // push0
0x87, 0x01, // lap param[1]
0x4a, 0x04, // send 4
0x38, PATCH_UINT16(0x8000), // pushi 8000 [ save 1 byte ]
0x12, // and
0x31, 0x09, // bnt 9 [ save 1 byte ]
0x39, 0x56, // pushi 56 [ new ]
0x76, // push0
0x87, 0x01, // lap param[1]
0x4a, 0x04, // send 4
0x33, 0x02, // jmp 2 [ save 1 byte ]
0x87, 0x01, // lap param[1]
0x65, 0x4c, // aTop mover
0x39, 0x57, // pushi 57 [ init ]
0x78, // push1
0x7c, // pushSelf
0x59, 0x02, // &rest 2
0x63, 0x4c, // pToa mover
0x4a, 0x06, // send 6
0x48, // ret [ save 4 bytes ]
PATCH_END
};
// Laura can get stuck walking up the attic stairs diagonally in room 47 and
// lockup the game. This also occurs in the original. Room47:doit loads the
// attic when ego is on control $10 at the base of the stairs and facing north.
// Room47:handleEvent prevents the user from moving ego when on control $10.
// Walking up the stairs diagonally puts ego in control $10 facing left or
// right and so the room never changes and the user never regains control.
//
// We fix this by allowing ego to face any direction except south to trigger the
// attic room change. This also fixes an edge case that allows walking through
// the staircase wall into Clarence's room.
//
// Applies to: DOS, Amiga, Atari ST
// Responsible method: Room47:doit
// Fixes bug: #9949
static const uint16 laurabow1SignatureAtticStairsLockupFix[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(loop), // pushi loop
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 4 [ ego:loop? ]
0x36, // push
0x35, 0x03, // ldi 03 [ facing north ]
0x1a, // eq?
SIG_END
};
static const uint16 laurabow1PatchAtticStairsLockupFix[] = {
PATCH_ADDTOOFFSET(+8),
0x35, 0x02, // ldi 02 [ facing south ]
0x1c, // ne?
PATCH_END
};
// Laura can get stuck at the top of the left stairs in room 47 and lockup the
// game. This also occurs in the original. There is a 30x2 control area at the
// top of the stairs in which Room47:handleEvent prevents input. This assumes
// that ego can't be interrupted when walking through the area, but there is a
// notch in the left wall that ego can collide with, leaving ego stuck with
// input disabled. The right wall doesn't have a notch.
//
// We fix this by allowing input at the top of the stairs. Up and down movements
// are allowed when on the staircase's control area ($0200) and we extend that
// to include the top of the stairs ($0800).
//
// Applies to: DOS, Amiga, Atari ST
// Responsible method: Room47:handleEvent
// Fixes bug #10879
static const uint16 laurabow1SignatureLeftStairsLockupFix[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x0200), // ldi 0200 [ left stairs ]
0x1a, // eq? [ is ego entirely on the stairs? ]
SIG_END
};
static const uint16 laurabow1PatchLeftStairsLockupFix[] = {
0x34, PATCH_UINT16(0x0a00), // ldi 0a00 [ left stairs | top of left stairs ]
0x12, // and [ is ego touching the stairs or the top? ]
PATCH_END
};
// LB1's fingerprint copy protection randomly rejects the correct answer and may
// even fail to draw a fingerprint. myCopy:init selects the fingerprint by
// generating random loop and cel numbers for view 553, but it passes incorrect
// ranges to kRandom. If kRandom returns the maximum value then the loop or cel
// overflow and a different image is displayed than what was intended.
//
// We correct the ranges from 0-600 and 1-1000 to 0-599 and 0-999 so that
// invalid cel 6 and loop 10 are never used after the script divides by 10.
//
// Applies to: DOS, Amiga, Atari ST
// Responsible method: myCopy:init
static const uint16 laurabow1SignatureCopyProtectionRandomFix[] = {
0x38, SIG_UINT16(0x0258), // pushi 600d
SIG_ADDTOOFFSET(+10),
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x03e8), // pushi 1000d
SIG_END
};
static const uint16 laurabow1PatchCopyProtectionRandomFix[] = {
0x38, PATCH_UINT16(0x0257), // pushi 599d
PATCH_ADDTOOFFSET(+10),
0x76, // push0
0x38, PATCH_UINT16(0x03e7), // pushi 999d
PATCH_END
};
// At the end of the game a dialog asks if you'd like to review your notes.
// Pressing the escape key dismisses the dialog and locks up the game with the
// menu and input disabled. The script is missing a handler for this result.
// We fix this by repeating the dialog when escape is pressed, just like the
// other dialogs do in room 786. Sierra fixed this in later versions.
//
// Applies to: DOS
// Responsible method: Notes:changeState(1)
static const uint16 laurabow1SignatureReviewNotesDialog[] = {
0x39, 0x0f, // pushi 0f
SIG_ADDTOOFFSET(+0x20),
SIG_MAGICDWORD,
0x7a, // push2
0x47, 0xff, 0x00, 0x1e, // calle proc255_0 [ print dialog ]
0x36, // push
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
SIG_END
};
static const uint16 laurabow1PatchReviewNotesDialog[] = {
PATCH_ADDTOOFFSET(+0x27),
0x31, 0xd7, // bnt -29 [ repeat dialog if escape pressed ]
0x36, // push
0x78, // push1
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry laurabow1Signatures[] = {
{ true, 4, "easter egg view fix", 1, laurabow1SignatureEasterEggViewFix, laurabow1PatchEasterEggViewFix },
{ true, 37, "armor open visor fix", 1, laurabow1SignatureArmorOpenVisorFix, laurabow1PatchArmorOpenVisorFix },
{ true, 37, "armor move to fix", 2, laurabow1SignatureArmorMoveToFix, laurabow1PatchArmorMoveToFix },
{ true, 37, "allowing input, after oiling arm", 1, laurabow1SignatureArmorOilingArmFix, laurabow1PatchArmorOilingArmFix },
{ true, 44, "lillian bed fix", 1, laurabow1SignatureLillianBedFix, laurabow1PatchLillianBedFix },
{ true, 44, "room 44 cursor fix", 1, laurabow1SignatureRoom44CursorFix, laurabow1PatchRoom44CursorFix },
{ true, 47, "attic stairs lockup fix", 1, laurabow1SignatureAtticStairsLockupFix, laurabow1PatchAtticStairsLockupFix },
{ true, 47, "left stairs lockup fix", 3, laurabow1SignatureLeftStairsLockupFix, laurabow1PatchLeftStairsLockupFix },
{ true, 58, "chapel candles persistence", 1, laurabow1SignatureChapelCandlesPersistence, laurabow1PatchChapelCandlesPersistence },
{ true, 99, "disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
{ true, 236, "tell Lilly about Gertie blocking fix 1/2", 1, laurabow1SignatureTellLillyAboutGerieBlockingFix1, laurabow1PatchTellLillyAboutGertieBlockingFix1 },
{ true, 236, "tell Lilly about Gertie blocking fix 2/2", 1, laurabow1SignatureTellLillyAboutGerieBlockingFix2, laurabow1PatchTellLillyAboutGertieBlockingFix2 },
{ true, 414, "copy protection random fix", 1, laurabow1SignatureCopyProtectionRandomFix, laurabow1PatchCopyProtectionRandomFix },
{ true, 786, "review notes dialog fix", 1, laurabow1SignatureReviewNotesDialog, laurabow1PatchReviewNotesDialog },
{ true, 998, "obstacle collision lockups fix", 1, laurabow1SignatureObstacleCollisionLockupsFix, laurabow1PatchObstacleCollisionLockupsFix },
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, // callk ScriptID, 04 (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, // callk ScriptID, 04 (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, // callk ScriptID, 04 (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, // callk ScriptID, 04 (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 global[74]
0x35, 0x00, // ldi 00 (waste bytes)
0x35, 0x00, // ldi 00
PATCH_END
};
// LB2 CD responds with the wrong message when asking Yvette about Tut in acts 3+.
//
// aYvette:doVerb(6) tests flag 134, which is set when Pippin dies, to determine
// which Tut message to display but they got it backwards. One of the messages
// has additional dialogue about Pippin's murder.
//
// This is a regression introduced by Sierra when they fixed a bug from the floppy
// versions where asking Yvette about Tut in act 2 responds with the message
// about Pippin's murder which hasn't occurred yet, bug #10723. Sierra correctly
// fixed that in Yvette:doVerb in script 93, which applies to act 2, but then went
// on to add incorrect code to aYvette:doVerb in script 90, which applies to the
// later acts after the murder.
//
// We fix this by reversing the flag test so that the correct message is displayed.
//
// Applies to: CD version, at least English
// Responsible method: aYvette:doVerb
// Fixes bug: #10724
static const uint16 laurabow2CDSignatureFixYvetteTutResponse[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x010f), // ldi 010f [ tut ]
0x1a, // eq? [ asked about tut? ]
0x30, SIG_UINT16(0x0036), // bnt 0036
0x78, // push1
0x38, SIG_UINT16(0x0086), // pushi 0086 [ pippin-dead flag ]
0x45, 0x02, 0x02, // callb [export 2 of script 0], 02 [ is pippin-dead flag set? ]
0x30, SIG_UINT16(0x0016), // bnt 0016 [ pippin-dead message ]
SIG_END
};
static const uint16 laurabow2CDPatchFixYvetteTutResponse[] = {
PATCH_ADDTOOFFSET(+14),
0x2e, // bt (replace bnt)
PATCH_END
};
// In the CD version, Wolf stands facing the wrong direction in most scenes.
// O'Riley also does this in the Old Masters Gallery. Their views were reduced
// from nine loops to five in the CD version, but the scripts weren't updated.
// They still set the actors' loops to eight instead of four. kAnimate adjusts
// invalid cels and the result is usually the last cel in the last loop, which
// is the actor standing facing north west.
//
// We fix this by setting the correct loop in the CD version so that Wolf and
// O'Riley face the direction the scripts request like in the floppy versions.
// This patch is only enabled in the CD version since the scripts don't change.
//
// Applies to: English CD
// Responsible methods: sPartysOver:changeState, rm400:init, sHeimlichShoos:changeState
// sEnterNorth:changeState, rm500:init, rm650:init
static const uint16 laurabow2CDSignatureFixMuseumActorLoops1[] = {
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x39, SIG_MAGICDWORD, 0x08, // pushi 08 [ standing loop in floppy ]
0x38, SIG_SELECTOR16(setCel), // pushi setCel
SIG_END
};
static const uint16 laurabow2CDPatchFixMuseumActorLoops1[] = {
PATCH_ADDTOOFFSET(+4),
0x39, 0x04, // pushi 04 [ standing loop in CD ]
PATCH_END
};
static const uint16 laurabow2CDSignatureFixMuseumActorLoops2[] = {
0x39, SIG_SELECTOR8(loop), // pushi loop
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x08, // pushi 08 [ standing loop in floppy ]
0x39, SIG_SELECTOR8(cel), // pushi cel
SIG_END
};
static const uint16 laurabow2CDPatchFixMuseumActorLoops2[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x04, // pushi 04 [ standing loop in CD ]
PATCH_END
};
// When entering the main musem party room (w/ the golden Egyptian head), Laura
// is walking a bit into the room automatically. If you press a mouse button
// while this is happening, you will get stuck inside that room and won't be
// able to exit it anymore.
//
// Users, who played the game w/ a previous version of ScummVM can simply enter
// the debugger and then enter "send rm350 script 0:0", which will fix the
// script state.
//
// This is caused by the user controls not being locked at that point. Pressing
// a button will cause the cue from the PolyPath walker to never happen, which
// then causes sEnterSouth to never dispose itself.
//
// User controls are locked in the previous room 335, but controls are unlocked
// by frontDoor::cue. We do not want to change this, because it could have
// side-effects. We instead add another LB2::handsOff call inside the script
// responsible for Laura's walk into the room (sEnterSouth::changeState(0).
//
// Applies to at least: English PC-CD, English PC-Floppy, German PC-Floppy
// Responsible method: sEnterSouth::changeState
// Fixes bug: (no bug report, from GOG forum post)
static const uint16 laurabow2SignatureMuseumPartyFixEnteringSouth1[] = {
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, SIG_UINT16(0x0097), // bnt [state 1 code]
SIG_ADDTOOFFSET(+141), // skip to end of follow-up code
0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x008d for CD, 0x007d for floppy)
0x35, 0x01, // ldi 01
0x65, 0x1a, // aTop cycles
0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x0086 for CD, 0x0076 for floppy)
// state 1 code
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
SIG_MAGICDWORD,
0x31, 0x05, // bnt [state 2 code]
0x35, 0x00, // ldi 00
0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x007b for CD, 0x006b for floppy)
// state 2 code
0x3c, // dup
SIG_END
};
static const uint16 laurabow2PatchMuseumPartyFixEnteringSouth1[] = {
0x2e, PATCH_UINT16(0x00a6), // bt [state 2 code] (we skip state 1, because it's a NOP anyways)
// state 0 processing
0x32, PATCH_UINT16(0x0097), // jmp 151d [after this ret]
PATCH_ADDTOOFFSET(+149), // skip to end of follow-up code
// save 1 byte by replacing jump to [ret] into straight toss/ret
0x3a, // toss
0x48, // ret
// additional code, that gets called right at the start of step 0 processing
0x18, // not -- this here is where pushi handsOff will be inserted by the second patch
0x18, // not offset and handsOff is different for floppy + CD, that's why we do this
0x18, // not floppy also does not have a selector table, so we can't go by "handsOff" name
0x18, // not
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04
0x32, PATCH_UINT16(0xff5e), // jmp [back to start of step 0 processing]
PATCH_END
};
// Second patch, which only inserts pushi handsOff inside our new code. There
// is no other way to do this except making 2 full patches for floppy + CD,
// because handsOff/handsOn is not the same value between floppy + CD *and*
// floppy doesn't even have a vocab, so we can't figure out the id by
// ourselves.
static const uint16 laurabow2SignatureMuseumPartyFixEnteringSouth2[] = {
0x18, // our injected code
0x18,
0x18,
SIG_ADDTOOFFSET(+92), // skip to the handsOn code, that we are interested in
0x38, SIG_ADDTOOFFSET(+2), // pushi handsOn (0x0189 for CD, 0x024b for floppy)
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04
0x38, SIG_ADDTOOFFSET(+2), // pushi 0274h
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x033f), // pushi 033f
SIG_END
};
static const uint16 laurabow2PatchMuseumPartyFixEnteringSouth2[] = {
0x38, PATCH_GETORIGINALUINT16ADJUST(+96, -1), // pushi handsOff (@handsOn - 1)
PATCH_END
};
// Opening/Closing the east door in the pterodactyl room doesn't check, if it's
// locked and will open/close the door internally even when it is.
//
// It will get wired shut later in the game by Laura Bow and will be "locked"
// because of this. We patch in a check for the locked state. We also add
// code, that will set the "locked" state in case our eastDoor-wired-global is
// set. This makes the locked state effectively persistent.
//
// Applies to at least: English PC-CD, English PC-Floppy
// Responsible method (CD): eastDoor::doVerb
// Responsible method (Floppy): eastDoor::<noname300>
// Fixes bug: #6458 (partly, see additional patch below)
static const uint16 laurabow2SignatureFixWiredEastDoor[] = {
0x30, SIG_UINT16(0x0022), // bnt [skip hand action]
0x67, SIG_ADDTOOFFSET(+1), // pTos (CD: doorState, Floppy: state)
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x08, // bnt [close door code]
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x63, // pushi 63h
0x45, 0x04, 0x02, // callb [export 4 of script 0], 02 (sets door-bitflag)
0x33, 0x06, // jmp [super-code]
0x78, // push1
0x39, 0x63, // pushi 63h
0x45, 0x03, 0x02, // callb [export 3 of script 0], 02 (resets door-bitflag)
0x38, SIG_ADDTOOFFSET(+2), // pushi (CD: 011dh, Floppy: 012ch)
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x59, 0x02, // rest 02
0x57, SIG_ADDTOOFFSET(+1), 0x06, // super (CD: LbDoor, Floppy: Door), 06
0x33, 0x0b, // jmp [ret]
SIG_END
};
static const uint16 laurabow2PatchFixWiredEastDoor[] = {
0x31, 0x23, // bnt [skip hand action] (saves 1 byte)
0x81, 0x61, // lag global[97d] (get our eastDoor-wired-global)
0x31, 0x04, // bnt [skip setting locked property]
0x35, 0x01, // ldi 01
0x65, 0x6a, // aTop locked (set eastDoor::locked to 1)
0x63, 0x6a, // pToa locked (get eastDoor::locked)
0x2f, 0x17, // bt [skip hand action]
0x63, PATCH_GETORIGINALBYTE(+4), // pToa (CD: doorState, Floppy: state)
0x78, // push1
0x39, 0x63, // pushi 63h
0x2f, 0x05, // bt [close door code]
0x45, 0x04, 0x02, // callb [export 4 of script 0], 02 (sets door-bitflag)
0x33, 0x0b, // jmp [super-code]
0x45, 0x03, 0x02, // callb [export 3 of script 0], 02 (resets door-bitflag)
0x33, 0x06, // jmp [super-code]
PATCH_END
};
// We patch in code, so that our eastDoor-wired-global will get set to 1.
// This way the wired-state won't get lost when exiting room 430.
//
// Applies to at least: English PC-CD, English PC-Floppy
// Responsible method (CD): sWireItShut::changeState
// Responsible method (Floppy): sWireItShut::<noname144>
// Fixes bug: #6458 (partly, see additional patch above)
static const uint16 laurabow2SignatureRememberWiredEastDoor[] = {
SIG_MAGICDWORD,
0x33, 0x27, // jmp [ret]
0x3c, // dup
0x35, 0x06, // ldi 06
0x1a, // eq?
0x31, 0x21, // bnt [skip step]
SIG_END
};
static const uint16 laurabow2PatchRememberWiredEastDoor[] = {
PATCH_ADDTOOFFSET(+2), // skip jmp [ret]
0x34, PATCH_UINT16(0x0001), // ldi 0001
0xa1, PATCH_UINT16(0x0061), // sag global[97d] (set our eastDoor-wired-global)
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm
// It's possible to walk through the closed door in room 448 and enter the crate
// room before act 5 due to differences in our pathfinding algorithm from Sierra's.
// This edge case appears to be due to one of the door's points being one pixel
// within the room's walkable boundary, allowing ego to walk through this edge
// from certain positions. We work around this by moving the door's point by
// two pixels so that it's outside the room's walkable boundary.
//
// Applies to: All Floppy and CD versions
// Responsible method: transomDoor:createPoly
// Fixes bug: #9952
static const uint16 laurabow2SignatureFixArmorHallDoorPathfinding[] = {
SIG_MAGICDWORD,
0x39, 0x50, // pushi 50 [ x = 80 ]
0x39, 0x7d, // pushi 7d [ y = 125 ]
SIG_END
};
static const uint16 laurabow2PatchFixArmorHallDoorPathfinding[] = {
PATCH_ADDTOOFFSET(+2),
0x39, 0x7f, // pushi 7f [ y = 127 ]
PATCH_END
};
// Clicking most inventory items on the Dagger of Amon Ra case in the Egyptian
// exhibit errors the floppy versions. The doVerb methods contain nonsensical
// instructions that attempt to access a non-existent class and property.
// This would silently fail in the original. It was fixed in the CD version.
//
// We patch out the illegal class instructions to avoid the error.
//
// Applies to: All floppy versions
// Responsible methods: glass:doVerb, daggerCase:doVerb
static const uint16 laurabow2SignatureFixDaggerCaseError[] = {
0x81, SIG_MAGICDWORD, 0x5b, // lag 5b
0x4a, 0x0a, // send 4a
0x33, SIG_ADDTOOFFSET(+1), // jmp [ end of method ]
0x50, SIG_ADDTOOFFSET(+2), // class ????
SIG_END
};
static const uint16 laurabow2PatchFixDaggerCaseError[] = {
PATCH_ADDTOOFFSET(+6),
0x18, // not [ acc = 1 ]
0x3a, // toss
0x48, // ret
PATCH_END
};
// The crate room (room 460) in act 5 locks up the game if you enter from the
// elevator (room 660), swing the hanging crate, and then attempt to leave
// back through the elevator door.
//
// The state of the wall crate that blocks the elevator door is tracked by
// setting local[0] to 1 when you push it out of the way, but Sierra forgot
// to reinitialize local[0] when you re-enter via the elevator door, causing
// it to be out of sync with the room state. When you then swing the hanging
// crate, sSwingIt:changeState(6) tests local[0] to see which polygon it
// should set as the room's obstacle and incorrectly uses the one that blocks
// both doors. Attempting to use the elevator door then locks up the game as
// the obstacle polygon prevents ego from reaching the destination.
//
// Someone noticed that local[0] wasn't always initialized as
// shoveCrate:doVerb(4) tests both local[0] and the previous room to see if it
// was the elevator.
//
// We fix this by setting local[0] to 1 if the previous room was the elevator
// during sSwingIt:changeState(3), just in time before it gets tested in
// sSwingIt:changeState(6). Luckily for us, the handlers for states 3 and 4
// don't do anything but load zero, making them two consecutive conditions
// of no-ops. By merging them into a single condition for state 3 we have
// a whopping 13 bytes available to add code to set local[0] correctly.
//
// Applies to: All Floppy and CD versions
// Fixes bug: #10701
static const uint16 laurabow2SignatureFixCrateRoomEastDoorLockup[] = {
0x1a, // eq? [ state 3? ]
SIG_MAGICDWORD,
0x31, 0x05, // bnt [ state 4 ]
0x35, 0x00, // ldi 0
0x32, SIG_ADDTOOFFSET(+2), // jmp [ exit switch. floppy: b3, cd: bb ]
0x3c, // dup
0x35, 0x04, // ldi 4
0x1a, // eq? [ state 4? ]
0x31, 0x05, // bnt [ state 5 ]
SIG_END
};
static const uint16 laurabow2PatchFixCrateRoomEastDoorLockup[] = {
PATCH_ADDTOOFFSET(+1), // eq? [ state 3? ]
0x31, 0x10, // bnt [ state 5 ]
0x89, 0x0c, // lsg global[0c] [ previous room # ]
0x34, PATCH_UINT16(0x0294), // ldi 660d [ elevator room # ]
0x1a, // eq?
0x8b, 0x00, // lsl local[0]
0x02, // add
0xa3, 0x00, // sal local[0] [ local[0] += (global[0c] == 660d) ]
PATCH_END
};
// Ego can get stuck in the elevator (room 660) by walking to the lower left.
// This also happens in Sierra's interpreter. We adjust the room's obstacle
// polygon so that ego can't reach the problematic corner positions.
// This is a heap patch for the coordinates used in poly2660a:points.
//
// Applies to: All Floppy and CD versions
// Fixes bug: #10702
static const uint16 laurabow2SignatureFixElevatorLockup[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x008b), // x = 139d
SIG_UINT16(0x0072), // y = 114d
SIG_UINT16(0x007b), // x = 123d
SIG_UINT16(0x008d), // y = 141d
SIG_END
};
static const uint16 laurabow2PatchFixElevatorLockup[] = {
PATCH_UINT16(0x008f), // x = 143d
PATCH_ADDTOOFFSET(+4),
PATCH_UINT16(0x00aa), // y = 170d
PATCH_END
};
// The act 4 back rub scene in Yvette's (room 550) locks up the game when
// entered from Carrington's (room 560) instead of the hallway (room 510).
//
// The difference is that entering from the hallway sets the room script to
// eRS (Enter Room Script) and entering from Carrington's doesn't set any
// room script. When sBackRubInterrupted moves ego off screen to the south,
// lRS (Leave Room Script) is run by LBRoom:doit if a room script isn't set,
// and lRS:changState(0) calls handsOff. Since control is already disabled,
// this unexpected second handsOff causes handsOn(1) to restore the disabled
// state in the hallway and the user never regains control.
//
// We fix this by setting sBackRubInterrupted as the room's script instead of
// backRub's script in backRub:doVerb/<noname300>(0). The script executes the
// same but having it set as the room script prevents LBRoom:doit from running
// lRS which prevents the extra handsOff. This patch overwrites backRub's
// default verb handler but that's okay because that code never executes.
// doVerb is only called by sBackRubViewing:changeState(6) which passes verb 0.
// The entire scene is in handsOff mode so the user can't send any verbs.
//
// Affects: All Floppy and CD versions
// Responsible method: backRub:doVerb/<noname300> in script 550
// Fixes bug: #10729
static const uint16 laurabow2SignatureFixBackRubEastEntranceLockup[] = {
SIG_MAGICDWORD,
0x31, 0x0c, // bnt 0c [ unused default verb handler ]
0x38, SIG_UINT16(0x0092), // pushi 0092 [ setScript/<noname146> ]
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa sBackRubInterrupted [ cd: 0c94, floppy: 0c70 ]
0x36, // push
0x54, 0x06, // self 6 [ self:setScript sBackRubInterrupted ]
0x33, 0x09, // jmp 9 [ exit switch ]
0x38, SIG_ADDTOOFFSET(+2), // pushi doVerb/<noname300> [ cd: 011d, floppy: 012c ]
SIG_END
};
static const uint16 laurabow2PatchFixBackRubEastEntranceLockup[] = {
PATCH_ADDTOOFFSET(+10),
0x81, 0x02, // lag global[2] [ rm550 ]
0x4a, 0x06, // send 6 [ rm550:setScript sBackRubInterrupted ]
0x32, PATCH_UINT16(0x0006), // jmp 6 [ exit switch ]
PATCH_END
};
// The act 4 back rub scene in Yvette's (room 550) doesn't draw the typewriter,
// desk lamp, and wastebasket when returning from Laura's close-up. These views
// are added to the room pic and so they are disposed of when the pic changes.
// This also occurs in Sierra's interpreter.
//
// We fix this by removing the addToPic call from these views so that they are
// members of the cast like the other views in the room and survive pic change.
//
// Applies to: All Floppy and CD versions
// Responsible method: rm550:init/<noname110>
// Fixes bug #10894
static const uint16 laurabow2SignatureFixDisappearingDeskItems[] = {
SIG_MAGICDWORD,
0x39, 0x64, // pushi 64
0x39, 0x7e, // pushi 7e
0x38, SIG_ADDTOOFFSET(+2), // pushi addToPic
0x76, // push0
SIG_ADDTOOFFSET(+3),
0x4a, 0x20, // send 20 [ typewriter ... addToPic: ]
SIG_ADDTOOFFSET(+26),
0x38, SIG_ADDTOOFFSET(+2), // pushi addToPic
0x76, // push0
SIG_ADDTOOFFSET(+3),
0x4a, 0x18, // send 18 [ deskLamp ... addToPic: ]
SIG_ADDTOOFFSET(+27),
0x38, SIG_ADDTOOFFSET(+2), // pushi addToPic
0x76, // push0
SIG_ADDTOOFFSET(+17),
0x4a, 0x16, // send 16 [ wasteBasket ... addToPic: ... ]
SIG_END
};
static const uint16 laurabow2PatchFixDisappearingDeskItems[] = {
PATCH_ADDTOOFFSET(+4),
0x32, PATCH_UINT16(0x0001), // jmp 0001
PATCH_ADDTOOFFSET(+4),
0x4a, 0x1c, // send 1c [ init typewriter without addToPic ]
PATCH_ADDTOOFFSET(+26),
0x32, PATCH_UINT16(0x0001), // jmp 0001
PATCH_ADDTOOFFSET(+4),
0x4a, 0x14, // send 14 [ init deskLamp without addToPic ]
PATCH_ADDTOOFFSET(+27),
0x32, PATCH_UINT16(0x0001), // jmp 0001
PATCH_ADDTOOFFSET(+18),
0x4a, 0x12, // send 12 [ init wasteBasket without addToPic ]
PATCH_END
};
// LB2 Floppy 1.0 doesn't initialize act 4 correctly when triggered by finding
// the dagger, causing the act 4 scene in Yvette's (room 550) to lockup.
//
// The Yvette/Olympia/Steve scene in act 4 (rooms 550 and 510) expects
// global[111] to be 11. This global tracks Yvette's state throughout acts 3
// and 4, incrementing as you listen to her conversations and witness her
// scenes. Some of these are optional, so at the end of act 3 it can be less
// than 11. rm510:init initializes global[111] to 11 when act 4 is triggered
// by reporting Ernie's death, but no such initialization occurs when act 4 is
// triggered by finding the dagger (rooms 610 and 620). What happens when the
// global isn't 11 depends on its value. Some values, such as 8, cause the act
// 4 scene to never complete and never restore control to the user.
//
// We fix this the way Sierra did in floppy 1.1 and cd versions by setting
// global[111] to 11 in actBreak:init when act 4 starts so that it's always
// initialized.
//
// Applies to: Floppy 1.0 English only
// Responsible method: actBreak:<noname150> which is really init
// Fixes bug: #10716
static const uint16 laurabow2SignatureFixAct4Initialization[] = {
SIG_MAGICDWORD,
0xa3, 0x08, // sal local[8] [ 1.0 floppy only ]
0x89, 0x0c, // lsg global[0c] [ previous room ]
0x34, SIG_UINT16(0x026c), // ldi 026c [ room 620 ]
0x1a, // eq?
0x31, 0x05, // bnt 5
0x34, SIG_UINT16(0x0262), // ldi 0262 [ room 610 ]
0x33, 0x03, // jmp 3
0x34, SIG_UINT16(0x01fe), // ldi 01fe [ room 510 ]
0xa3, 0x00, // sal local[0] [ (previous room == 620) ? 610 : 510 ]
0x33, 0x2d, // jmp 2d [ exit switch ]
SIG_END
};
static const uint16 laurabow2PatchFixAct4Initialization[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x0b, // ldi 0b
0xa1, 0x6f, // sag global[6f] [ global[111d] = 11 ]
0x89, 0x0c, // lsg global[0c] [ previous room ]
0x34, PATCH_UINT16(0x026c), // ldi 026c [ room 620 ]
0x1a, // eq?
0x39, 0x64, // pushi 64
0x06, // mul
0x38, PATCH_UINT16(0x01fe), // pushi 01fe
0x02, // add [ acc = ((previous room == 620) * 100) + 510 ]
0x32, PATCH_UINT16(0x0013), // jmp 0013 [ jmp to: sal 0, jmp exit switch ]
PATCH_END
};
// The armor exhibit rooms (440 and 448) have event handlers that fail to handle
// all events, preventing messages from being displayed.
//
// Both armor rooms implement handleEvent to handle joystick events in certain
// situations, but they only pass move events on to super:handleEvent, blocking
// all other event types. Clicking on either room does nothing even though both
// have messages to respond with. This also prevents messages when clicking on
// Pippin Carter's armor inset. Sierra fixed the armor problem after the first
// floppy release by adding code to detect and handle the inset's events,
// instead of handling all events, leaving the room messages broken.
//
// We fix this by handling verb events in both rooms. This fixes room messages
// in all versions and fixes armor inset messages in English floppy 1.0.
//
// Applies to: All Floppy and CD versions
// Responsible methods: rm440:handleEvent/<noname133>, rm448:handleEvent/<noname133>
// Fixes bugs #10709, #10895
static const uint16 laurabow2SignatureHandleArmorRoomEvents[] = {
0x87, 0x01, // lap 01
0x4a, 0x04, // send 04 [ event type? ]
SIG_MAGICDWORD,
0x36, // push
0x34, SIG_UINT16(0x1000), // ldi 1000 [ move event ]
0x12, // and
0x31, // bnt [ don't handle event ]
SIG_END
};
static const uint16 laurabow2PatchHandleArmorRoomEvents[] = {
PATCH_ADDTOOFFSET(+5),
0x34, PATCH_UINT16(0x5000), // ldi 5000 [ move event | verb event ]
PATCH_END
};
// The "bugs with meat" in the basement hallway (room 600) can lockup the game
// if they appear while ego is leaving the room through one of the doors.
//
// bugsWithMeat cues after 5 seconds in the room and runs sDoMeat if no room
// script is set. sDoMeat:changeState(0) calls handsOff. Ego might already be
// leaving through the north door in handsOff mode, which is managed by lRS
// (Leave Room Script), which doesn't prevent sDoMeat from running because lRS
// isn't set as the room script. If the door is animating when the timer goes
// off then ego will continue to Wolfe's (room 650) and the unexpected second
// handsOff will cause handsOn(1) to restore the disabled state and the user
// will never regain control. If sDoMeat runs after the door animates then
// ego's movement will be interrupted and the door will be left open and broken.
// Similar problems occur with the other door in the room.
//
// We fix this by patching bugsWithMeat:cue from testing if the room has no
// script to instead testing if the user has control before running sDoMeat.
// All of the room's scripts call handsOff in state 0 and handsOn in their
// final state so this change just extends the interruption test to include
// other handsOff scripts.
//
// The signature and patch are duplicated for floppy and cd versions due to
// User:canControl having different selector values between versions, floppy
// versions not including selector names, and User:canControl's selector
// values not appearing in the script being patched.
//
// Applies to: All Floppy and CD versions
// Responsible method: bugsWithMeat:cue/<noname145>
// Fixes bug: #10730
static const uint16 laurabow2FloppySignatureFixBugsWithMeat[] = {
SIG_MAGICDWORD,
0x57, 0x32, 0x06, // super Actor[32], 6 [ floppy: 32, cd: 31 ]
0x3a, // toss
0x48, // ret [ end of bugsWithMeat:<noname300> aka doVerb ]
0x38, SIG_UINT16(0x008e), // pushi 008e [ <noname142> aka script ]
0x76, // push0
0x81, 0x02, // lag global[2] [ rm600 ]
0x4a, 0x04, // send 4
0x31, 0x0e, // bnt 0e [ run sDoMeat if not rm600:<noname142>? ]
SIG_END
};
static const uint16 laurabow2FloppyPatchFixBugsWithMeat[] = {
PATCH_ADDTOOFFSET(+5),
0x38, PATCH_UINT16(0x00ed), // pushi 00ed [ <noname237> aka canControl ]
0x76, // push0
0x81, 0x50, // lag global[50] [ User ]
0x4a, 0x04, // send 4
0x2f, 0x0e, // bt 0e [ run sDoMeat if User:<noname237>? ]
PATCH_END
};
// cd version of the above signature/patch
static const uint16 laurabow2CDSignatureFixBugsWithMeat[] = {
SIG_MAGICDWORD,
0x57, 0x31, 0x06, // super Actor[31], 6 [ floppy: 32, cd: 31 ]
0x3a, // toss
0x48, // ret [ end of bugsWithMeat:doVerb ]
0x38, SIG_UINT16(0x008e), // pushi 008e [ script ]
0x76, // push0
0x81, 0x02, // lag global[2] [ rm600 ]
0x4a, 0x04, // send 4
0x31, 0x0e, // bnt 0e [ run sDoMeat if not rm600:script? ]
SIG_END
};
static const uint16 laurabow2CDPatchFixBugsWithMeat[] = {
PATCH_ADDTOOFFSET(+5),
0x38, PATCH_UINT16(0x00f6), // pushi 00f6 [ canControl ]
0x76, // push0
0x81, 0x50, // lag global[50] [ User ]
0x4a, 0x04, // send 4
0x2f, 0x0e, // bt 0e [ run sDoMeat if User:canControl? ]
PATCH_END
};
// LB2 CD ends act 5 in the middle of the finale music instead of waiting for
// it to complete. This is a script bug and occurs in Sierra's interpreter.
//
// When catching the killer in room 480, sWrapMusic is used to play the chomp
// sound followed by the finale music. sWrapMusic uses localSound to play both
// resources. sOrileyCaught:doit waits for the music to complete by testing
// localSound:prevSignal for -1 before proceeding to act 6. This worked in
// floppy versions.
//
// The problem is that CD versions include a newer Sound class with different
// behavior. This new Sound:play doesn't call Sound:init on subsequent plays.
// Sound:init is what initializes prevSignal to 0, and so localSound:prevSignal
// is no longer re-initialized from -1 to 0 after playing the chomp, causing
// sOrileyCaught:doit to treat the music as having immediately completed.
//
// We fix this by changing sOrileyCaught:doit to instead test localSound:handle
// to determine if the music has completed. Sound:handle is always set when
// playing and cleared when stopped or disposed.
//
// Applies to: All CD versions
// Responsible method: sOrileyCaught:doit
// Fixes bug: #10808
static const uint16 laurabow2CDSignatureFixAct5FinaleMusic[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00ab), // pushi 00ab [ prevSignal ]
0x76, // push0
0x72, SIG_UINT16(0x083a), // lofsa localSound
0x4a, 0x04, // send 4
0x36, // push
0x35, 0xff, // ldi ff
SIG_END
};
static const uint16 laurabow2CDPatchFixAct5FinaleMusic[] = {
0x38, PATCH_SELECTOR16(handle), // pushi handle
PATCH_ADDTOOFFSET(+7),
0x35, 0x00, // ldi 00
PATCH_END
};
// During the introduction in room 110 the music is cut off in the CD version
// instead of waiting for it to complete. This is the same bug as above where
// changes to the newer Sound class broke a script that worked in floppy.
//
// We fix this in the same was as the Act 5 music by testing Sound:handle.
//
// Applies to: All CD versions
// Responsible method: sCartoon:changeState(26)
static const uint16 laurabow2CDSignatureFixIntroMusic[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00ab), // pushi 00ab [ prevSignal ]
0x76, // push0
0x81, 0x66, // lag 66
0x4a, 0x04, // send 04 [ gameMusic1 prevSignal? ]
0x36, // push
0x35, 0xff, // ldi ff
SIG_END
};
static const uint16 laurabow2CDPatchFixIntroMusic[] = {
0x38, PATCH_SELECTOR16(handle), // pushi handle
PATCH_ADDTOOFFSET(+6),
0x35, 0x00, // ldi 00
PATCH_END
};
// At the start of act 4, if actBreak (room 26) finishes before its music fades
// out then the CD version gets stuck playing the happy act break music instead
// of the suspenseful museum music. This happens when quickly closing the
// message at the end of the break or even if the message is just one of the
// shorter ones. This is another CD regression due to Sound class changes.
//
// actBreak plays sound 30 using gameMusic1. After the act 4 break, rm510:init
// re-initializes music with WrapMusic:init. WrapMusic also uses gameMusic1,
// and it only plays a new sound if gameMusic1:prevSignal equals 0 or -1.
// In floppy versions this was always true because Sound:play resets prevSignal
// to 0, but CD doesn't. gameMusic1:prevSignal is 254 at the end of act 3 so if
// the actBreak fade completes in the CD version then the interpreter sets the
// signal to -1 and the music correctly changes. But if rm510:init runs before
// the fade completes then WrapMusic keeps playing sound 30 throughout act 4.
//
// We fix this by setting gameMusic1:prevSignal to 0 at the end of actBreak.
// We make room by overwriting a script's dispose call. The call is unnecessary
// because the room is already changing and that also disposes the script.
//
// Applies to: English CD
// Responsible method: sBreakIt:changeState(9)
static const uint16 laurabow2CDSignatureFixAct4WrongMusic[] = {
0x81, 0x66, // lag 66
0x4a, 0x0c, // send 0c [ gameMusic1 fade: ... ]
0xc1, 0x7b, // +ag 7b
0x35, 0x00, // ldi 00
0xa1, SIG_MAGICDWORD, 0x7c, // sag 7c
0x38, SIG_UINT16(0x0183), // pushi 0183 [ newRoom, CD selector ]
SIG_ADDTOOFFSET(+7),
0x39, 0x6f, // pushi dispose
0x76, // push0
0x54, 0x04, // self 04 [ self dispose: (unnecessary )]
SIG_END
};
static const uint16 laurabow2CDPatchFixAct4WrongMusic[] = {
0x38, PATCH_UINT16(0x00ab), // pushi 00ab [ prevSignal ]
0x78, // push1
0x76, // push0
0xc1, 0x7b, // +ag 7b
0x76, // push0
0xa9, 0x7c, // ssg 7c
PATCH_ADDTOOFFSET(+10),
0x80, PATCH_UINT16(0x0066), // lag 0066
0x4a, 0x12, // send 12 [ gameMusic1 fade: ... prevSignal: 0 ]
PATCH_END
};
// The music volume in acts 3 and 4 can be permanently lowered by clock chimes.
//
// In acts 3 and 4, WrapMusic plays sounds 90 through 93 in a loop in most
// museum rooms. WrapMusic:vol contains the volume that the music should start
// at and fade to when unpausing. It's initialized to 127 (max) and no other
// scripts change this. WrapMusic:vol is effectively the maximum volume for the
// gameMusic1 Sound object. Once lowered, it can never be raised.
//
// WrapMusic:cue records gameMusic1:vol in WrapMusic:vol when both objects are
// in certain states. When a body is discovered, multiple fades occur at once,
// and if the clock is shown then it applies its own fades and tries to save
// and restore all other Sound volumes. Depending on timings such as the game
// speed setting and the system clock's sub-second value, WrapMusic:cue can run
// when gameMusic1:vol is less than 127. This permanently lowers the volume and
// can occur multiple times. It's most likely to occur when discovering the
// body in the dinosaur room (430).
//
// We fix this by always updating WrapMusic:vol to 127 since the game doesn't
// expect it to change. This also fixes save games created before this patch.
//
// Applies to: All versions
// Responsible method: WrapMusic:cue
static const uint16 laurabow2SignatureMuseumMusicVolume[] = {
0x39, 0x5e, // pushi vol [ same selector in all versions ]
0x76, // push0
0x63, 0x16, // pToa wrapSound
SIG_MAGICDWORD,
0x4a, 0x04, // send 04 [ wrapSound vol? ]
0x65, 0x1c, // aTop vol
SIG_END
};
static const uint16 laurabow2PatchMuseumMusicVolume[] = {
0x35, 0x7f, // ldi 7f
0x32, PATCH_UINT16(0x0002), // jmp 0002 [ vol = 127 ]
PATCH_END
};
// LB2CD reduces the music volume significantly during the introduction when
// characters talk while disembarking the ship in room 120. This is done so
// that their speech can be heard but it also occurs in text-only mode.
//
// Interestingly, this is the only script that manually reduces volume during
// speech, as it's a workaround for bugs in the Narrator and Talker scripts.
// They're supposed to automatically reduce music volume, but this scheme fails
// when multiple appear at once, which seems to only occur in the introduction.
//
// We patch the introduction to skip the volume reduction when in text-only mode
// so that the music doesn't abruptly go away and come back.
//
// Applies to: All CD versions
// Responsible method: sDisembark:changeState
// Fixes bug #10916
static const uint16 laurabow2CDSignatureIntroVolumeChange[] = {
0x31, 0x2a, // bnt 2a [ state 3 ]
SIG_ADDTOOFFSET(+2),
0x31, 0x1f, // bnt 1f
SIG_ADDTOOFFSET(+28),
0x32, SIG_UINT16(0x00f7), // jmp 00f7 [ end of method ]
0x35, 0x02, // ldi 02
0x65, 0x1a, // aTop cycles [ cycles = 2 ]
0x32, SIG_UINT16(0x00f0), // jmp 00f0 [ end of method ]
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x25, // bnt 25 [ state 4 ]
0x38, SIG_SELECTOR16(setVol), // pushi setVol
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x28, // pushi 28
0x81, 0x66, // lag 66
0x4a, 0x06, // send 06 [ gameMusic1 setVol: 40 ]
SIG_END
};
static const uint16 laurabow2CDPatchIntroVolumeChange[] = {
0x31, 0x25, // bnt 25 [ state 3 ]
PATCH_ADDTOOFFSET(+2),
0x31, 0x1e, // bnt 1e
PATCH_ADDTOOFFSET(+28),
0x3a, // toss
0x48, // ret
0x7a, // push2
0x69, 0x1a, // sTop cycles [ cycles = 2 ]
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x2a, // bnt 2a [ state 4 ]
0x89, 0x5a, // lsg 5a [ message mode ]
0x1a, // eq? [ is text-only mode? ]
0x2f, 0x0a, // bt 0a [ skip volume reduction ]
PATCH_END
};
// Laura Bow 2 CD resets the audio mode to speech on init/restart
// We already sync the settings from ScummVM (see SciEngine::syncIngameAudioOptions())
// and this script code would make it impossible to see the intro using "dual" mode w/o using debugger command
// That's why we remove the corresponding code
// Patched method: LB2::init, rm100::init
static const uint16 laurabow2CDSignatureAudioTextSupportModeReset[] = {
SIG_MAGICDWORD,
0x35, 0x02, // ldi 02
0xa1, 0x5a, // sag global[5a]
SIG_END
};
static const uint16 laurabow2CDPatchAudioTextSupportModeReset[] = {
0x34, PATCH_UINT16(0x0001), // ldi 0001 (waste bytes)
0x18, // not (waste bytes)
PATCH_END
};
// Directly use global[5a] for view-cel id
// That way it's possible to use a new "dual" mode view in the game menu
// View 995, loop 13, cel 0 -> "text"
// View 995, loop 13, cel 1 -> "speech"
// View 995, loop 13, cel 2 -> "dual" (this view is injected by us into the game)
// Patched method: gcWin::open
static const uint16 laurabow2CDSignatureAudioTextMenuSupport1[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x36, // push
SIG_END
};
static const uint16 laurabow2CDPatchAudioTextMenuSupport1[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x01, // ldi 01
0x04, // sub
PATCH_END
};
// Adds another button state for the text/audio button. We currently use the "speech" view for "dual" mode.
// Patched method: iconMode::doit
static const uint16 laurabow2CDSignatureAudioTextMenuSupport2[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x3c, // dup
0x1a, // eq?
0x31, 0x0a, // bnt [set text mode]
0x35, 0x02, // ldi 02
0xa1, 0x5a, // sag global[5a]
0x35, 0x01, // ldi 01
0xa5, 0x00, // sat temp[0]
0x33, 0x0e, // jmp [draw cel code]
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x08, // bnt [draw cel code]
0x35, 0x01, // ldi 01
0xa1, 0x5a, // sag global[5a]
0x35, 0x00, // ldi 00
0xa5, 0x00, // sat temp[0]
0x3a, // toss
SIG_END
};
static const uint16 laurabow2CDPatchAudioTextMenuSupport2[] = {
0x81, 0x5a, // lag global[5a]
0x78, // push1
0x02, // add
0xa1, 0x5a, // sag global[5a]
0x36, // push
0x35, 0x03, // ldi 03
0x1e, // gt?
0x31, 0x03, // bnt [skip over]
0x78, // push1
0xa9, 0x5a, // ssg global[5a]
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x04, // sub
0xa5, 0x00, // sat temp[0] [ calculate global[5a] - 1 to use as view cel id ]
0x33, 0x07, // jmp [draw cel code, don't do toss]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry laurabow2Signatures[] = {
{ true, 560, "CD: painting closing immediately", 1, laurabow2CDSignaturePaintingClosing, laurabow2CDPatchPaintingClosing },
{ true, 0, "CD/Floppy: museum music volume", 1, laurabow2SignatureMuseumMusicVolume, laurabow2PatchMuseumMusicVolume },
{ true, 0, "CD: fix problematic icon bar", 1, laurabow2CDSignatureFixProblematicIconBar, laurabow2CDPatchFixProblematicIconBar },
{ true, 26, "CD: fix act 4 wrong music", 1, laurabow2CDSignatureFixAct4WrongMusic, laurabow2CDPatchFixAct4WrongMusic },
{ true, 90, "CD: fix yvette's tut response", 1, laurabow2CDSignatureFixYvetteTutResponse, laurabow2CDPatchFixYvetteTutResponse },
{ true, 110, "CD: fix intro music", 1, laurabow2CDSignatureFixIntroMusic, laurabow2CDPatchFixIntroMusic },
{ true, 350, "CD/Floppy: museum party fix entering south 1/2", 1, laurabow2SignatureMuseumPartyFixEnteringSouth1, laurabow2PatchMuseumPartyFixEnteringSouth1 },
{ true, 350, "CD/Floppy: museum party fix entering south 2/2", 1, laurabow2SignatureMuseumPartyFixEnteringSouth2, laurabow2PatchMuseumPartyFixEnteringSouth2 },
{ false, 355, "CD: fix museum actor loops", 2, laurabow2CDSignatureFixMuseumActorLoops1, laurabow2CDPatchFixMuseumActorLoops1 },
{ true, 430, "CD/Floppy: make wired east door persistent", 1, laurabow2SignatureRememberWiredEastDoor, laurabow2PatchRememberWiredEastDoor },
{ true, 430, "CD/Floppy: fix wired east door", 1, laurabow2SignatureFixWiredEastDoor, laurabow2PatchFixWiredEastDoor },
{ true, 448, "CD/Floppy: fix armor hall door pathfinding", 1, laurabow2SignatureFixArmorHallDoorPathfinding, laurabow2PatchFixArmorHallDoorPathfinding },
{ false, 400, "CD: fix museum actor loops", 4, laurabow2CDSignatureFixMuseumActorLoops1, laurabow2CDPatchFixMuseumActorLoops1 },
{ false, 420, "CD: fix museum actor loops", 1, laurabow2CDSignatureFixMuseumActorLoops1, laurabow2CDPatchFixMuseumActorLoops1 },
{ true, 450, "Floppy: fix dagger case error", 2, laurabow2SignatureFixDaggerCaseError, laurabow2PatchFixDaggerCaseError },
{ true, 460, "CD/Floppy: fix crate room east door lockup", 1, laurabow2SignatureFixCrateRoomEastDoorLockup, laurabow2PatchFixCrateRoomEastDoorLockup },
{ false, 500, "CD: fix museum actor loops", 3, laurabow2CDSignatureFixMuseumActorLoops1, laurabow2CDPatchFixMuseumActorLoops1 },
{ true, 2660, "CD/Floppy: fix elevator lockup", 1, laurabow2SignatureFixElevatorLockup, laurabow2PatchFixElevatorLockup },
{ true, 550, "CD/Floppy: fix back rub east entrance lockup", 1, laurabow2SignatureFixBackRubEastEntranceLockup, laurabow2PatchFixBackRubEastEntranceLockup },
{ true, 550, "CD/Floppy: fix disappearing desk items", 1, laurabow2SignatureFixDisappearingDeskItems, laurabow2PatchFixDisappearingDeskItems },
{ true, 26, "Floppy: fix act 4 initialization", 1, laurabow2SignatureFixAct4Initialization, laurabow2PatchFixAct4Initialization },
{ true, 440, "CD/Floppy: handle armor room events", 1, laurabow2SignatureHandleArmorRoomEvents, laurabow2PatchHandleArmorRoomEvents },
{ true, 448, "CD/Floppy: handle armor hall room events", 1, laurabow2SignatureHandleArmorRoomEvents, laurabow2PatchHandleArmorRoomEvents },
{ true, 600, "Floppy: fix bugs with meat", 1, laurabow2FloppySignatureFixBugsWithMeat, laurabow2FloppyPatchFixBugsWithMeat },
{ true, 600, "CD: fix bugs with meat", 1, laurabow2CDSignatureFixBugsWithMeat, laurabow2CDPatchFixBugsWithMeat },
{ false, 650, "CD: fix museum actor loops", 1, laurabow2CDSignatureFixMuseumActorLoops2, laurabow2CDPatchFixMuseumActorLoops2 },
{ true, 480, "CD: fix act 5 finale music", 1, laurabow2CDSignatureFixAct5FinaleMusic, laurabow2CDPatchFixAct5FinaleMusic },
{ true, 28, "disable speed test", 1, sci11SpeedTestSignature, sci11SpeedTestPatch },
{ true, 120, "CD: disable intro volume change in text mode", 1, laurabow2CDSignatureIntroVolumeChange, laurabow2CDPatchIntroVolumeChange },
{ true, 928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
// 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 SCI0
// script, description, signature patch
static const SciScriptPatcherEntry mothergooseSignatures[] = {
{ true, 99, "disable speed test", 1, sci01SpeedTestLocalSignature, sci01SpeedTestLocalPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Mother Goose SCI1/SCI1.1
// MG::replay somewhat calculates the savedgame-id used when saving again
// this doesn't work right and we remove the code completely.
// We set the savedgame-id directly right after restoring in kRestoreGame.
// We also draw the background picture in here instead.
// This Mixed Up Mother Goose draws the background picture before restoring,
// instead of doing it properly in MG::replay. This fixes graphic issues,
// when restoring from GMM.
//
// Applies to at least: English SCI1 CD, English SCI1.1 floppy, Japanese FM-Towns
// Responsible method: MG::replay (script 0)
static const uint16 mothergoose256SignatureReplay[] = {
0x7a, // push2
0x78, // push1
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x43, 0x70, 0x04, // callk MemorySegment
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x76, // push0
0x43, 0x62, 0x04, // callk StrAt
0xa1, 0xaa, // sag global[AAh]
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x78, // push1
0x43, 0x62, 0x04, // callk StrAt
0x36, // push
0x35, 0x20, // ldi 20
0x04, // sub
0xa1, SIG_ADDTOOFFSET(+1), // sag global[57h], for FM-Towns: sag global[9Dh]
// 35 bytes
0x39, 0x03, // pushi 03
0x89, SIG_ADDTOOFFSET(+1), // lsg global[1Dh], for FM-Towns: lsg global[1Eh]
0x76, // push0
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x7a, // push2
0x43, 0x62, 0x04, // callk StrAt
0x36, // push
0x35, 0x01, // ldi 01
0x04, // sub
0x36, // push
0x43, 0x62, 0x06, // callk StrAt
// 22 bytes
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x39, 0x03, // pushi 03
0x43, 0x62, 0x04, // callk StrAt
// 10 bytes
0x36, // push
0x35, SIG_MAGICDWORD, 0x20, // ldi 20
0x04, // sub
0xa1, 0xb3, // sag global[B3h]
// 6 bytes
SIG_END
};
static const uint16 mothergoose256PatchReplay[] = {
0x39, 0x06, // pushi 06
0x76, // push0
0x76, // push0
0x38, PATCH_UINT16(200), // pushi 200d
0x38, PATCH_UINT16(320), // pushi 320d
0x76, // push0
0x76, // push0
0x43, 0x15, 0x0c, // callk SetPort -> set picture port to full screen
// 15 bytes
0x39, 0x04, // pushi 04
0x3c, // dup
0x76, // push0
0x38, PATCH_UINT16(255), // pushi 255d
0x76, // push0
0x43, 0x6f, 0x08, // callk Palette -> set intensity to 0 for all colors
// 11 bytes
0x7a, // push2
0x38, PATCH_UINT16(800), // pushi 800
0x76, // push0
0x43, 0x08, 0x04, // callk DrawPic -> draw picture 800
// 8 bytes
0x39, 0x06, // pushi 06
0x39, 0x0c, // pushi 0Ch
0x76, // push0
0x76, // push0
0x38, PATCH_UINT16(200), // pushi 200
0x38, PATCH_UINT16(320), // pushi 320
0x78, // push1
0x43, 0x6c, 0x0c, // callk Graph -> send everything to screen
// 16 bytes
0x39, 0x06, // pushi 06
0x76, // push0
0x76, // push0
0x38, PATCH_UINT16(156), // pushi 156d
0x38, PATCH_UINT16(258), // pushi 258d
0x39, 0x03, // pushi 03
0x39, 0x04, // pushi 04
0x43, 0x15, 0x0c, // callk SetPort -> set picture port back
// 17 bytes
0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy)
0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy)
PATCH_END
};
// when saving, it also checks if the savegame ID is below 13.
// we change this to check if below 113 instead
//
// Applies to at least: English SCI1 CD, English SCI1.1 floppy, Japanese FM-Towns
// Responsible method: Game::save (script 994 for SCI1), MG::save (script 0 for SCI1.1)
static const uint16 mothergoose256SignatureSaveLimit[] = {
0x89, SIG_MAGICDWORD, 0xb3, // lsg global[b3]
0x35, 0x0d, // ldi 0d
0x20, // ge?
SIG_END
};
static const uint16 mothergoose256PatchSaveLimit[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x0d + SAVEGAMEID_OFFICIALRANGE_START, // ldi 113d
PATCH_END
};
// Clicking a button on the main menu as the screen fades in causes a message to
// be sent to a non-object when coming from the Sierra logo. This also crashes
// the original. If returning from a menu then the previous button is clicked.
//
// After the main menu screen fades in, IconBar:doit polls for events in a loop
// until a mouse click or key press occurs over a button. choices:show then
// calls highlightedIcon:message to run the correct action. IconBar:doit
// updates this property on each iteration unless the event is a mouse click.
// If a button is clicked before polling begins then IconBar:doit exits on its
// first iteration without setting highlightedIcon. This property is never
// reset and its stale value can get reused when returning from a menu.
//
// These problems would be simple to fix in the event polling loop, but that
// code is in the IconBar and GameControls classes that affect each screen.
// Instead we surround the loop with fixes. The event queue is now drained of
// mouse clicks and highlightedIcon is cleared before polling. Afterwards,
// highlightedIcon is verified and the loop is repeated if it's not set. This
// discards clicks during fade-in, resets state when canceling a subsequent
// menu, and prevents timing edge cases from crashing should a click ever
// register on the loop's first iteration. We make room for this by overwriting
// the code that initializes the cursor when kHaveMouse reports no mouse, as
// that doesn't apply to ScummVM. The CD version's menu was rewritten and
// doesn't have these problems.
//
// Applies to: English PC Floppy
// Responsible method: choices:show
// Fixes bug #9681
static const uint16 mothergoose256SignatureMainMenuCrash[] = {
0x43, SIG_MAGICDWORD, 0x27, 0x00, // callk HaveMouse
0x31, 0x0e, // bnt 0e [ no mouse ]
SIG_ADDTOOFFSET(+0x0b),
0x32, SIG_UINT16(0x0036), // jmp 0036 [ skip no-mouse code ]
SIG_ADDTOOFFSET(+0x1a),
// no mouse
0x76, // push0
0x63, 0x1e, // pToa curIcon
0x4a, 0x04, // send 04
0x04, // sub
0x36, // push
0x35, 0x02, // ldi 02
0x08, // div
0x02, // add
0x36, // push
0x39, 0x08, // pushi 08
0x76, // push0
0x63, 0x1e, // pToa curIcon
0x4a, 0x04, // send 04
0x36, // push
0x35, 0x03, // ldi 03
0x04, // sub
// event polling loop
0x36, // push
0x81, 0x01, // lag 01
0x4a, 0x0c, // send 0c
0x39, SIG_SELECTOR8(doit), // pushi doit
0x76, // push0
0x39, SIG_SELECTOR8(hide), // pushi hide
0x76, // push0
0x54, 0x08, // self 08 [ self doit: hide: ]
SIG_END
};
static const uint16 mothergoose256PatchMainMenuCrash[] = {
PATCH_ADDTOOFFSET(+3),
0x33, 0x00, // jmp 00 [ always run mouse code ]
PATCH_ADDTOOFFSET(+0x0b),
0x32, PATCH_UINT16(0x001a), // jmp 001a [ skip no-mouse code ]
PATCH_ADDTOOFFSET(+0x1a),
0x76, // push0
0x69, 0x20, // sTop highlightedIcon [ highlightedIcon = 0 ]
0x39, PATCH_SELECTOR8(new), // pushi new
0x78, // push1
0x39, 0x03, // pushi 03 [ mouse down/up ]
0x51, 0x07, // class Event
0x4a, 0x06, // send 06 [ Event new: 3 ]
0x39, PATCH_SELECTOR8(dispose), // pushi dispose
0x76, // push0
0x39, PATCH_SELECTOR8(type), // pushi type
0x76, // push0
0x4a, 0x08, // send 08 [ event dispose: type? ]
0x2f, 0xed, // bt ed [ loop until no more mouse down/up events ]
0x39, PATCH_SELECTOR8(doit), // pushi doit
0x76, // push0
0x54, 0x04, // self 04 [ self doit: ]
0x63, 0x20, // pToa highlightedIcon
0x31, 0xf7, // bnt f7 [ repeat event loop until highlightedIcon is set ]
PATCH_ADDTOOFFSET(+3),
0x54, 0x04, // self 04 [ self hide: ]
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 },
{ true, 90, "main menu button crash", 1, mothergoose256SignatureMainMenuCrash, mothergoose256PatchMainMenuCrash },
{ true, 99, "disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
{ true, 999, "timer rollover", 1, sciSignatureTimerRollover, sciPatchTimerRollover },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Mixed-up Mother Goose Deluxe
// The game uses pic 10005 to render the Sierra logo, but then it also
// initialises a logo object with view 502 on the same priority as the pic. In
// the original interpreter, it is dumb luck which is drawn first (based on the
// order of the memory IDs), though usually the pic is drawn first because not
// many objects have been created at the start of the game. In ScummVM, the
// renderer guarantees a sort order based on the creation order of screen items,
// and since the view is created after the pic, it wins and is drawn on top.
// This patch stops the view object from being created at all.
//
// Applies to at least: English CD from King's Quest Collection
// Responsible method: sShowLogo::changeState
static const uint16 mothergooseHiresLogoSignature[] = {
0x38, SIG_SELECTOR16(init), // pushi init ($8e)
SIG_MAGICDWORD,
0x76, // push0
0x72, SIG_UINT16(0x0082), // lofsa logo[82]
0x4a, SIG_UINT16(0x0004), // send $4
SIG_END
};
static const uint16 mothergooseHiresLogoPatch[] = {
0x33, 0x08, // jmp [past bad logo init]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry mothergooseHiresSignatures[] = {
{ true, 0, "disable volume reset on startup (1/2)", 2, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 90, "disable volume reset on startup (2/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 108, "fix bad logo rendering", 1, mothergooseHiresLogoSignature, mothergooseHiresLogoPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Phantasmagoria
// Phantasmagoria persists audio volumes in the save games, but ScummVM manages
// game volumes through the launcher, so stop the game from overwriting the
// ScummVM volumes with volumes from save games.
// Applies to at least: English CD
// Fixes bug: #9700
static const uint16 phant1SavedVolumeSignature[] = {
0x7a, // push2
0x39, 0x08, // pushi 8
0x38, SIG_SELECTOR16(readWord), // pushi readWord ($20b)
0x76, // push0
0x72, SIG_UINT16(0x13c), // lofsa $13c (PREF.DAT)
0x4a, SIG_UINT16(0x04), // send 4
SIG_MAGICDWORD,
0xa1, 0xbc, // sag global[$bc]
0x36, // push
0x43, 0x76, SIG_UINT16(0x04), // callk DoAudio[76], 4
0x7a, // push2
0x76, // push0
0x38, SIG_SELECTOR16(readWord), // pushi readWord ($20b)
0x76, // push0
0x72, SIG_UINT16(0x13c), // lofsa $13c (PREF.DAT)
0x4a, SIG_UINT16(0x04), // send 4
0xa1, 0xbb, // sag global[$bb]
0x36, // push
0x43, 0x75, SIG_UINT16(0x04), // callk DoSound[75], 4
SIG_END
};
static const uint16 phant1SavedVolumePatch[] = {
0x32, PATCH_UINT16(0x0024), // jmp [skip the whole sig, to prefFile::close]
PATCH_END
};
// Phantasmagoria performs an incomplete initialisation of a rat view when
// exiting the alcove in the basement any time after chapter 3 when flag 26 is
// not set. This causes the rat view to be rendered with the same origin and
// priority as the background picture for the game plane, triggering last ditch
// sorting of the screen items in the renderer. This happens to work OK most of
// the time in SSCI because the last ditch sort uses memory handle indexes, and
// the index of the rat seems to usually end up below the index for the
// background pic, so the rat's screen item is submitted before the background,
// ensuring that the background palette overrides the rat view's palette. In
// ScummVM, last ditch sorting operates using the creation order of screen
// items, so the rat ends up always sorting above the background, which causes
// the background palette to get replaced by the rat palette, which corrupts the
// background. This patch stops the game script from initialising the bad rat
// view entirely.
// Applies to at least: English CD, French CD
// Fixes bug: #9957
static const uint16 phant1RatSignature[] = {
SIG_MAGICDWORD,
0x78, // push1
0x39, 0x1a, // pushi $1a
0x45, 0x03, SIG_UINT16(0x0002), // callb [export 3 of script 0], 02
0x18, // not
0x31, 0x18, // bnt $18
SIG_END
};
static const uint16 phant1RatPatch[] = {
0x33, 0x20, // jmp [past rat condition + call]
PATCH_END
};
// In Phantasmagoria the cursor's hover state will not trigger on any of the
// buttons in the main menu after returning to the main menu from a game, or
// when choosing "Quit" on the main menu and then cancelling the quit in the
// confirmation dialogue, until another button has been hovered and unhovered
// once.
// This happens because the quit confirmation dialogue creates its own
// event handling loop which prevents the main event loop from handling the
// cursor leaving the button (which would reset global[193] to 0), and the
// dialogue does not reset global[193] itself, so it remains at 2 until a new
// button gets hovered and unhovered.
// There is not enough space in the confirmation dialogue code to add a reset
// of global[193], so we just remove the check entirely, since it is only used
// to avoid resetting the cursor's view on every mouse movement, and this
// button type is only used on the main menu and the in-game control panel.
//
// Applies to at least: English CD
// Fixes bug: #9977
static const uint16 phant1RedQuitCursorSignature[] = {
SIG_MAGICDWORD,
0x89, 0xc1, // lsg global[193]
0x35, 0x02, // ldi 02
SIG_END
};
static const uint16 phant1RedQuitCursorPatch[] = {
0x33, 0x05, // jmp [past global[193] check]
PATCH_END
};
// In chapter 5, the wine casks in room 20200 shimmer to indicate that they have
// a video to play but a script bug usually prevents them from being clicked.
// The code that determines whether to set a hotspot on the "spikot" object
// is incomplete and out of sync with the code that displays the shimmer and
// determines which script to run when the casks are clicked. As a result, the
// shimmering casks can't be clicked in chapter 5 if their contents were tasted
// in an earlier act. In chapter 6 the shimmering casks can be clicked again.
//
// We fix this by rewriting the logic that sets the hotspot to match the rest of
// the code in the room. The casks can now always be clicked when they shimmer.
// To make room we remove a call to approachVerbs: 0 as that has no effect.
//
// Applies to: All versions
// Responsible method: rm20200:init
static const uint16 phant1WineCaskHotspotSignature[] = {
0x89, 0x6a, // lsg 6a
0x35, 0x06, // ldi 06
0x1a, // eq? [ is chapter 6? ]
0x31, 0x09, // bnt 09
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x00d8), // pushi 00d8 [ flag 216 ]
0x45, 0x03, SIG_UINT16(0x0002), // callb proc0_3 [ seen barrel video? ]
0x18, // not
0x2f, 0x0f, // bt 0f
0x89, 0x6a, // lsg 6a
0x35, 0x06, // ldi 06
0x1c, // ne? [ is not chapter 6? ]
0x31, 0x21, // bnt 21 [ skip hotspot ]
0x78, // push1
0x39, 0x1d, // pushi 1d [ flag 29 ]
0x45, 0x03, SIG_UINT16(0x0002), // callb proc0_3 [ tasted wine? ]
0x18, // not
0x31, 0x17, // bnt 17 [ skip hotspot ]
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x38, SIG_SELECTOR16(approachVerbs), // pushi approachVerbs
0x78, // push1
0x76, // push0
SIG_ADDTOOFFSET(+11),
0x4a, SIG_UINT16(0x0012), // send 12 [ spikot init: approachVerbs: 0 ... ]
SIG_END
};
static const uint16 phant1WineCaskHotspotPatch[] = {
0x78, // push1
0x38, PATCH_UINT16(0x00d8), // pushi 00d8 [ flag 216 ]
0x45, 0x03, PATCH_UINT16(0x0002), // callb proc0_3 [ seen barrel video? ]
0x2f, 0x30, // bt 30 [ skip hotspot ]
0x39, 0x06, // pushi 06
0x81, 0x6a, // lag 6a
0x04, // sub
0x31, 0x17, // bnt 17 [ show hotspot if chapter 6 ]
0x78, // push1
0x1a, // eq?
0x31, 0x0a, // bnt 0a [ skip mirror test if not chapter 5 ]
0x78, // push1
0x38, PATCH_UINT16(0x0123), // pushi 0123 [ flag 291 ]
0x45, 0x03, PATCH_UINT16(0x0002), // callb proc0_3 [ seen mirror video? ]
0x2f, 0x09, // bt 09 [ set hotspot ]
0x78, // push1
0x39, 0x1d, // pushi 1d [ flag 29 ]
0x45, 0x03, PATCH_UINT16(0x0002), // callb proc0_3 [ tasted wine? ]
0x2f, 0x12, // bt 12 [ skip hotspot ]
0x38, PATCH_SELECTOR16(init), // pushi init
0x76, // push0
PATCH_ADDTOOFFSET(+11),
0x4a, PATCH_UINT16(0x000c), // send 0c [ spikot init: ... ]
PATCH_END
};
// The darkroom in the chapter 7 chase, room 45950, has a bug which deletes the
// chase history file and leaves the game in a state that can't be completed.
//
// Every action during the chase is written to chase.dat in order to support the
// review feature which plays back the entire sequence. rm45950:init tests
// several conditions to see how it should initialize the file. If a previous
// chase.dat exists and the current game was initially started in chapter 7
// then an unusual code path is taken which fails to clear flag 134. This flag
// tells the room that the chase is starting. Upon returning for the book with
// this flag incorrectly set, rm45950:init deletes chase.dat and all history is
// lost. Upon playback, items obtained prior to the darkroom will be skipped
// and become unobtainable, such as the glass shard.
//
// We fix this by clearing flag 134 in the unusual code path so that room 45950
// never tries to initialize the chase history upon returning.
//
// Applies to: All versions
// Responsible method: rm45950:init
static const uint16 phant1DeleteChaseFileSignature[] = {
0x32, SIG_UINT16(0x0148), // jmp 0148 [ end of method ]
SIG_ADDTOOFFSET(+0x36),
0x78, // push1
0x38, SIG_MAGICDWORD, // pushi 0086
SIG_UINT16(0x0086),
0x45, 0x02, SIG_UINT16(0x0002), // callb proc0_2 [ clear flag 134 ]
0x32, SIG_UINT16(0x0107), // jmp 0107 [ end of method ]
SIG_END
};
static const uint16 phant1DeleteChaseFilePatch[] = {
0x32, PATCH_UINT16(0x0036), // jmp 0036 [ clear flag 134 ]
PATCH_END
};
// Quitting ScummVM, returning to the launcher, or terminating the game in any
// way outside of the game's menus during the chapter 7 chase leaves the saved
// game in a broken state which will crash ScummVM when loaded. The chase was
// programmed with the expectation that it could never end under unexpected
// circumstances, which is a bold stance for a Sierra game.
//
// Each saved game consists of the file phantsg.#, and once the chase beings, an
// additional chase file that records all actions for playback. This is named
// chase.dat when the chase is running and chasedun.# when it isn't. The file
// is renamed when transitioning to and from the main menu. The existence of
// chasedun.# tells the main menu that it should put the game in the chapter 7
// section. All of this depends on the chase formally ending through scripts
// that can restore the file name. If the game terminates without this cleanup
// then the chase file is never renamed and can't be associated with its slot.
// The save will then be incorrectly demoted to a non-chapter 7 save. Upon
// attempting to load this broken save, a chase script will attempt to play the
// missing chase.dat, seek beyond the beginning, and fail an assertion in a
// stream class. This never picks up the chase.dat from the previous run due to
// a startup script which deletes stray chase.dat files.
//
// We fix this by copying chasedun.# to chase.dat instead of renaming it. This
// leaves the original file intact along with phantsg.# in case the game
// terminates without the scripts getting a chance to cleanup the file system.
// This patch is currently the only known caller of kFileIOCopy.
//
// Applies to: All versions
// Responsible method: Exported procedure #6 in script 45951
static const uint16 phant1CopyChaseFileSignature[] = {
0x39, 0x03, // pushi 03
0x39, 0x0b, // pushi 0b [ kFileIORename ]
0x39, SIG_SELECTOR8(data), // pushi data
0x76, // push0
0x85, 0x00, // lat 00
0x4a, SIG_UINT16(0x0004), // send 04 [ temp0 data? ]
0x36, // push [ "chasedun.#" ]
0x39, SIG_MAGICDWORD, // pushi data
SIG_SELECTOR8(data),
0x76, // push0
0x85, 0x02, // lat 02
0x4a, SIG_UINT16(0x0004), // send 04 [ temp2 data? ]
0x36, // push [ "chase.dat" ]
0x43, 0x5d, SIG_UINT16(0x0006), // callk FileIO 06
SIG_END
};
static const uint16 phant1CopyChaseFilePatch[] = {
PATCH_ADDTOOFFSET(+2),
0x39, 0x0c, // pushi 0c [ kFileIOCopy ]
PATCH_END
};
// During the chase, the west exit in room 46980 has incorrect logic which kills
// the player if they went to the crypt with the crucifix, among other bugs.
//
// Room 46980 takes place in the chapel and connects the secret passages to the
// crypt. The player initially enters from the west and the crypt is to the
// east. The west exit has incorrect logic with several consequences, but the
// harshest is that if the player came from the crypt without beads then Don is
// waiting for them. This is wrong because if the player has the crucifix then
// there are no beads in the game, and also because Don is still in the crypt
// where the player pushed a statue on him in the previous room.
//
// Sierra eventually fixed this by removing the beads from the equation and
// swapping the transposed previous room test, but the fix only appears in the
// Italian version, which was the final CD release. We replace the incorrect
// logic with Sierra's final version.
//
// Applies to: All versions except Italian
// Responsible method: westExit:doVerb
static const uint16 phant1ChapelWestExitSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x0f, // pushi 0f
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0006), // send 06 [ ego has: 15 ]
0x2f, 0x06, // bt 06
0x89, 0x0c, // lsg 0c
0x34, SIG_UINT16(0xb680), // ldi b680
0x1a, // eq? [ previous room == 46720 ]
SIG_END
};
static const uint16 phant1ChapelWestExitPatch[] = {
0x32, PATCH_UINT16(0x000a), // jmp 000a [ skip inventory check ]
PATCH_ADDTOOFFSET(+15),
0x1c, // ne? [ previous room != 46720 ]
PATCH_END
};
// When reviewing the chapter 7 chase, the game fails to reset the flag that's
// set when Adrian stabs Don and escapes the nursery. This can only happen once
// and so the stale flag causes the review feature to play the wrong animation
// of Don overpowering Adrian instead of Adrian stabbing Don and escaping.
//
// We fix this as Sierra did in the Italian version by clearing flag 18 during
// the chase initialization.
//
// Applies to: All versions except Italian
// Responsible method: sChaseBegin:changeState(0)
static const uint16 phant1ResetStabDonFlagSignature[] = {
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x019f), // pushi 019f
SIG_ADDTOOFFSET(+4),
0x7e, SIG_ADDTOOFFSET(+2), // line
0x78, // push1
0x39, 0x7b, // pushi 7b
0x45, 0x02, SIG_UINT16(0x0002), // callb proc0_2 [ clear flag 123 ]
0x7e, SIG_ADDTOOFFSET(+2), // line
0x89, 0x0c, // lsg 0c
0x34, SIG_UINT16(0x0384), // ldi 0384
0x1a, // eq?
0x18, // not
SIG_END
};
static const uint16 phant1ResetStabDonFlagPatch[] = {
PATCH_ADDTOOFFSET(+8),
0x78, // push1
0x39, 0x7b, // pushi 7b
0x45, 0x02, PATCH_UINT16(0x0002), // callb proc0_2 [ clear flag 123 ]
0x78, // push1
0x39, 0x12, // pushi 12
0x45, 0x02, PATCH_UINT16(0x0002), // callb proc0_2 [ clear flag 18 ]
0x89, 0x0c, // lsg 0c
0x34, PATCH_UINT16(0x0384), // ldi 0384
0x1c, // ne?
PATCH_END
};
// The censorship for videos 1920 and 2020 are out of sync and the latter has
// an incorrect coordinate. The frame numbers for the blobs are wrong and so
// they appear during normal frames but not during the gore. These videos play
// in room 40100 when attempting to open or unbar the door. We fix the frame
// numbers to be in sync with the videos and use the correct coordinate from
// video 1920 which has the same censored frames.
//
// Applies to: All versions
// Responsible method: myList:init
static const uint16 phant1Video1920CensorSignature[] = {
0x38, SIG_UINT16(0x00dd), // pushi 221 [ blob 1 start frame ]
SIG_ADDTOOFFSET(+43),
0x39, SIG_MAGICDWORD, 0xff, // pushi -1
0x38, SIG_UINT16(0x00e1), // pushi 225 [ blob 1 end frame ]
SIG_ADDTOOFFSET(+20),
0x38, SIG_UINT16(0x00fb), // pushi 251 [ blob 2 start frame ]
SIG_ADDTOOFFSET(+46),
0x38, SIG_UINT16(0x0117), // pushi 279 [ blob 2 end frame ]
SIG_END
};
static const uint16 phant1Video1920CensorPatch[] = {
0x38, PATCH_UINT16(0x00c6), // pushi 198 [ blob 1 start frame ]
PATCH_ADDTOOFFSET(+45),
0x38, PATCH_UINT16(0x00ca), // pushi 202 [ blob 1 end frame ]
PATCH_ADDTOOFFSET(+20),
0x38, PATCH_UINT16(0x00e4), // pushi 228 [ blob 2 start frame ]
PATCH_ADDTOOFFSET(+46),
0x38, PATCH_UINT16(0x00fe), // pushi 254 [ blob 2 end frame ]
PATCH_END
};
static const uint16 phant1Video2020CensorSignature[] = {
0x38, SIG_UINT16(0x014f), // pushi 335 [ blob 1 start frame ]
SIG_ADDTOOFFSET(+18),
0x38, SIG_UINT16(0x0090), // pushi 144 [ blob 1 left coordinate ]
SIG_ADDTOOFFSET(+23),
0x39, SIG_MAGICDWORD, 0xff, // pushi -1
0x38, SIG_UINT16(0x0153), // pushi 339 [ blob 1 end frame ]
SIG_ADDTOOFFSET(+20),
0x38, SIG_UINT16(0x0160), // pushi 352 [ blob 2 start frame ]
SIG_ADDTOOFFSET(+46),
0x38, SIG_UINT16(0x016a), // pushi 362 [ blob 2 end frame ]
SIG_END
};
static const uint16 phant1Video2020CensorPatch[] = {
0x38, PATCH_UINT16(0x012f), // pushi 303 [ blob 1 start frame ]
PATCH_ADDTOOFFSET(+18),
0x38, PATCH_UINT16(0x0042), // pushi 66 [ blob 1 left coordinate ]
PATCH_ADDTOOFFSET(+25),
0x38, PATCH_UINT16(0x0133), // pushi 307 [ blob 1 end frame ]
PATCH_ADDTOOFFSET(+20),
0x38, PATCH_UINT16(0x014c), // pushi 332 [ blob 2 start frame ]
PATCH_ADDTOOFFSET(+46),
0x38, PATCH_UINT16(0x0168), // pushi 360 [ blob 2 end frame ]
PATCH_END
};
// The Mac version is hard-coded to use a low video speed value. This defaults
// the video size to half-screen and causes low frame-rate versions of several
// videos to play, even though better versions are included. PC versions read
// config values written by a benchmark in the game's installer. We address
// that by returning a high video speed value of 500 in kGetSierraProfileInt
// and kGetConfig, and so we patch the Mac value to 500 as well.
//
// Applies to: Mac version only
// Responsible method: Scary:init
static const uint16 phant1MacVideoQualitySignature[] = {
0x34, SIG_UINT16(0x0190), // ldi 0190
SIG_MAGICDWORD,
0xa1, 0xb2, // sag b2 [ video speed = 400 ]
0x36, // push
0x34, SIG_UINT16(0x01a9), // ldi 01a9
0x1e, // gt?
SIG_END
};
static const uint16 phant1MacVideoQualityPatch[] = {
0x34, PATCH_UINT16(0x01f4), // ldi 01f4 [ 500 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry phantasmagoriaSignatures[] = {
{ true, 0, "mac: set high video quality", 1, phant1MacVideoQualitySignature, phant1MacVideoQualityPatch },
{ true, 23, "make cursor red after clicking quit", 1, phant1RedQuitCursorSignature, phant1RedQuitCursorPatch },
{ true, 26, "fix video 1920 censorship", 1, phant1Video1920CensorSignature, phant1Video1920CensorPatch },
{ true, 26, "fix video 2020 censorship", 1, phant1Video2020CensorSignature, phant1Video2020CensorPatch },
{ true, 33, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 901, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 1111, "ignore audio settings from save game", 1, phant1SavedVolumeSignature, phant1SavedVolumePatch },
{ true, 20200, "fix broken rat init in sEnterFromAlcove", 1, phant1RatSignature, phant1RatPatch },
{ true, 20200, "fix chapter 5 wine cask hotspot", 1, phant1WineCaskHotspotSignature, phant1WineCaskHotspotPatch },
{ true, 45950, "fix chase file deletion", 1, phant1DeleteChaseFileSignature, phant1DeleteChaseFilePatch },
{ true, 45950, "reset stab don flag", 1, phant1ResetStabDonFlagSignature, phant1ResetStabDonFlagPatch },
{ true, 45951, "copy chase file instead of rename", 1, phant1CopyChaseFileSignature, phant1CopyChaseFilePatch },
{ true, 46980, "fix chapel chase west exit", 1, phant1ChapelWestExitSignature, phant1ChapelWestExitPatch },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Phantasmagoria 2
// The game uses a spin loop when navigating to and from Curtis's computer in
// the office, and when entering passwords, which causes the mouse to appear
// unresponsive. Replace the spin loop with a call to kScummVMSleep.
// Applies to at least: US English
// Responsible method: Script 3000 localproc 2ee4, script 63019 localproc 4f04
static const uint16 phant2WaitParam1Signature[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 0
0xa5, 0x00, // sat temp[0]
0x8d, 0x00, // lst temp[0]
0x87, 0x01, // lap param[1]
SIG_END
};
static const uint16 phant2WaitParam1Patch[] = {
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x43, kScummVMSleepId, PATCH_UINT16(0x02),// callk ScummVMSleep, 2
0x48, // ret
PATCH_END
};
// The interface bars at the top and bottom of the screen fade in and out when
// hovered over. This fade is performed by a script loop that calls kFrameOut
// directly and uses global[227] as the fade delta for each frame. It normally
// is set to 1, which means that these fades are quite slow. We replace the use
// of global[227] with an immediate value for a reasonable fade speed.
// Applies to at least: US English
// Responsible method: topInterfacePlane:handleEvent
static const uint16 phant2SlowIFadeSignature[] = {
0x43, 0x21, SIG_UINT16(0x0000), // callk FrameOut, 0
SIG_MAGICDWORD,
0x67, 0x03, // pTos 03 (scratch)
0x81, 0xe3, // lag global[227]
SIG_END
};
static const uint16 phant2SlowIFadePatch[] = {
PATCH_ADDTOOFFSET(+6), // skip to lag
0x35, 0x05, // ldi 5
PATCH_END
};
// The game uses a spin loop during music transitions which causes the mouse to
// appear unresponsive during scene changes. Replace the spin loop with a call
// to kScummVMSleep.
// Applies to at least: US English
// Responsible method: P2SongPlyr::wait4Fade
static const uint16 phant2Wait4FadeSignature[] = {
SIG_MAGICDWORD,
0x76, // push0
0x43, 0x79, SIG_UINT16(0x0000), // callk GetTime, 0
0xa5, 0x01, // sat temp[1]
0x78, // push1
SIG_END
};
static const uint16 phant2Wait4FadePatch[] = {
0x78, // push1
0x8d, 0x00, // lst temp[0]
0x43, kScummVMSleepId, PATCH_UINT16(0x02),// callk ScummVMSleep, 2
0x48, // ret
PATCH_END
};
// When reading the VERSION file, Phant2 sends a Str object instead of a
// reference to a string (kernel signature violation), and flips the file handle
// and size arguments, so the version file data never actually makes it into the
// game.
// Applies to at least: Phant2 US English CD
// Responsible method: p2:init
static const uint16 phant2GetVersionSignature[] = {
0x36, // push
0x35, 0xff, // ldi $ff
0x1c, // ne?
0x31, 0x0e, // bnt $e
0x39, 0x04, // pushi 4
0x39, 0x05, // pushi 5
SIG_MAGICDWORD,
0x89, 0x1b, // lsg global[$1b]
0x8d, 0x05, // lst temp[5]
0x39, 0x09, // pushi 9
0x43, 0x5d, SIG_UINT16(0x08), // callk FileIO, 8
0x7a, // push2
0x78, // push1
0x8d, 0x05, // lst temp[5]
0x43, 0x5d, SIG_UINT16(0x04), // callk FileIO, 4
0x35, 0x01, // ldi 1
0xa1, 0xd8, // sag global[$d8]
SIG_END
};
static const uint16 phant2GetVersionPatch[] = {
0x39, 0x04, // pushi 4
0x39, 0x05, // pushi 5
0x81, 0x1b, // lag global[$1b]
0x39, PATCH_SELECTOR8(data), // pushi data
0x76, // push0
0x4a, PATCH_UINT16(0x0004), // send 4
0x36, // push
0x39, 0x09, // pushi 9
0x8d, 0x05, // lst temp[5]
0x43, 0x5d, PATCH_UINT16(0x08), // callk FileIO, 8
0x7a, // push2
0x78, // push1
0x8d, 0x05, // lst temp[5]
0x43, 0x5d, PATCH_UINT16(0x04), // callk FileIO, 4
0x78, // push1
0xa9, 0xd8, // ssg global[$d8]
PATCH_END
};
// The game uses a spin loop when displaying the success animation of the ratboy
// puzzle, which causes the mouse to appear unresponsive. Replace the spin loop
// with a call to ScummVM kWait.
// Applies to at least: US English
// Responsible method: thePuzzle:doit
static const uint16 phant2RatboySignature[] = {
0x8d, 0x01, // lst temp[1]
0x35, 0x1e, // ldi $1e
0x22, // lt?
SIG_MAGICDWORD,
0x31, 0x17, // bnt $17 [0c3d]
0x76, // push0
0x43, 0x79, SIG_UINT16(0x00), // callk GetTime, 0
SIG_END
};
static const uint16 phant2RatboyPatch[] = {
0x78, // push1
0x35, 0x1e, // ldi $1e
0x36, // push
0x43, kScummVMSleepId, PATCH_UINT16(0x02),// callk ScummVMSleep, $2
0x33, 0x14, // jmp [to next outer loop]
PATCH_END
};
// The game uses a spin loop during the floating head easter egg, which causes
// the mouse to appear unresponsive. Replace the inner loop with kScummVMSleep.
//
// Applies to at least: US English
// Responsible method: bigScript:changeState
static const uint16 phant2FloatingHeadSignature[] = {
SIG_MAGICDWORD,
0x8d, 0x00, // lst 00
0x78, // push1
0x78, // push1
0x43, 0x79, SIG_UINT16(0x02), // callk GetTime, 2
0x1a, // eq?
0x31, 0x02, // bnt 02
SIG_END
};
static const uint16 phant2FloatingHeadPatch[] = {
0x78, // push1
0x39, 0x3c, // pushi 3c [ 1 second ]
0x43, kScummVMSleepId, PATCH_UINT16(0x02),// callk ScummVMSleep, 2
0x33, 0x04, // jmp 04
PATCH_END
};
// Phant2 has separate in-game volume controls for handling movie volume and
// in-game volume (misleadingly labelled "music volume"), but really needs the
// in-game volume to always be significantly lower than the movie volume in
// order for dialogue in movies to be consistently audible, so patch the
// in-game volume slider to limit it to our maximum.
// Applies to at least: US English
// Responsible method: optionsD:init
// Fixes bug: #10165
static const uint16 phant2AudioVolumeSignature[] = {
SIG_MAGICDWORD,
0x39, 0x7f, // pushi 127 (clientMax value)
0x39, 0x14, // pushi 20 (clientPageSize value)
SIG_ADDTOOFFSET(+10), // skip other init arguments
0x51, 0x5e, // class P2ScrollBar
SIG_ADDTOOFFSET(+3), // skip send
0xa3, 0x06, // sal local[6] (identifies correct slider)
SIG_END
};
static const uint16 phant2AudioVolumePatch[] = {
0x39, kPhant2VolumeMax, // pushi (our custom volume max)
0x39, 0x14 * kPhant2VolumeMax / 127, // pushi (ratio of original value)
PATCH_END
};
// When censorship is disabled the game sticks <PROTECTED> at the end of every
// save game name, and when it is enabled it pads the save game name with a
// bunch of spaces. This is annoying and not helpful, so just disable all of
// this nonsense.
// Applies to at least: US English
// Fixes bug: #10035
static const uint16 phant2SaveNameSignature1[] = {
SIG_MAGICDWORD,
0x57, 0x4b, SIG_UINT16(0x06), // super SREdit, 6
0x63, // pToa (plane)
SIG_END
};
static const uint16 phant2SaveNamePatch1[] = {
PATCH_ADDTOOFFSET(+4), // super SREdit, 6
0x48, // ret
PATCH_END
};
static const uint16 phant2SaveNameSignature2[] = {
SIG_MAGICDWORD,
0xa5, 0x00, // sat temp[0]
0x39, SIG_SELECTOR8(format), // pushi format
SIG_END
};
static const uint16 phant2SaveNamePatch2[] = {
PATCH_ADDTOOFFSET(+2), // sat temp[0]
0x33, 0x68, // jmp [past name mangling]
PATCH_END
};
// Phant2-specific version of sci2NumSavesSignature1/2
// Applies to at least: English CD
static const uint16 phant2NumSavesSignature1[] = {
SIG_MAGICDWORD,
0x8d, 0x01, // lst temp[1]
0x35, 0x14, // ldi 20
0x1a, // eq?
SIG_END
};
static const uint16 phant2NumSavesPatch1[] = {
PATCH_ADDTOOFFSET(+2), // lst temp[1]
0x35, 0x63, // ldi 99
PATCH_END
};
static const uint16 phant2NumSavesSignature2[] = {
SIG_MAGICDWORD,
0x8d, 0x00, // lst temp[0]
0x35, 0x14, // ldi 20
0x22, // lt?
SIG_END
};
static const uint16 phant2NumSavesPatch2[] = {
PATCH_ADDTOOFFSET(+2), // lst temp[0]
0x35, 0x63, // ldi 99
PATCH_END
};
// The game script responsible for handling document scrolling in the computer
// interface uses a spin loop to wait for 10 ticks every time the document
// scrolls. This makes scrolling janky and makes the mouse appear
// non-responsive. Eliminating the delay entirely makes scrolling with the arrow
// buttons a little too quick; a delay of 3 ticks is an OK middle-ground between
// allowing mostly fluid motion with mouse dragging and reasonably paced
// scrolling holding down the arrows. Preferably, ScrollbarArrow::handleEvent or
// ScrollbarArrow::action would only send cues once every N ticks whilst being
// held down, but unfortunately the game was not programmed to do this.
// Applies to at least: US English
// Responsible method: WynDocTextView:cue
static const uint16 phant2SlowScrollSignature[] = {
SIG_MAGICDWORD,
0x35, 0x0a, // ldi 10
0x22, // lt?
0x31, 0x17, // bnt [end of loop]
0x76, // push0
0x43, 0x79, SIG_UINT16(0x0000), // callk GetTime, 0
SIG_END
};
static const uint16 phant2SlowScrollPatch[] = {
0x78, // push1
0x39, 0x03, // pushi 3
0x43, kScummVMSleepId, PATCH_UINT16(0x02),// callk ScummVMSleep, 2
0x33, 0x13, // jmp [end of loop]
PATCH_END
};
// WynNetDoco::open calls setSize before it calls posn, but the values set by
// posn are used by setSize, so the left/top coordinates of the text and note
// fields is wrong for the first render of a document or email. (Incidentally,
// these fields are the now-seen rect fields, and the game is doing a very bad
// thing by touching these manually and then relying on the values instead of
// asking the kernel.) This is most noticeable during chapters 1 and 3 when the
// computer is displaying scary messages, since every time the scary message is
// rendered the text fields re-render at the top-left corner of the screen.
// Applies to at least: US English
// Responsible method: WynNetDoco:open
// Fixes bug: #10036
static const uint16 phant2BadPositionSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(setSize), // pushi setSize
0x76, // push0
0x39, SIG_SELECTOR8(init), // pushi init
0x78, // pushi 1
0x89, 0x03, // lsg global[3]
0x39, SIG_SELECTOR8(posn), // pushi posn
0x7a, // push2
0x66, SIG_ADDTOOFFSET(+2), // pTos (x position)
0x66, SIG_ADDTOOFFSET(+2), // pTos (y position)
SIG_END
};
static const uint16 phant2BadPositionPatch[] = {
0x39, PATCH_SELECTOR8(posn), // pushi posn
0x7a, // push2
0x66, PATCH_GETORIGINALUINT16(12), // pTos (x position)
0x66, PATCH_GETORIGINALUINT16(15), // pTos (y position)
0x39, PATCH_SELECTOR8(setSize), // pushi setSize
0x76, // push0
0x39, PATCH_SELECTOR8(init), // pushi init
0x78, // pushi 1
0x89, 0x03, // lsg global[3]
PATCH_END
};
// WynDocuStore::refresh resets the cel of the open folder and document icons,
// so they don't end up being rendered as closed folder/document icons, but it
// forgets to actually update the icon's View with the kernel, so they render
// as closed for the first render after a refresh anyway. This is most
// noticeable during chapters 1 and 3 when the computer is displaying scary
// messages, since every time the scary message is rendered the icons re-render
// as closed.
// Applies to at least: US English
// Responsible method: WynNetDoco:refresh
static const uint16 phant2BadIconSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setCel), // pushi setCel
0x78, // push1
0x78, // push1
0x38, SIG_SELECTOR16(iconV), // pushi iconV
0x76, // push0
0x62, SIG_ADDTOOFFSET(+2), // pToa curFolder/curDoco
0x4a, SIG_UINT16(0x0004), // send 4
0x4a, SIG_UINT16(0x0006), // send 6
SIG_END
};
static const uint16 phant2BadIconPatch[] = {
PATCH_ADDTOOFFSET(+5), // pushi setCel, push1, push1
0x38, PATCH_SELECTOR16(update), // pushi update
0x76, // push0
0x4a, PATCH_UINT16(0x000a), // send 10
0x33, 0x04, // jmp [past unused bytes]
PATCH_END
};
// The left and right arrows move inventory items a pixel more than each
// inventory item is wide, which causes the inventory to creep to the left by
// one pixel per scrolled item.
// Applies to at least: US English
// Responsible method: Heap in script 63001
// Fixes bug: #10037
static const uint16 phant2InvLeftDeltaSignature[] = {
SIG_MAGICDWORD, // lftButn
SIG_UINT16(0x0042), // delta
SIG_UINT16(0x0019), // moveDelay
SIG_END
};
static const uint16 phant2InvLeftDeltaPatch[] = {
PATCH_UINT16(0x0041), // delta
PATCH_END
};
static const uint16 phant2InvRightDeltaSignature[] = {
SIG_MAGICDWORD, // rtButn
SIG_UINT16(0xffbe), // delta
SIG_UINT16(0x0019), // moveDelay
SIG_END
};
static const uint16 phant2InvRightDeltaPatch[] = {
PATCH_UINT16(0xffbf), // delta
PATCH_END
};
// The first inventory item is put too far to the right, which causes wide items
// to get cut off on the right side of the inventory.
// Applies to at least: US English
// Responsible method: InvPlane:addItem
static const uint16 phant2InvOffsetSignature[] = {
SIG_MAGICDWORD,
0x35, 0x26, // ldi 38
0x64, SIG_SELECTOR16(xOff), // aTop xOff
SIG_END
};
static const uint16 phant2InvOffsetPatch[] = {
0x35, 0x1d, // ldi 29
PATCH_END
};
// The text placement of "File" and "Note" content inside DocuStore File
// Retrieval System makes some letters especially "g" overlap the
// corresponding box. Set by 'WynNetDoco::open'.
// We fix this by changing the position of those 2 inside the heap of
// subclass 'WynNetDoco' slightly.
// Applies to at least: English CD, Japanese CD, German CD
// Fixes bug: #10034
static const uint16 phant2DocuStoreFileNotePlacementSignature[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x0046), // nameX
SIG_UINT16(0x000a), // nameY
SIG_ADDTOOFFSET(+10), // skip over nameMsg*
SIG_UINT16(0x0046), // noteX
SIG_UINT16(0x001e), // noteY
SIG_END
};
static const uint16 phant2DocuStoreFileNotePlacementPatch[] = {
PATCH_ADDTOOFFSET(+2),
PATCH_UINT16(0x0006), // new nameY
PATCH_ADDTOOFFSET(+12),
PATCH_UINT16(0x001b), // new noteY
PATCH_END
};
// The text placement of "From" and "Subject" content inside DocuStore.
// We fix this by changing the position inside the heap of subclass
// 'WynNetEmail' slightly.
// For this one, we also fix the horizontal placement.
static const uint16 phant2DocuStoreEmailPlacementSignature[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x0049), // nameX
SIG_UINT16(0x0008), // nameY
SIG_ADDTOOFFSET(+10), // skip over nameMsg*
SIG_UINT16(0x0049), // noteX
SIG_UINT16(0x001c), // noteY
SIG_END
};
static const uint16 phant2DocuStoreEmailPlacementPatch[] = {
PATCH_UINT16(0x0050), // new nameX
PATCH_UINT16(0x0006), // new nameY
PATCH_ADDTOOFFSET(+10),
PATCH_UINT16(0x0050), // new noteX
PATCH_UINT16(0x001b), // new noteY
PATCH_END
};
// The scrollbars in the DocuStore computer crash when clicking on the thumb,
// dragging the cursor off of the scrollbar, and then releasing. This calls
// Thumb:action with no event parameter, which Thumb:action expects, but after
// handling this it proceeds to use the uninitialized parameter anyway.
// DItem:track then errors by sending a message to this non-object.
//
// We fix this by passing the current event instead of the potentially
// nonexistent event parameter to DItem:track. This bug also occurs in the
// volume scrollbars in the control panel, which this patch also fixes.
//
// Applies to at least: English PC, French PC, probably all versions
// Responsible method: Thumb:action
// Fixes bug: #10391
static const uint16 phant2ComputerScrollbarCrashSignature[] = {
0x7e, SIG_ADDTOOFFSET(+2), // line
0x38, SIG_SELECTOR16(track), // pushi track
0x78, // push1
0x8f, 0x01, // lsp 01
0x54, SIG_UINT16(0x0006), // self 06 [ self track: param1 ]
0x7e, SIG_ADDTOOFFSET(+2), // line
SIG_MAGICDWORD,
0x76, // push0
0x43, 0x21, SIG_UINT16(0x0000), // callk FrameOut
0x7e, // line
SIG_END
};
static const uint16 phant2ComputerScrollbarCrashPatch[] = {
0x38, PATCH_SELECTOR16(track), // pushi track
0x78, // push1
0x38, PATCH_SELECTOR16(curEvent), // pushi curEvent
0x76, // push0
0x80, PATCH_UINT16(0x0050), // lag 0050
0x4a, PATCH_UINT16(0x0004), // send 04 [ p2User curEvent? ]
0x36, // push
0x54, PATCH_UINT16(0x0006), // self 06 [ self track: (p2User curEvent?) ]
0x76, // push0
0x43, 0x21, PATCH_UINT16(0x0000), // callk FrameOut
PATCH_END
};
// The volume scrollbar arrows on the control panel don't respond to clicks.
// ScrollbarArrow:handleEvent only calls its action method if the selection
// flag (2) of its state property is set. DItem:track sets and clears this flag
// by calling DItem:hilite if the mouse has moved since the previous cycle.
// This normally works because Cast:handleEvent calls the track method of each
// member of its mouser collection, but User:doit only passes these events on
// if User:hogs is empty. Loading the control panel adds its button to the hogs
// stack which prevents DItem:track from being called and updating the flag.
//
// We fix this by setting the global mouse-moved flag whenever a scrollbar arrow
// is pressed. ScrollbarArrow:handleEvent already calls DItem:track, so setting
// this flag before then causes it to always evaluate the incoming event and
// update the selection state flag accordingly.
//
// Applies to at least: English PC, French PC, probably all versions
// Responsible method: ScrollbarArrow:handleEvent
// Fixes bug: #10164
static const uint16 phant2ScrollbarArrowSignature[] = {
0x7e, SIG_ADDTOOFFSET(+2), // line
0x7e, SIG_ADDTOOFFSET(+2), // line
0x67, SIG_SELECTOR8(state), // pTos state
0x35, 0x20, // ldi 20
0x12, // and [ is arrow pressed? ]
SIG_MAGICDWORD,
0x18, // not
0x18, // not
0x31, 0x64, // bnt 64
0x7e, // line
SIG_END
};
static const uint16 phant2ScrollbarArrowPatch[] = {
0x67, PATCH_SELECTOR8(state), // pTos state
0x35, 0x20, // ldi 20
0x12, // and [ is arrow pressed? ]
0x31, 0x6c, // bnt 6c
0x38, PATCH_SELECTOR16(mouseMoved), // pushi mouseMoved
0x78, // push1
0x78, // push1
0x80, PATCH_UINT16(0x0050), // lag 0050
0x4a, PATCH_UINT16(0x0006), // send 06 [ p2User mouseMoved: 1 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry phantasmagoria2Signatures[] = {
{ true, 0, "speed up interface fades", 3, phant2SlowIFadeSignature, phant2SlowIFadePatch },
{ true, 0, "fix bad arguments to get game version", 1, phant2GetVersionSignature, phant2GetVersionPatch },
{ true, 3000, "replace spin loop in alien password window", 1, phant2WaitParam1Signature, phant2WaitParam1Patch },
{ true, 3310, "replace spin loop in floating head easter egg", 2, phant2FloatingHeadSignature, phant2FloatingHeadPatch },
{ true, 4081, "replace spin loop after ratboy puzzle", 1, phant2RatboySignature, phant2RatboyPatch },
{ true, 63001, "fix inventory left scroll delta", 1, phant2InvLeftDeltaSignature, phant2InvLeftDeltaPatch },
{ true, 63001, "fix inventory right scroll delta", 1, phant2InvRightDeltaSignature, phant2InvRightDeltaPatch },
{ true, 63001, "fix inventory wrong initial offset", 1, phant2InvOffsetSignature, phant2InvOffsetPatch },
{ true, 63004, "limit in-game audio volume", 1, phant2AudioVolumeSignature, phant2AudioVolumePatch },
{ true, 63016, "replace spin loop during music fades", 1, phant2Wait4FadeSignature, phant2Wait4FadePatch },
{ true, 63019, "replace spin loop during computer load", 1, phant2WaitParam1Signature, phant2WaitParam1Patch },
{ true, 63019, "replace spin loop during computer scrolling", 1, phant2SlowScrollSignature, phant2SlowScrollPatch },
{ true, 63019, "fix bad doc/email name & memo positioning", 2, phant2BadPositionSignature, phant2BadPositionPatch },
{ true, 63019, "fix bad folder/doc icon refresh", 2, phant2BadIconSignature, phant2BadIconPatch },
{ true, 63019, "fix file and note content placement", 1, phant2DocuStoreFileNotePlacementSignature, phant2DocuStoreFileNotePlacementPatch },
{ true, 63019, "fix email content placement", 1, phant2DocuStoreEmailPlacementSignature, phant2DocuStoreEmailPlacementPatch },
{ true, 64926, "fix computer scrollbar crash", 1, phant2ComputerScrollbarCrashSignature, phant2ComputerScrollbarCrashPatch },
{ true, 64926, "fix volume scrollbar arrows", 1, phant2ScrollbarArrowSignature, phant2ScrollbarArrowPatch },
{ true, 64990, "remove save game name mangling (1/2)", 1, phant2SaveNameSignature1, phant2SaveNamePatch1 },
{ true, 64990, "increase number of save games (1/2)", 1, phant2NumSavesSignature1, phant2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 2, phant2NumSavesSignature2, phant2NumSavesPatch2 },
{ true, 64994, "remove save game name mangling (2/2)", 1, phant2SaveNameSignature2, phant2SaveNamePatch2 },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// Pepper's Adventures in Time
// Using items on the jar of cabbage leaves it in a broken state that prevents
// feeding it to the goat and completing the game.
//
// As the jar progresses through states to become a Leyden jar, its noun and
// message (verb) properties change. When a non-Leyden item is used on the jar,
// Glass Jar:doVerb tests to see if a message resource exists for the current
// noun and incoming verb. If there's no such message then the jar's noun is
// set to 30 and its message property is set to 125, a verb that no screens
// respond to. The jar can no longer be clicked on anything, but the damage is
// limited until the next time the player returns to the inventory screen and
// Glass Jar:show recalculates the properties that it should have already had.
// This recalculation fails to take into account the initial state so if the
// jar has cabbage then it is permanently broken instead of just temporarily.
//
// We fix this so that the jar is never placed in a broken state. The existing
// code attempts to fall back on message resources for noun 30 which refer the
// unfinished Leyden jar. The problem is that it doesn't restore the noun after
// displaying the message, which can cause subsequent missing message errors,
// and it mangles the message property even though that doesn't affect which
// message it's about to display. We rewrite this so that noun 30 is only set
// temporarily, and only when the jar is an unfinished Leyden jar, and without
// altering the message (verb) property. This also fixes several messages.
//
// Applies to: All versions
// Responsible method: Glass Jar:doVerb
// Fixes bug: #6232
static const uint16 pepperSignatureGlassJar[] = {
SIG_MAGICDWORD,
0x31, 0x08, // bnt 08 [ skip if message exists ]
0x35, 0x1e, // ldi 1e
0x65, 0x36, // aTop noun [ noun = 30 ]
0x35, 0x7d, // ldi 7d
0x65, 0x26, // aTop message [ message = 125 ]
0x38, SIG_SELECTOR16(doVerb), // pushi doVerb
0x78, // push1
0x8f, 0x01, // lsp 01
0x59, 0x02, // &rest 02
0x57, 0x87, 0x06, // super TWInvItem 06 [ super doVerb: param1 &rest ]
0x39, 0x04, // pushi 04
0x8f, 0x01, // lsp 01
0x39, 0x32, // pushi 32
0x39, 0x33, // pushi 33
0x39, 0x2f, // pushi 2f
0x46, SIG_UINT16(0x03e7), // calle proc999_5 [ OneOf param1 50 51 47, always false ]
SIG_UINT16(0x0005), 0x08,
0x31, 0x09, // bnt 09 [ branch always taken ]
SIG_END
};
static const uint16 pepperPatchGlassJar[] = {
0x67, 0x36, // pTos noun [ save noun ]
0x31, 0x16, // bnt 16 [ skip if message exists ]
0x3c, // dup
0x35, 0x1a, // ldi 1a
0x1a, // eq?
0x2f, 0x10, // bt 10 [ skip if noun == 26 (cabbage) ]
0x3c, // dup
0x35, 0x1d, // ldi 1d
0x1a, // eq?
0x2f, 0x0a, // bt 0a [ skip if noun == 29 (Leyden jar) ]
0x3c, // dup
0x35, 0x1b, // ldi 1b
0x1a, // eq?
0x2f, 0x04, // bt 04 [ skip if noun == 27 (charged Leyden jar) ]
0x35, 0x1e, // ldi 1e
0x65, 0x36, // aTop noun [ noun = 30 (unfinished Leyden jar) ]
0x38, PATCH_SELECTOR16(doVerb), // pushi doVerb
0x76, // push0
0x59, 0x01, // &rest 01
0x57, 0x87, 0x04, // super TWInvItem 04 [ super doVerb: &rest ]
0x69, 0x36, // sTop noun [ restore noun ]
0x33, 0x09, // jmp 09
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pepperSignatures[] = {
{ true, 894, "glass jar fix", 1, pepperSignatureGlassJar, pepperPatchGlassJar },
{ true, 928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Police Quest 1 VGA
// When briefing is about to start in room 15, other officers will get into the room too.
// When one of those officers gets into the way of ego, they will tell the player to sit down.
// But control will be disabled right at that point. Ego may then go to his seat by himself,
// or more often than not will just stand there. The player is unable to do anything.
//
// Sergeant Dooley will then enter the room. Tell the player to sit down 3 times and after
// that it's game over.
//
// Because the Sergeant is telling the player to sit down, one has to assume that the player
// is meant to still be in control. Which is why this script patch removes disabling of player control.
//
// The script also tries to make ego walk to the chair, but it fails because it gets stuck with other
// actors. So I guess the safest way is to remove all of that and let the player do it manually.
//
// The responsible method seems to use a few hardcoded texts, which is why I have to assume that it's
// not used anywhere else. I also checked all scripts and couldn't find any other calls to it.
//
// This of course also happens when using the original interpreter.
//
// Scripts work like this: manX::doit (script 134) triggers gab::changeState, which then triggers rm015::notify
//
// Applies to at least: English floppy
// Responsible method: gab::changeState (script 152)
// Fixes bug: #5865
static const uint16 pq1vgaSignatureBriefingGettingStuck[] = {
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable control)
0x38, SIG_ADDTOOFFSET(+2), // pushi notify
0x76, // push0
0x81, 0x02, // lag global[2] (get current room)
0x4a, 0x04, // send 04
SIG_MAGICDWORD,
0x8b, 0x02, // lsl local[2]
0x35, 0x01, // ldi 01
0x02, // add
SIG_END
};
static const uint16 pq1vgaPatchBriefingGettingStuck[] = {
0x33, 0x0a, // jmp [to lsl local[2], skip over export 2 and ::notify]
PATCH_END // rm015::notify would try to make ego walk to the chair
};
// When at the police station, you can put or get your gun from your locker.
// The script, that handles this, is buggy. It disposes the gun as soon as
// you click, but then waits 2 seconds before it also closes the locker.
// Problem is that it's possible to click again, which then results in a
// disposed object getting accessed. This happened to work by pure luck in
// SSCI.
// This patch changes the code, so that the gun is actually given away
// when the 2 seconds have passed and the locker got closed.
// Applies to at least: English floppy
// Responsible method: putGun::changeState (script 341)
// Fixes bug: #5705, #6400
static const uint16 pq1vgaSignaturePutGunInLockerBug[] = {
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x25, // bnt [next state check]
SIG_ADDTOOFFSET(+22), // [skip 22 bytes]
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(put), // pushi put
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
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 (state check)
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 (state check)
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 global[0]
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, // callk DrawPic, 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[2] (current room object)
0x4a, 0x08, // send 08
0x18, // not (waste byte)
PATCH_END
};
// In the first release of PQ1VGA, looking at objects while sitting in the car
// outside of Carol's breaks the game. The objects set Look as an approachVerb,
// causing ego to float towards them without leaving the car and initializing.
//
// We fix this as Sierra did by removing Look from all approachVerbs in room 30.
//
// Applies to: English Floppy without 30.HEP and 30.SCR
// Responsible methods: door:init, harleys:init, willySign:init, carolSign:init,
// carolWindow:init, weeds:init, alley:init, mat:init
// Fixes bug: #5826
static const uint16 pq1vgaSignatureFloatOutsideCarols1[] = {
0x38, SIG_SELECTOR16(approachVerbs), // pushi approachVerbs
SIG_MAGICDWORD,
0x78, // push1
0x78, // push1
0x54, 0x06, // self 06 [ self approachVerbs: 1 ]
SIG_END
};
static const uint16 pq1vgaPatchFloatOutsideCarols1[] = {
0x32, PATCH_UINT16(0x0004), // jmp 0004 [ don't set approachVerbs ]
PATCH_END
};
static const uint16 pq1vgaSignatureFloatOutsideCarols2[] = {
0x38, SIG_SELECTOR16(approachVerbs), // pushi approachVerbs
SIG_MAGICDWORD,
0x7a, // push2
0x78, // push1
0x39, 0x04, // pushi 04
0x54, 0x08, // self 08 [ self approachVerbs: 1 4 ]
SIG_END
};
static const uint16 pq1vgaPatchFloatOutsideCarols2[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x01, // pushi 01
PATCH_ADDTOOFFSET(+2),
0x54, 0x06, // self 06 [ self approachVerbs: 4 ]
PATCH_END
};
// When all the poker players fold, the game displays the message "You wins."
// instead of "You win.". The script that builds the string compares the wrong
// objects to see who the winner is, and so it always adds the final "s".
//
// We fix this by comparing the correct objects.
//
// Applies to: English Floppy
// Responsible method: HandList:winner
static const uint16 pq1vgaSignaturePokerWinnerMessage[] = {
0x35, 0x00, // ldi 00
0xa3, 0x4a, // sal 4a [ local74 = 0 ]
0x7c, // pushSelf [ hand1First or allHands ]
0x72, SIG_UINT16(0x033c), // lofsa hand1
0x1c, // ne? [ always true ]
SIG_ADDTOOFFSET(+51),
SIG_MAGICDWORD,
0x8d, 0x06, // lst 06 [ winning hand ]
0x72, SIG_UINT16(0x033c), // lofsa hand1
0x1a, // eq?
SIG_END
};
static const uint16 pq1vgaPatchPokerWinnerMessage[] = {
0x76, // push0
0xab, 0x4a, // ssl 4a [ local74 = 0 ]
0x8d, 0x06, // lst 06 [ winning hand ]
PATCH_END
};
// The GOG release includes New Rising Sun's script patches which throttle speed
// in core classes. Since we do our own speed throttling, we patch the scripts
// back to the original code for compatibility.
//
// Applies to: English floppy with NRS patches 994.HEP/SCR and 999.HEP/SCR
// Responsible methods: Game:doit, Script:doit
static const uint16 pq1vgaSignatureNrsSpeedThrottle1[] = {
0x78, // push1
0x78, // push1
SIG_MAGICDWORD,
0x43, 0x41, 0x02, // callk Wait 02 [ Wait 1 ]
0x30, SIG_UINT16(0x0000), // bnt 0000
SIG_ADDTOOFFSET(+10),
0x63, 0x12, // pToa script
SIG_END
};
static const uint16 pq1vgaPatchNrsSpeedThrottle1[] = {
0x81, 0x25, // lag 37
0x31, 0x0e, // bnt 0e
0x35, 0x00, // ldi 00
0xa1, 0x25, // sag 37
PATCH_END
};
static const uint16 pq1vgaSignatureNrsSpeedThrottle2[] = {
SIG_MAGICDWORD,
0x67, 0x1c, // pTos seconds
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, SIG_UINT16(0x0012), // bnt 0012
SIG_END
};
static const uint16 pq1vgaPatchNrsSpeedThrottle2[] = {
0x33, 0x18, // jmp 18 [ skip Script throttling ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pq1vgaSignatures[] = {
{ true, 30, "float outside carol's (1/2)", 7, pq1vgaSignatureFloatOutsideCarols1, pq1vgaPatchFloatOutsideCarols1 },
{ true, 30, "float outside carol's (2/2)", 1, pq1vgaSignatureFloatOutsideCarols2, pq1vgaPatchFloatOutsideCarols2 },
{ true, 152, "getting stuck while briefing is about to start", 1, pq1vgaSignatureBriefingGettingStuck, pq1vgaPatchBriefingGettingStuck },
{ true, 156, "poker winner message", 1, pq1vgaSignaturePokerWinnerMessage, pq1vgaPatchPokerWinnerMessage },
{ true, 341, "put gun in locker bug", 1, pq1vgaSignaturePutGunInLockerBug, pq1vgaPatchPutGunInLockerBug },
{ true, 500, "map save/restore bug", 2, pq1vgaSignatureMapSaveRestoreBug, pq1vgaPatchMapSaveRestoreBug },
{ true, 928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 994, "NRS: remove speed throttle (1/2)", 1, pq1vgaSignatureNrsSpeedThrottle1, pq1vgaPatchNrsSpeedThrottle1 },
{ true, 999, "NRS: remove speed throttle (2/2)", 1, pq1vgaSignatureNrsSpeedThrottle2, pq1vgaPatchNrsSpeedThrottle2 },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Police Quest 2
// Starting in PQ2 1.002.011, the introduction runs too fast. The speed test was
// changed to run before the introduction but this introduced a bug where the
// game speed wasn't restored from the temporary fast speed used for the test.
//
// We fix this by restoring the game speed to the correct default value. Since
// we're patching the speed test anyway, we also disable it so that it returns
// the maximum value without delaying game startup.
//
// Applies to: All versions, although the speed bug is in 1.002.011 and later
// Responsible method: rm99:doit
// Fixes bug: #5496
static const uint16 pq2SignatureSpeedTest[] = {
SIG_MAGICDWORD,
0x8b, 0x00, // lsl 00
0x76, // push0
0x43, 0x46, 0x00, // callk GetTime 00
0x22, // lt?
0x30, // bnt [ skip exiting speed test ]
SIG_END
};
static const uint16 pq2PatchSpeedTest[] = {
0x34, PATCH_UINT16(0x7fff), // ldi 7fff
0xa1, 0x6e, // sag 6e [ speed test result = $7fff ]
0x34, PATCH_UINT16(0x0006), // ldi 0006
0xa1, 0x03, // sag 03 [ game speed = 6 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pq2Signatures[] = {
{ true, 99, "disable speed test, fix intro speed", 1, pq2SignatureSpeedTest, pq2PatchSpeedTest },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Police Quest 3
// The player can give the locket to Marie on day 6, which was supposed to grant
// 10 points. Sadly no version did so, so it was not possible to complete the game
// with a perfect score (460 points).
// Those 10 points are mentioned in the official Sierra hint book for day 6,
// which is why we consider this to be accurate.
// This bug occurs of course also, when using the original interpreter.
// We fix this issue by granting those 10 points.
// Applies to at least: English PC floppy, English Amiga, German PC floppy
// Responsible method: giveLocket::changeState(1), script 36
// Fixes bug: #9862
static const uint16 pq3SignatureGiveLocketPoints[] = {
// selectors hardcoded in here, it seems all game versions use the same selector ids
0x39, 0x20, // pushi 20h (state)
0x78, // push1
0x78, // push1
0x39, 0x43, // pushi 43h (at)
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x25, // pushi 25h
0x81, 0x09, // lag global[9]
0x4a, 0x06, // send 06 - Inv::at(25h)
0x4a, 0x06, // send 06 - locket::state(1)
0x38, SIG_UINT16(0x009b), // pushi 009bh (owner)
0x76, // push0
0x39, 0x43, // pushi 43h (at)
0x78, // push1
0x39, 0x25, // pushi 25h
0x81, 0x09, // lag global[9]
0x4a, 0x06, // send 06 - Inv:at(25h)
0x4a, 0x04, // send 04 - locket::owner
SIG_END
};
static const uint16 pq3PatchGiveLocketPoints[] = {
// new code for points, 9 bytes
0x7a, // push2
0x38, PATCH_UINT16(0x00ff), // pushi 0x00ff - using last flag slot, seems to be unused
0x39, 0x0a, // pushi 10d - 10 points
0x45, 0x06, 0x04, // callb [export 6 of script 0], 4
// original code
0x39, 0x20, // pushi 20h (state)
0x78, // push1
0x78, // push1
0x39, 0x43, // pushi 43h (at)
0x78, // push1
0x39, 0x25, // pushi 25h
0x81, 0x09, // lag global[9]
0x4a, 0x06, // send 06 - Inv::at(25h)
0x4a, 0x06, // send 06 - locket::state(1)
// optimized code, saving 9 bytes
0x38, PATCH_UINT16(0x009b), // pushi 009bh (owner)
0x76, // push0
0x4a, 0x04, // send 04 - locket::owner
PATCH_END
};
// The doctor's mouth moves too fast in room 36. doctorMouth:cyleSpeed is set to
// one, the maximum speed, unlike any other inset in the game. Most insets use
// the default speed of six and almost all the rest use an even slower speed.
// We set the doctor's mouth to the default speed.
//
// Applies to: All versions
// Responsible method: insetDoctor:init
// Fixes bug: #10255
static const uint16 pq3SignatureDoctorMouthSpeed[] = {
0x38, SIG_MAGICDWORD, // pushi cyleSpeed
SIG_SELECTOR16(cycleSpeed),
0x78, // push1
0x78, // push1
SIG_ADDTOOFFSET(+13),
0x4a, 0x1c, // send 1c [ doctorMouth ... cycleSpeed: 1 ... ]
SIG_END
};
static const uint16 pq3PatchDoctorMouthSpeed[] = {
0x32, PATCH_UINT16(0x0002), // jmp 0002
PATCH_ADDTOOFFSET(+15),
0x4a, 0x16, // send 16 [ don't set cycleSpeed, use default (6) ]
PATCH_END
};
// The house fire on day six reoccurs if you return to the hospital. Flag 66
// triggers the fire sequence and is always set when leaving the hospital on
// day 6. It's then cleared when arriving at the fire.
//
// We add a test for flag 57, which is set at the fire, so that flag 66 isn't
// set a second time. This is also what Sierra did in later versions.
//
// Applies to: English PC VGA Floppy
// Responsible method: outHospital:changeState(6)
// Fixes bug: #11089
static const uint16 pq3SignatureHouseFireRepeats[] = {
0x30, SIG_UINT16(0x0068), // bnt 0068 [ state 7 ]
SIG_ADDTOOFFSET(+82),
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x0006), // bnt 0006 [ don't set fire-started flag ]
0x78, // push1
0x39, 0x42, // pushi 42 [ flag 66 ]
0x45, 0x09, 0x02, // callb proc0_9 [ set fire-started flag ]
0x38, SIG_SELECTOR16(newRoom), // pushi newRoom
0x78, // push1
0x39, 0x19, // pushi 19
0x81, 0x02, // lag 02
0x4a, 0x06, // send 06 [ rm033 newRoom: 25 ]
0x32, SIG_UINT16(0x004c), // jmp 004c [ end of method ]
0x3c, // dup
0x35, 0x07, // ldi 07
0x1a, // eq?
0x30, SIG_UINT16(0x0007), // bnt 0007 [ state 8 ]
0x35, 0x01, // ldi 01
0x65, 0x10, // aTop cycles
0x32, SIG_UINT16(0x003e), // jmp 003e [ end of method ]
SIG_END
};
static const uint16 pq3PatchHouseFireRepeats[] = {
0x30, PATCH_UINT16(0x006c), // bnt 006c [ state 7 ]
PATCH_ADDTOOFFSET(+82),
0x31, 0x0e, // bnt 0e [ don't set fire-started flag ]
0x78, // push1
0x39, 0x39, // pushi 39 [ flag 57 ]
0x45, 0x0a, 0x02, // callb proc0_10 [ have you been to the fire? ]
0x2f, 0x06, // bt 06 [ don't set fire-started flag ]
0x78, // push1
0x39, 0x42, // pushi 42 [ flag 66 ]
0x45, 0x09, 0x02, // callb proc0_9 [ set fire-started flag ]
0x38, PATCH_SELECTOR16(newRoom), // pushi newRoom
0x78, // push1
0x39, 0x19, // pushi 19
0x81, 0x02, // lag 02
0x4a, 0x06, // send 06 [ rm033 newRoom: 25 ]
0x3c, // dup
0x35, 0x07, // ldi 07
0x1a, // eq?
0x31, 0x04, // bnt 04 [ state 8 ]
0x35, 0x01, // ldi 01
0x65, 0x10, // aTop cycles
PATCH_END
};
// Showing a second piece of evidence to the judge while having the locket in
// inventory locks up the game. The hands-off script givenTwo doesn't set a cue
// in state 5, preventing the script from ever advancing and the player from
// regaining control.
//
// We fix this by setting a 10 second delay as Sierra did in later versions.
//
// Applies to: English PC VGA Floppy
// Responsible method: givenTwo:changeState(5)
static const uint16 pq3SignatureJudgeEvidenceLockup[] = {
0x72, SIG_ADDTOOFFSET(+2), // lofsa ijudge
0x36, // push
0x39, 0x2c, // pushi 2c
0x39, 0x10, // pushi 10
0x45, 0x10, SIG_MAGICDWORD, 0x06, // callb proc0_16
0x32, SIG_UINT16(0x0022), // jmp 0022 [ end of method ]
SIG_END
};
static const uint16 pq3PatchJudgeEvidenceLockup[] = {
0x74, PATCH_ADDTOOFFSET(+2), // lofss ijudge
0x39, 0x2c, // pushi 2c
0x39, 0x10, // pushi 10
0x45, 0x10, 0x06, // callb proc0_16
0x35, 0x0a, // ldi 0a
0x65, 0x12, // aTop seconds [ seconds = 10 ]
PATCH_END
};
// When driving at high speeds, road signs don't always update. The scripts
// implicitly depend on the sign being already hidden before showing it, as
// they don't redraw the view. roadSignScript sets a three second timer before
// hiding a sign, so this usually works, except at high speeds. We fix this by
// calling View:forceUpd to set kSignalForceUpdate when showing each sign.
//
// Applies to: All versions
// Responsible method: roadSignScript:changeState(0)
// Fixes bug: #10254
static const uint16 pq3SignatureRoadSignUpdates[] = {
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, SIG_UINT16(0x0007), // bnt 0007 [ state 1 ]
SIG_MAGICDWORD,
0x63, 0x1a, // pToa register
0x65, 0x12, // aTop seconds [ seconds = register ]
0x32, SIG_UINT16(0x0019), // jmp 0019
SIG_END
};
static const uint16 pq3PatchRoadSignUpdates[] = {
0x2f, 0x0c, // bt 0c [ state 1 ]
0x63, 0x1a, // pToa register
0x65, 0x12, // aTop seconds [ seconds = register ]
0x38, PATCH_SELECTOR16(forceUpd), // pushi forceUpd
0x76, // push0
0x63, 0x08, // pToa client
0x4a, 0x04, // send 04 [ client forceUpd: ]
PATCH_END
};
// The GOG release includes New Rising Sun's script patches which throttle speed
// in core classes. Since we do our own speed throttling, we patch the scripts
// back to the original code for compatibility.
//
// Applies to: PC floppy with NRS patches 994.HEP/SCR
// Responsible method: Game:doit
static const uint16 pq3SignatureNrsSpeedThrottle[] = {
0x78, // push1
0x7a, // push2
0x43, 0x41, 0x02, // callk Wait 02 [ Wait 2 ]
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x0001), // bnt 0001
0x00, // bnot
SIG_ADDTOOFFSET(+10),
0x63, 0x08, // pToa script
SIG_END
};
static const uint16 pq3PatchNrsSpeedThrottle[] = {
0x81, 0x25, // lag 37
0x30, PATCH_UINT16(0x000e), // bnt 000e
0x35, 0x00, // ldi 00
0xa1, 0x25, // sag 37
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pq3Signatures[] = {
{ true, 25, "fix road sign updates", 1, pq3SignatureRoadSignUpdates, pq3PatchRoadSignUpdates },
{ true, 33, "prevent house fire repeating", 1, pq3SignatureHouseFireRepeats, pq3PatchHouseFireRepeats },
{ true, 36, "give locket missing points", 1, pq3SignatureGiveLocketPoints, pq3PatchGiveLocketPoints },
{ true, 36, "doctor mouth speed", 1, pq3SignatureDoctorMouthSpeed, pq3PatchDoctorMouthSpeed },
{ true, 44, "fix judge evidence lockup", 1, pq3SignatureJudgeEvidenceLockup, pq3PatchJudgeEvidenceLockup },
{ true, 99, "disable speed test", 1, sci01SpeedTestLocalSignature, sci01SpeedTestLocalPatch },
{ true, 994, "NRS: remove speed throttle", 1, pq3SignatureNrsSpeedThrottle, pq3PatchNrsSpeedThrottle },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Police Quest 4
// Add support for simultaneous speech & subtitles to the in-game UI.
// The original game code has code paths for lo-res mode but only creates the
// buttons in hi-res mode, so the lo-res code paths are removed to gain more
// space for the patch.
// Applies to: English CD
// Responsible method: iconText::init, iconText::select
static const uint16 pq4CdSpeechAndSubtitlesSignature[] = {
// iconText::init
0x76, // push0
0x43, 0x22, SIG_UINT16(0x00), // callk IsHiRes
0x18, // not
0x31, 0x05, // bnt [skip next 2 opcodes, when hires]
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x2661), // ldi 9825
0x65, 0x78, // aTop mainView
0x89, 0x5a, // lsg global[$5a]
0x35, 0x01, // ldi 1
0x12, // and
0x30, SIG_UINT16(0x1b), // bnt [when in speech mode]
0x76, // push0
0x43, 0x22, SIG_UINT16(0x00), // callk IsHiRes
SIG_ADDTOOFFSET(+45), // skip over the remaining code
0x38, SIG_SELECTOR16(init), // pushi init ($93)
0x76, // push0
0x59, 0x01, // &rest 01
0x57, 0x8f, SIG_UINT16(0x04), // super GCItem, 4
0x48, // ret
// iconText::select
0x38, SIG_SELECTOR16(select), // pushi select ($1c4)
0x76, // push0
0x59, 0x01, // &rest 01
0x57, 0x8f, SIG_UINT16(0x04), // super GCItem, 4
0x89, 0x5a, // lsg global[$5a]
0x35, 0x02, // ldi 2
0x12, // and
0x30, SIG_UINT16(0x001f), // bnt [to currently-in-text-mode code]
SIG_ADDTOOFFSET(+67), // skip over the rest
0x48, // ret
SIG_END
};
// Note: global 0x5a may contain the following values:
// 1: subtitles
// 2: speech
// 3: both
static const uint16 pq4CdSpeechAndSubtitlesPatch[] = {
// iconText::init
0x76, // push0
0x41, 0x02, PATCH_UINT16(0x00), // call [our new subroutine which sets view+loop+cel], 0
0x33, 0x40, // jmp [to original init, super GCItem call]
// new code for setting view+loop+cel
//
0x89, 0x5a, // lsg global[$5a]
0x35, 0x03, // ldi 3
0x1a, // eq?
0x31, 0x05, // bnt [skip over the view modification code]
//
// Mode 3: speech+subtitles
0x34, PATCH_UINT16(0x2aec), // ldi 10988 (our new injected view, speech + subtitles)
0x33, 0x03, // jmp [skip over the view modification code]
// Mode 1: subtitles
0x34, PATCH_UINT16(0x2aeb), // ldi 10987 (subtitles view)
//
// common code for speech+subtitles / subtitles mode
0x65, 0x78, // aTop mainView
0x76, // push0
0x69, 0x7a, // sTop mainLoop
//
0x89, 0x5a, // lsg global[$5a]
0x35, 0x02, // ldi 2
0x1a, // eq?
0x31, 0x09, // bnt [skip over follow up code]
//
// Mode 2: speech
0x34, PATCH_UINT16(0x2ae6), // ldi 10982 (speech view)
0x65, 0x78, // aTop mainView
0x35, 0x0f, // ldi 15
0x65, 0x7a, // aTop mainLoop
0x48, // ret
//
PATCH_ADDTOOFFSET(+38), // skip to iconText::select
// iconText::select
PATCH_ADDTOOFFSET(+10), // skip over the super code
0xc1, 0x5a, // +ag global[$5a]
0xa1, 0x5a, // sag global[$5a]
0x36, // push
0x35, 0x04, // ldi 4
0x28, // uge?
0x31, 0x03, // bnt [skip over follow up code]
0x78, // push1
0xa9, 0x5a, // ssg global[$5a]
0x76, // push0
0x41, 0x99, PATCH_UINT16(0x00), // call [our new subroutine which sets view+loop+cel, effectively -103], 0
0x33, 0x2f, // jmp [to end of original select, show call]
PATCH_END
};
// Applies to: PC CD, Mac CD
// Responsible methods: signTalker:init, signTalker:dispose,
// computerTalker:init, computerTalker:dispose
// Fixes bug: #11660
static const uint16 pq4CdSpeechAndSubtitlesTalkerSignature1[] = {
0x89, 0x5a, // lsg 5a
0x35, 0x02, // ldi 02
0x12, // and
SIG_MAGICDWORD,
0x31, 0x04, // bnt 04
0x35, 0x03, // ldi 03
0xa1, 0x5a, // sag 5a
SIG_END
};
static const uint16 pq4CdSpeechAndSubtitlesTalkerPatch1[] = {
0x80, PATCH_UINT16(0x005a), // lag 005a
0xa0, PATCH_UINT16(0x00c0), // sag 00c0 [ save message mode ]
0x39, 0x01, // pushi 01
0x14, // or [ enable text ] - always display text, regardless of the mode
PATCH_END
};
static const uint16 pq4CdSpeechAndSubtitlesTalkerSignature2[] = {
0x89, 0x5a, // lsg 5a
0x35, 0x02, // ldi 02
0x12, // and
SIG_MAGICDWORD,
0x31, 0x04, // bnt 04
0x35, 0x02, // ldi 02
0xa1, 0x5a, // sag 5a
SIG_END
};
static const uint16 pq4CdSpeechAndSubtitlesTalkerPatch2[] = {
0x81, 0xc0, // lag c0
0x33, 0x05, // jmp 05 [ restore message mode ]
PATCH_END
};
// When showing the red shoe to Barbie, after showing the police badge but
// before exhausting the normal dialogue tree, the game plays the expected
// dialogue but fails to award points or set an internal flag indicating this
// interaction has occurred (which is needed to progress in the game).
//
// This is because the game checks global[$9a] (dialogue progress flag) instead
// of local[3] (badge shown flag) when interacting with Barbie. The game uses
// the same `shoeShoe::changeState(0)` method for showing the shoe to the young
// woman at the bar earlier in the game, and checks local[3] then, so just
// check local[3] in both cases to prevent the game from appearing to be in an
// unwinnable state just because the player interacted in the "wrong" order.
//
// Applies to at least: English floppy, German floppy, English CD, German CD
// Fixes bug: #9849
static const uint16 pq4BittyKittyShowBarieRedShoeSignature[] = {
// stripper::noun check is for checking, if police badge was shown
SIG_MAGICDWORD,
0x89, 0x9a, // lsg global[$9a]
0x35, 0x02, // ldi 2
0x1e, // gt?
0x30, SIG_UINT16(0x0028), // bnt [skip 2 points code]
0x39, SIG_SELECTOR8(points), // pushi points ($61)
SIG_END
};
static const uint16 pq4BittyKittyShowBarbieRedShoePatch[] = {
0x83, 0x03, // lal local[3]
0x30, PATCH_UINT16(0x002b), // bnt [skip 2 points code]
0x33, 0x01, // jmp 1 (waste some bytes)
PATCH_END
};
// In PQ4, scripts for the city hall action sequences use `ticks`. These
// continue to count down even during inventory interaction, so if the user is
// unable to find the correct inventory item quickly enough for the sequence,
// the game will immediately end with a "game over" once they close the
// inventory and the main game loop resumes. This can seem like a game bug, so
// we change these sequences to use `seconds`, which only tick down by 1 when
// the game returns to the main loop and the wall time has changed, even if many
// seconds have actually elapsed. However, since `seconds` uses absolute
// hardware clock time with a granularity of 1 second, "one" second can actually
// be less than one second if the timer is set in between hardware clock
// seconds, so the values are increased slightly from their equivalent tick
// values to compensate for this.
//
// TODO: The object structure changed in PQ4CD so ticks moved from 0x20 to 0x22.
// Additional signatures/patches will need to be added for CD version.
//
// Applies to at least: English Floppy, German floppy
// Responsible method: metzAttack::changeState(2) - 120 ticks (player needs to draw gun)
// stickScr::changeState(0) - 180 ticks (player needs to tell enemy to drop gun)
// dropStick::changeState(5) - 120 ticks (player needs to tell enemy to turn around)
// turnMetz::changeState(5) - 600/420 ticks (player needs to cuff Metz)
// all in script 390
static const uint16 pq4FloppyCityHallDrawGunTimerSignature[] = {
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x08), // send 8
0x32, // jmp [ret]
SIG_ADDTOOFFSET(+8), // skip over some code
0x35, 0x78, // ldi $78 (120)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 pq4FloppyCityHallDrawGunTimerPatch[] = {
PATCH_ADDTOOFFSET(+12), // send 8, jmp, skip over some code
0x35, 0x05, // ldi 5 (120t/2s -> 5s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0xb4), // ldi $b4 (180)
0x65, 0x20, // aTop ticks
0x32, SIG_UINT16(0x5e), // jmp [to ret]
SIG_END
};
static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerPatch[] = {
0x34, PATCH_UINT16(0x05), // ldi 5 (180t/3s -> 5s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerSignature[] = {
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x04), // send 4
0x35, 0x78, // ldi $78 (120)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerPatch[] = {
PATCH_ADDTOOFFSET(+3), // send 4
0x35, 0x03, // ldi 3 (120t/2s -> 3s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
static const uint16 pq4FloppyCityHallCuffEnemyTimerSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x0258), // ldi $258 (600)
0x65, 0x20, // aTop ticks
SIG_ADDTOOFFSET(+3),
0x34, SIG_UINT16(0x01a4), // ldi $1a4 (420)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 pq4FloppyCityHallCuffEnemyTimerPatch[] = {
0x34, PATCH_UINT16(0x0a), // ldi 10 (600t/10s)
0x65, 0x1c, // aTop seconds
PATCH_ADDTOOFFSET(+3),
0x34, PATCH_UINT16(0x07), // ldi 7 (420t/7s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
// The end game action sequence also uses ticks instead of seconds. See the
// description of city hall action sequence issues for more information.
//
// Applies to at least: English Floppy, German floppy, English CD
// Responsible method: comeInLast::changeState(11)
static const uint16 pq4LastActionHeroTimerSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x012c), // ldi $12c (300)
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks ($20 for floppy, $22 for CD)
SIG_END
};
static const uint16 pq4LastActionHeroTimerPatch[] = {
0x34, PATCH_UINT16(0x0005), // ldi 5 (300t/5s)
0x65, PATCH_GETORIGINALBYTEADJUST(4, -4), // aTop seconds
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pq4Signatures[] = {
{ true, 6, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ false, 9, "add speech+subtitles to in-game UI", 1, pq4CdSpeechAndSubtitlesSignature, pq4CdSpeechAndSubtitlesPatch },
{ true, 42, "speech+subtitles talker compatibility (1/2)", 1, pq4CdSpeechAndSubtitlesTalkerSignature1, pq4CdSpeechAndSubtitlesTalkerPatch1 },
{ true, 42, "speech+subtitles talker compatibility (2/2)", 1, pq4CdSpeechAndSubtitlesTalkerSignature2, pq4CdSpeechAndSubtitlesTalkerPatch2 },
{ true, 43, "speech+subtitles talker compatibility (1/2)", 1, pq4CdSpeechAndSubtitlesTalkerSignature1, pq4CdSpeechAndSubtitlesTalkerPatch1 },
{ true, 43, "speech+subtitles talker compatibility (2/2)", 1, pq4CdSpeechAndSubtitlesTalkerSignature2, pq4CdSpeechAndSubtitlesTalkerPatch2 },
{ true, 315, "fix missing points showing barbie the red shoe", 1, pq4BittyKittyShowBarieRedShoeSignature, pq4BittyKittyShowBarbieRedShoePatch },
{ true, 390, "change floppy city hall use gun timer", 1, pq4FloppyCityHallDrawGunTimerSignature, pq4FloppyCityHallDrawGunTimerPatch },
{ true, 390, "change floppy city hall say 'drop weapon' timer", 1, pq4FloppyCityHallTellEnemyDropWeaponTimerSignature, pq4FloppyCityHallTellEnemyDropWeaponTimerPatch },
{ true, 390, "change floppy city hall say 'turn around' timer", 1, pq4FloppyCityHallTellEnemyTurnAroundTimerSignature, pq4FloppyCityHallTellEnemyTurnAroundTimerPatch },
{ true, 390, "change floppy city hall use handcuffs timer", 1, pq4FloppyCityHallCuffEnemyTimerSignature, pq4FloppyCityHallCuffEnemyTimerPatch },
{ true, 755, "change last action sequence timer", 1, pq4LastActionHeroTimerSignature, pq4LastActionHeroTimerPatch },
{ true, 64918, "fix Str::strip in floppy version", 1, sci2BrokenStrStripSignature, sci2BrokenStrStripPatch },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Police Quest: SWAT
// The init code that runs when PQ:SWAT starts up unconditionally resets the
// master sound volume to 127, but the game should always use the volume stored
// in ScummVM.
// Applies to at least: English CD
// Fixes bug: #9700
static const uint16 pqSwatVolumeResetSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume
0x78, // push1
0x39, 0x7f, // pushi $7f
0x54, SIG_UINT16(0x0006), // self 6
SIG_END
};
static const uint16 pqSwatVolumeResetPatch[] = {
0x32, PATCH_UINT16(0x0006), // jmp 6 [past volume reset]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pqSwatSignatures[] = {
{ true, 0, "disable volume reset on startup (1/2)", 1, pqSwatVolumeResetSignature, pqSwatVolumeResetPatch },
{ true, 1, "disable volume reset on startup (2/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// At the healer's house there is a bird's nest up on the tree.
// The player can throw rocks at it until it falls to the ground.
// The hero will then grab the item, that is in the nest.
//
// When running is active, the hero will not reach the actual destination
// and because of that, the game will get stuck.
//
// We just change the coordinate of the destination slightly, so that walking,
// sneaking and running work.
//
// This bug was fixed by Sierra at least in the Japanese PC-9801 version.
// Applies to at least: English floppy (1.000, 1.012)
// Responsible method: pickItUp::changeState (script 54)
// Fixes bug: #6407
static const uint16 qfg1egaSignatureThrowRockAtNest[] = {
0x4a, 0x04, // send 04 (nest::x)
0x36, // push
SIG_MAGICDWORD,
0x35, 0x0f, // ldi 0f (15d)
0x02, // add
0x36, // push
SIG_END
};
static const uint16 qfg1egaPatchThrowRockAtNest[] = {
PATCH_ADDTOOFFSET(+3),
0x35, 0x12, // ldi 12 (18d)
PATCH_END
};
// Picking the safe three times in room 321 ends the game but displays the wrong
// death message. bustedScript in script 289 handles two deaths: knocking over
// the vase and picking the safe. To determine which message to display it
// tests a local variable to see how many times the safe has been picked, but
// this local variable is always zero because the real safe counter is the
// local variable with the same index in the room script. bustedScript appears
// to have originally been in script 321 and later moved to a supporting script
// without updating its local variable usage. Sierra moved bustedScript back to
// script 321 in the Japanese PC-9801 version, fixing this bug.
//
// We fix this by setting bustedScript:register when the picking the safe three
// times and testing that instead of the unused local variable.
//
// Applies to: English PC, Amiga, and Atari ST versions
// Responsible methods: bustedScript:changState(3), rm321:handleEvent
static const uint16 qfg1egaSignaturePickSafeMessage1[] = {
SIG_MAGICDWORD,
0x8b, 0x01, // lsl 01 [ always zero ]
0x35, 0x02, // ldi 02
0x1a, // eq?
SIG_END
};
static const uint16 qfg1egaPatchPickSafeMessage1[] = {
0x39, PATCH_SELECTOR8(register), // pushi register
0x76, // push0
0x54, 0x04, // self 04 [ self register? ]
PATCH_END
};
static const uint16 qfg1egaSignaturePickSafeMessage2[] = {
0x8b, 0x01, // lsl 01
0x35, 0x02, // ldi 02
0x1a, // eq?
0x30, SIG_UINT16(0x0013), // bnt 0013
0x39, SIG_SELECTOR8(setScript), // pushi setScript
0x78, // push1
0x7a, // push2
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0121), // pushi 0121
0x76, // push0
0x43, 0x02, 0x04, // callk ScriptID 04 [ bustedScript ]
0x36, // push
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego setScript: bustedScript ]
0x32, // jmp [ toss / ret ]
SIG_END
};
static const uint16 qfg1egaPatchPickSafeMessage2[] = {
0x83, 0x01, // lal 01
0x7a, // push2
0x1a, // eq?
0x31, 0x15, // bnt 15
0x39, PATCH_SELECTOR8(setScript), // pushi setScript
0x39, 0x03, // pushi 03
0x7a, // push2
0x38, PATCH_UINT16(0x0121), // pushi 0121
0x76, // push0
0x43, 0x02, 0x04, // callk ScriptID 04 [ bustedScript ]
0x36, // push
0x76, // push0 [ caller ]
0x78, // push1 [ register ]
0x81, 0x00, // lag 00
0x4a, 0x0a, // send 0a [ ego setScript: bustedScript 0 1 ]
0x3a, // toss
0x48, // ret
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg1egaSignatures[] = {
{ true, 54, "throw rock at nest while running", 1, qfg1egaSignatureThrowRockAtNest, qfg1egaPatchThrowRockAtNest },
{ true, 289, "pick safe message", 1, qfg1egaSignaturePickSafeMessage1, qfg1egaPatchPickSafeMessage1 },
{ true, 299, "disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
{ true, 321, "pick safe message", 1, qfg1egaSignaturePickSafeMessage2, qfg1egaPatchPickSafeMessage2 },
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 DOSBox
// 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
// Fixes bug: #5038
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 curEvent (15a)
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 param[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
};
// Clicking "Do" on Crusher in room 331 while standing near the card table locks
// up the game. This is due to a script bug which also occurs in the original.
// This is unrelated to bug #6180 in which clicking "Do" on Crusher while
// sneaking also locks up.
//
// rm331:doit sets ego's script to cardScript when ego enters a rectangle around
// the card table and sets ego's script to none when exiting. This assumes that
// ego can't have a different script set. Clicking "Do" on Crusher sets ego's
// script to moveToCrusher. If moveToCrusher causes ego to enter or exit the
// table's rectangle then the script will be stopped. When ego reaches Crusher
// he will have no script to continue the sequence and the game will be stuck
// in handsOff mode.
//
// We fix this by skipping the card table code in rm331:doit if ego already has
// a script other than cardScript. This prevents the card game from interfering
// with running scripts such as moveToCrusher.
//
// This bug was fixed in the Macintosh version by changing the card game to no
// longer involve setting ego's script and removing the code from rm331:doit.
//
// Applies to: PC Floppy
// Responsible method: rm331:doit
// Fixes bug: #10826
static const uint16 qfg1vgaSignatureCrusherCardGame[] = {
SIG_MAGICDWORD,
0x63, 0x12, // pToa script
0x31, 0x02, // bnt 02
0x33, 0x28, // jmp 28 [ card table location tests ]
0x38, SIG_SELECTOR16(script), // pushi script
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 4 [ ego:script? ]
0x31, 0x04, // bnt 04
0x35, 0x00, // ldi 00 [ does nothing ]
0x33, 0x1a, // jmp 1a [ card table location tests ]
SIG_ADDTOOFFSET(+113),
0x39, SIG_SELECTOR8(doit), // pushi doit [ pc version only ]
SIG_END
};
static const uint16 qfg1vgaPatchCrusherCardGame[] = {
0x38, PATCH_SELECTOR16(script), // pushi script
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 4 [ ego:script? ]
0x31, 0x06, // bnt 06
0x74, PATCH_UINT16(0x0ee4), // lofss cardScript
0x1a, // eq?
0x31, 0x75, // bnt 75 [ skip card table location tests ]
0x63, 0x12, // pToa script
0x2f, 0x1a, // bt 1a [ card table location tests ]
PATCH_END
};
// Same pathfinding bug as above, where Ego is set to move to an impossible
// spot when sneaking. In GuardsTrumpet::changeState, we change the final
// location where Ego is moved from 111, 111 to 116, 116.
// target coordinate is really problematic here.
//
// 114, 114 works when the speed slider is all the way up, but doesn't work
// when the speed slider is not.
//
// It seems that this bug was fixed by Sierra for the Macintosh version.
//
// Applies to at least: English PC floppy
// Responsible method: GuardsTrumpet::changeState(8)
// Fixes bug: #6248
static const uint16 qfg1vgaSignatureMoveToCastleGate[] = {
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
SIG_MAGICDWORD,
0x36, // push
0x39, 0x6f, // pushi 6f (111d)
0x3c, // dup (111d) - coordinates 111, 111
0x7c, // pushSelf
SIG_END
};
static const uint16 qfg1vgaPatchMoveToCastleGate[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x74, // pushi 74 (116d), changes coordinates to 116, 116
PATCH_END
};
// Typo in the original Sierra scripts
// Looking at a cheetaur resulted in a text about a Saurus Rex
// The code treats both monster types the same.
// Applies to at least: English floppy
// Responsible method: smallMonster::doVerb
// Fixes bug: #6249
static const uint16 qfg1vgaSignatureCheetaurDescription[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x01b8), // ldi 01b8
0x1a, // eq?
0x31, 0x16, // bnt 16
0x38, SIG_SELECTOR16(say), // pushi say (0127h)
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.
// The timer that closes the door (door11) is local[5]. 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 local[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 local[4e]
0xa3, 0x05, // sal local[5] (set to 1)
0xa3, 0x05, // and again to make absolutely sure (actually to waste 2 bytes)
PATCH_END
};
// In Yorick's room, room 96, walking in certain spots in front of the rightmost
// door locks up the game. This also occurs in Sierra's interpreter.
//
// rm96:doit runs the script goTo2 when ego enters a rect in front of the door.
// This rect is low enough that ego can collide with the door's boundary
// obstacle on the right and prevent goTo2 from restoring control to the user.
//
// We fix this by raising the bottom of the door rect. Sierra fixed this bug in
// the Mac version by rewriting the door code, switching to control areas, and
// tweaking the sizes and locations of all the relevant objects.
//
// Applies to: PC Floppy
// Responsible method: rm96:doit
// Fixes bug #6410
static const uint16 qfg1vgaSignatureYorickDoorTwoRect[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0135), // pushi 0135 [ x = 309 ]
0x39, 0x64, // pushi 64 [ y = 100 ]
0x38, SIG_UINT16(0x013f), // pushi 013f [ x = 319 ]
0x39, 0x70, // pushi 70 [ y = 112 ]
SIG_END
};
static const uint16 qfg1vgaPatchYorickDoorTwoRect[] = {
PATCH_ADDTOOFFSET(+8),
0x39, 0x6d, // pushi 6d [ y = 109 ]
PATCH_END
};
// The player is able to buy (and also steal) potions in the healer's hut
// Strangely Sierra delays the actual buy/get potion code for 60 ticks
// Why they did that is unknown. The code is triggered anyway only after
// the relevant dialog boxes are closed.
//
// This delay causes problems in case the user quickly enters the inventory.
// That's why we change the amount of ticks to 1, so that the remaining states
// are executed right after the dialog boxes are closed.
//
// Applies to at least: English floppy
// Responsible method: cueItScript::changeState
// Fixes bug: #6706
static const uint16 qfg1vgaSignatureHealerHutNoDelay[] = {
0x65, 0x14, // aTop 14 (state)
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x07, // bnt 07 [next state]
SIG_MAGICDWORD,
0x35, 0x3c, // ldi 3c (60 ticks)
0x65, 0x20, // aTop ticks
0x32, // jmp [end of method]
SIG_END
};
static const uint16 qfg1vgaPatchHealerHutNoDelay[] = {
PATCH_ADDTOOFFSET(+9),
0x35, 0x01, // ldi 01 (1 tick only, so that execution will resume as soon as dialog box is closed)
PATCH_END
};
// When following the white stag, you can actually enter the 2nd room from the
// mushroom/fairy location, which results in ego entering from the top. When
// you then throw a dagger at the stag, one animation frame will stay on
// screen, because of a script bug.
//
// Applies to at least: English floppy, Mac floppy
// Responsible method: stagHurt::changeState
// Fixes bug: #6135
static const uint16 qfg1vgaSignatureWhiteStagDagger[] = {
0x87, 0x01, // lap param[1]
0x65, 0x14, // aTop state
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 0
0x1a, // eq?
0x31, 0x16, // bnt [next parameter check]
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 0
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(say), // pushi say (0127h)
0x39, 0x05, // pushi 05
0x39, 0x03, // pushi 03
0x39, 0x51, // pushi 51h
0x76, // push0
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag global[5Bh] -> qg1Messager
0x4a, 0x0e, // send 0Eh -> qg1Messager::say(3, 51h, 0, 0, stagHurt)
0x33, 0x12, // jmp [end of method]
0x3c, // dup
0x35, 0x01, // ldi 1
0x1a, // eq?
0x31, 0x0c, // bnt [end of method]
0x38, // pushi...
SIG_ADDTOOFFSET(+11),
0x3a, // toss
0x48, // ret
SIG_END
};
static const uint16 qfg1vgaPatchWhiteStagDagger[] = {
PATCH_ADDTOOFFSET(+4),
0x2f, 0x05, // bt [next check] (state != 0)
// state = 0 code
0x35, 0x01, // ldi 1
0x65, 0x1a, // aTop cycles
0x48, // ret
0x36, // push
0x35, 0x01, // ldi 1
0x1a, // eq?
0x31, 0x16, // bnt [state = 2 code]
// state = 1 code
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 0
0x38, PATCH_SELECTOR16(say), // pushi say (0127h)
0x39, 0x05, // pushi 05
0x39, 0x03, // pushi 03
0x39, 0x51, // pushi 51h
0x76, // push0
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag global[5Bh] -> qg1Messager
0x4a, 0x0e, // send 0Eh -> qg1Messager::say(3, 51h, 0, 0, stagHurt)
0x48, // ret
// state = 2 code
PATCH_ADDTOOFFSET(+13),
0x48, // ret (remove toss)
PATCH_END
};
// The dagger range has a script bug that can freeze the game or cause Brutus
// to kill hero even after Brutus dies.
//
// When Bruno leaves, a 300 tick countdown starts. If hero kills Brutus or
// leaves room 73 within those 300 ticks, then the game is left in a broken
// state. For the rest of the game, if hero ever returns to the dagger range
// from the east or west during the first half of the day, then the game will
// freeze or Brutus, dead or not, will kill hero.
//
// Special thanks, credits and kudos to sluicebox, who did a ton of research on
// this and even found this game bug originally.
//
// Applies to at least: English floppy, Mac floppy
// Responsible method: brutusWaits::changeState
// Fixes bug: #9558
static const uint16 qfg1vgaSignatureBrutusScriptFreeze[] = {
0x78, // push1
0x38, SIG_UINT16(0x0144), // pushi 144h (324d)
0x45, 0x05, 0x02, // callb [export 5 of script 0], 2
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x012c), // ldi 12Ch (300d)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 qfg1vgaPatchBrutusScriptFreeze[] = {
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 7 bytes)
0x35, 0x00, // ldi 0
0x35, 0x00, // ldi 0
PATCH_END
};
// QFG1VGA has a bug where exceeding the weight limit during certain scenes
// breaks the character screen for the rest of the game. Picking mushrooms,
// searching cheetaurs, and fetching the seed are among the vulnerable actions.
//
// When adding inventory, ego:get displays a warning if the new items exceed the
// weight limit. If this happens while qfgMessager is displaying a message
// then both will display at the same time but only one will be disposed. This
// leaves an extra entry in the kernel's window list for the rest of the game.
// kDisplay then sends text to the wrong window, breaking the character screen
// and others, and prevents the player from ever viewing their stats.
//
// We fix this by adding a check to ego:get that skips displaying messages if a
// dialog already exists. This is what Sierra did in the Mac version after
// reverting the scene-specific patches they issued for the PC version.
//
// Applies to: PC Floppy
// Responsible method: ego:get
// Fixes bug: #10942
static const uint16 qfg1vgaSignatureInventoryWeightWarn[] = {
0x8f, 0x00, // lsp 00
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x04, // bnt 04
0x35, 0x01, // ldi 01
0x33, 0x02, // jmp 02
0x87, 0x02, // lap 02
0xa5, SIG_MAGICDWORD, 0x01, // sat 01
0x38, SIG_UINT16(0x024d), // pushi amount [ hard-coded for PC ]
0x76, // push0
0x85, 0x00, // lat 00
0x4a, 0x04, // send 04 [ temp0 amount? ]
0xa5, 0x02, // sat 02
SIG_ADDTOOFFSET(+0x0092),
0x8d, 0x01, // lst 01
SIG_END
};
static const uint16 qfg1vgaPatchInventoryWeightWarn[] = {
0x87, 0x00, // lap 00
0x78, // push1 [ save 1 byte ]
0x1a, // eq?
0x2f, 0x02, // bt 02 [ save 4 bytes ]
0x87, 0x02, // lap 02
0xa5, 0x01, // sat 01
0x38, PATCH_UINT16(0x024d), // pushi amount [ hard-coded for PC ]
0x76, // push0
0x85, 0x00, // lat 00
0x4a, 0x04, // send 04 [ temp0 amount? ]
0xa5, 0x02, // sat 02
0x81, 0x19, // lag 19 [ dialog ]
0x2e, PATCH_UINT16(0x0092), // bt 0092 [ skip messages if dialog ]
PATCH_END
};
// The baby antwerps in room 78 lockup the game if they get in ego's way when
// exiting south. They also crash the interpreter if they wander too far off
// the screen. These problems also occur in Sierra's interpreter.
//
// The antwerps are controlled by the Wander motion which randomly moves them
// around. There's nothing stopping them from moving past the southern edge of
// the screen and they tend to do so. When ego moves south of 180, sExitAll
// disables control and moves ego off screen, but if an antwerp is in the way
// then ego stops and the user never regains control. Once an antwerp has
// escaped the screen it continues to wander until its position overflows
// several minutes later. This freezes Sierra's interpreter and currently
// causes ours to fail an assertion due to constructing an invalid Rect.
//
// We fix both problems by not allowing antwerps south of 180 so that they
// remain on screen and can't block ego's exit. This is consistent with
// room 85 where they also appear but without a southern exit. The Wander
// motion is only used by antwerps and the sparkles above Yorick in room 96,
// so it can be safely patched to enforce a southern limit. We make room for
// this patch by replacing Wander's calculations with their known results,
// since the default Wander:distance of 30 is always used, and by overwriting
// Wander:onTarget which no script calls and just returns zero.
//
// Applies to: PC Floppy, Mac Floppy
// Responsible method: Wander:setTarget
// Fixes bug: #9564
static const uint16 qfg1vgaSignatureAntwerpWander[] = {
SIG_MAGICDWORD,
0x3f, 0x01, // link 01
0x78, // push1
0x76, // push0
0x63, 0x12, // pToa client
0x4a, 0x04, // send 4
0x36, // push
0x67, 0x30, // pTos distance
0x7a, // push2
0x76, // push0
0x67, 0x30, // pTos distance
0x35, 0x02, // ldi 02
0x06, // mul
0xa5, 0x00, // sat temp[0] [ distance * 2 ]
0x36, // push
0x43, 0x3c, 0x04, // callk Random, 4
0x04, // sub
0x02, // add
0x65, 0x16, // aTop x [ x = client:x + (distance - Random(0, temp[0])) ]
0x76, // push0
0x76, // push0
0x63, 0x12, // pToa client
0x4a, 0x04, // send 4
0x36, // push
0x67, 0x30, // pTos distance
0x7a, // push2
0x76, // push0
0x8d, 0x00, // lst temp[0]
0x43, 0x3c, 0x04, // callk Random, 4
0x04, // sub
0x02, // add
0x65, 0x18, // aTop y [ y = client:y + (distance - Random(0, temp[0])) ]
0x48, // ret
0x35, 0x00, // ldi 00 [ start of Wander:onTarget, returns 0 and isn't called ]
SIG_END
};
static const uint16 qfg1vgaPatchAntwerpWander[] = {
0x78, // push1
0x76, // push0
0x63, 0x12, // pToa client
0x4a, 0x04, // send 4
0x36, // push
0x39, 0x1e, // pushi 1e
0x7a, // push2
0x76, // push0
0x39, 0x3c, // pushi 3c
0x43, 0x3c, 0x04, // callk Random, 4
0x04, // sub
0x02, // add
0x65, 0x16, // aTop x [ x = client:x + (30d - Random(0, 60d)) ]
0x76, // push0
0x76, // push0
0x63, 0x12, // pToa client
0x4a, 0x04, // send 4
0x36, // push
0x39, 0x1e, // pushi 1e
0x7a, // push2
0x76, // push0
0x39, 0x3c, // pushi 3c
0x43, 0x3c, 0x04, // callk Random, 4
0x04, // sub
0x02, // add
0x7a, // push2
0x36, // push
0x38, PATCH_UINT16(0x00b4), // pushi 00b4
0x46, PATCH_UINT16(0x03e7), // calle [export 2 of script 999], 4 [ Min ]
PATCH_UINT16(0x0002), 0x04,
0x65, 0x18, // aTop y [ y = Min(client:y + (30d - Random(0, 60d))), 180d) ]
PATCH_END
};
// QFG1VGA Mac disables all controls when the antwerp falls in room 78, killing
// the player by not allowing them to defend themselves.
//
// The antwerp falls in rooms 78 and 85, and the only way to survive is to hold
// up a weapon. These two antwerp scripts were identical in the PC version and
// enabled all menu icons even though most of them couldn't really be used.
// Sierra attempted to improve this in Mac by only enabling the inventory
// icons but instead disabled everything in room 78 by not calling the enable
// procedure.
//
// We fix this by calling the enable procedure like the script in room 85 does.
//
// Applies to: Mac Floppy
// Responsible method: antwerped:changeState(1)
// Fixes bug: #10856
static const uint16 qfg1vgaSignatureMacAntwerpControls[] = {
0x30, SIG_UINT16(0x0033), // bnt 0033 [ state 1 ]
SIG_ADDTOOFFSET(+48),
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x014e), // jmp 014e [ end of method ]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0033), // bnt 0033 [ state 2 ]
0x38, SIG_UINT16(0x00f9), // pushi 00f9 [ canControl, hard coded for Mac ]
SIG_END
};
static const uint16 qfg1vgaPatchMacAntwerpControls[] = {
0x30, PATCH_UINT16(0x0030), // bnt 0030 [ state 1 ]
PATCH_ADDTOOFFSET(+48),
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x37, // bnt 37 [ state 2 ]
0x76, // push0
0x45, 0x03, 0x00, // callb [export 3 of script 0], 00 [ enable all input ]
PATCH_END
};
// The Mac version's Sierra logo and introduction are often skipped when using a
// mouse. This is a bug in the original that accidentally relies on slower
// machines. In DOS these scenes could be skipped by pressing Enter. Sierra
// updated this to include the mouse, but they did this by accepting any event
// type, including mouse-up. These rooms load in response to mouse-down and if
// they finish loading before the button is released then they are skipped.
//
// We fix this by excluding mouse-up events from these room event handlers.
//
// Applies to: Mac Floppy
// Responsible methods: LogoRoom:handleEvent, intro:handleEvent
// Fixes bug: #10937
static const uint16 qfg1vgaSignatureMacLogoIntroSkip[] = {
0x4a, 0x04, // send 04 [ event type? ]
0x31, SIG_ADDTOOFFSET(+1), // bnt [ skip if event:type == none (0) ]
0x39, SIG_ADDTOOFFSET(+1), // pushi claimed
SIG_MAGICDWORD,
0x78, // push1
0x78, // push1
0x87, 0x01, // lap 01
0x4a, 0x06, // send 06 [ event claimed: 1 ]
SIG_END
};
static const uint16 qfg1vgaPatchMacLogoIntroSkip[] = {
0x39, PATCH_GETORIGINALBYTE(+5), // pushi claimed
0x78, // push1
0x78, // push1
0x4a, 0x0a, // send 0a [ event type? claimed: 1 ]
0x38, PATCH_UINT16(0x00fd), // pushi 00fd
0x12, // and
0x31, PATCH_GETORIGINALBYTEADJUST(+3, -8), // bnt [ skip if event:type == none (0) or mouse-up (2)]
PATCH_END
};
// The Thieves' Guild cashier in room 332 stops responding to verbs when he
// reappears at his window. This is due to heGoes:changeState(1) disposing and
// deleting borisThief once he's out of sight, indirectly deleting his actions
// object borisTeller which handles verbs. borisTeller is only initialized in
// rm332:init and this leaves the player unable to purchase or fence items.
//
// We fix this by toggling borisThief's visibility with the hide and show
// methods instead of disposing and re-initializing.
//
// Applies to: PC Floppy, Mac Floppy
// Responsible methods: heComes:changeState, heGoes:changeState
// Fixes bug #10939
static const uint16 qfg1vgaSignatureThievesGuildCashier[] = {
0x30, SIG_UINT16(0x0024), // bnt 0024 [ state 1 ]
SIG_ADDTOOFFSET(+31),
SIG_MAGICDWORD,
0x4a, 0x20, // send 20 [ borisThief ... init: ... ]
0x32, SIG_UINT16(0x002b), // jmp 002b [ end of method ]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0019), // bnt 0019 [ state 2 ]
SIG_ADDTOOFFSET(+82),
0x39, SIG_SELECTOR8(dispose), // pushi dispose
0x76, // push0
0x39, SIG_SELECTOR8(delete), // pushi delete
SIG_ADDTOOFFSET(+4),
0x4a, 0x08, // send 08 [ borisThief dispose: delete: ]
SIG_END
};
static const uint16 qfg1vgaPatchThievesGuildCashier[] = {
0x30, PATCH_UINT16(0x0025), // bnt 0025 [ state 1 ]
PATCH_ADDTOOFFSET(+31),
0x38, PATCH_SELECTOR16(show), // pushi show
0x76, // push0
0x4a, 0x24, // send 24 [ borisThief ... init: ... show: ]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x19, // bnt 19 [ state 2 ]
PATCH_ADDTOOFFSET(+82),
0x39, PATCH_SELECTOR8(hide), // pushi hide
0x32, PATCH_UINT16(0x0000), // jmp 0000
PATCH_ADDTOOFFSET(+4),
0x4a, 0x04, // send 04 [ borisThief hide: ]
PATCH_END
};
// When casting the fetch spell at the spitting plants and failing to fetch the
// seed, the script lassoFailed stores the target coordinates in temp variables
// during state 0 and expects them to still be there in state 1. This worked by
// accident in Sierra's interpreter.
//
// We fix this by using local variables instead. Locals 7 and 8 are only used to
// save and restore ego's speeds during other sequences in this room.
//
// Applies to: All versions
// Responsible method: lassoFailed:changeState
// Fixes bug: #5309
static const uint16 qfg1vgaSignatureCastFetchAtPlants[] = {
SIG_MAGICDWORD,
0xa5, 0x00, // sat 00 [ temp0 = flower:x ]
0x76, // push0 [ y ]
0x76, // push0
0x83, 0x05, // lal 05
0x93, 0x0c, // lali 0c
0x4a, 0x04, // send 04 [ flower y? ]
0x36, // push
0x35, 0x1e, // ldi 1e
0x04, // sub
0xa5, 0x01, // sat 01 [ temp0 = flower:y - 30 ]
SIG_ADDTOOFFSET(+31),
0x8d, 0x00, // lst 00
0x8d, 0x01, // lst 01
SIG_END
};
static const uint16 qfg1vgaPatchCastFetchAtPlants[] = {
0xa3, 0x07, // sal 07
PATCH_ADDTOOFFSET(+12),
0xa3, 0x08, // sal 08
PATCH_ADDTOOFFSET(+31),
0x8b, 0x07, // lsl 07
0x8b, 0x08, // lsl 08
PATCH_END
};
// When entering the great hall (room 141), the Mac version stores ego's speed
// in a temp variable in egoEnters:changeState(0) and expects that value to be
// there in state 6 when restoring ego's speed. We patch the script to use its
// register instead so that it works and doesn't do an uninitialized read.
//
// Applies to: Mac Floppy
// Responsible method: egoEnters:changeState
// Fixes bug: #10945
static const uint16 qfg1vgaSignatureMacEnterGreatHall[] = {
SIG_MAGICDWORD,
0x4a, 0x04, // send 04 [ ego cycleSpeed? ]
0xa5, 0x00, // sat 00
SIG_ADDTOOFFSET(+140),
0x8d, 0x00, // lst 00
SIG_END
};
static const uint16 qfg1vgaPatchMacEnterGreatHall[] = {
PATCH_ADDTOOFFSET(+2),
0x65, 0x24, // aTop register
PATCH_ADDTOOFFSET(+140),
0x67, 0x24, // pTos register
PATCH_END
};
// When fighting the giant in room 58, the Mac version stores the weapon in a
// temp variable in giantFights:changeState(2) and expects that value to be
// there in later states to determine whether or not to run sword animation.
// We patch the script to use the local variable that holds the weapon instead
// so that this works and doesn't do an uninitialized read.
//
// Applies to: Mac Floppy
// Responsible method: giantFights:changeState
// Fixes bug: #10948
static const uint16 qfg1vgaSignatureMacGiantFight[] = {
SIG_MAGICDWORD,
0x8d, 0x00, // lst 00 [ temp0 set to 0 in state 2 if local5 == 1 ]
0x35, 0x00, // ldi 00
0x1a, // eq?
SIG_END
};
static const uint16 qfg1vgaPatchMacGiantFight[] = {
0x8b, 0x05, // lsl 05
0x35, 0x01, // ldi 01
PATCH_END
};
// Dag-Nab-It, the dagger game in room 340, mistakenly leaves inventory enabled.
// Using a throwable item, such as a dagger, locks up the game.
//
// We fix this by disabling inventory controls on this screen. Sierra attempted
// to do this in the Mac version but introduced a new bug which we also fix.
//
// Applies to: PC Floppy
// Responsible method: dagnabitScript:changeState
// Fixes bug: #10958
static const uint16 qfg1vgaSignatureDagnabitInventory[] = {
0x38, SIG_SELECTOR16(disable), // pushi disable
0x39, 0x03, // pushi 03
0x78, // push1
0x39, SIG_MAGICDWORD, 0x05, // pushi 05
0x39, 0x09, // pushi 09
0x81, 0x45, // lag 45
0x4a, 0x0a, // send 0a [ mainIconBar disable: 1 5 9 ]
0x35, 0x01, // ldi 01
0xa3, 0x13, // sal 13
0x32, SIG_UINT16(0x0278), // jmp 0278 [ end of method ]
SIG_ADDTOOFFSET(+625),
0x38, SIG_SELECTOR16(changeState), // pushi changeState
0x78, // push1
0x78, // push1
SIG_END
};
static const uint16 qfg1vgaPatchDagnabitInventory[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x05, // pushi 05
PATCH_ADDTOOFFSET(+5),
0x39, 0x07, // pushi 07 [ "use" inventory icon ]
0x39, 0x08, // pushi 08 [ inventory ]
0x81, 0x45, // lag 45
0x4a, 0x0e, // send 0e [ mainIconBar disable: 1 5 9 7 8 ]
0x78, // push1
0xab, 0x13, // ssl 13
PATCH_ADDTOOFFSET(+629),
0x76, // push0 [ state 0 re-disables inventory ]
PATCH_END
};
// The Mac version of Dag-Nab-It, the dagger game in room 340, introduced a bug
// that sends a message to a non-object when clicking during the start.
//
// The PC version left inventory enabled and Sierra fixed this in Mac. Sierra
// also attempted to clear the inventory cursor, but this was done in a way
// that leaves the icon bar in an illegal state. mainIconBar:curInvIcon is
// set to zero but mainIconBar:curIcon remains set to the "use" icon item.
// Clicking anywhere during the initial two seconds causes IconBar:handleEvent
// to query curInvIcon:message but since curInvIcon is zero this is an error.
//
// We fix this with a deceptively simple patch that prevents the "use" icon from
// ending up as mainIconBar:curIcon. rm340:init runs a complex sequence of icon
// disabling and enabling. Patching a redundant mainIconBar:disable to include
// "use" prevents the subsequent call to handsOff from cycling through enabled
// icons and landing on "use" as the new curIcon, preventing the illegal state.
//
// Applies to: Mac Floppy
// Responsible method: rm340:init
// Fixes bug: #10958
static const uint16 qfg1vgaSignatureMacDagnabitIconBar[] = {
0x38, SIG_SELECTOR16(disable), // pushi disable
0x39, 0x03, // pushi 03
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x05, // pushi 05
0x39, 0x08, // pushi 08
0x81, 0x45, // lag 45
0x4a, 0x0a, // send 0a [ mainIconBar disable: 1 5 8 ]
SIG_END
};
static const uint16 qfg1vgaPatchMacDagnabitIconBar[] = {
PATCH_ADDTOOFFSET(+6),
0x39, 0x07, // pushi 07 [ "use" inventory icon ]
PATCH_END
};
// Drinking water in room 87 after talking to the healer about falling water
// shows two messages at once. The second message overwrites the first before
// it is shown. We add a state for the second message as in the Mac version.
//
// Applies to: PC Floppy
// Responsible method: drinkWater:changeState
// Fixes bug: #11086
static const uint16 qfg1vgaSignatureDrinkWaterMessage[] = {
0x31, SIG_MAGICDWORD, 0x29, // bnt 29 [ state 3 handler ]
0x38, SIG_SELECTOR16(say), // pushi say
0x39, 0x05, // pushi 05
0x39, 0x07, // pushi 07
0x76, // push0
0x76, // push0
0x78, // push1
0x7c, // pushSelf
0x81, 0x5b, // lag 5b
0x4a, 0x0e, // send 0e [ qg1Messager say: 7 0 0 1 self ]
0x78, // push1
0x38, SIG_UINT16(0x00c9), // pushi 00c9 [ flag 201 ]
0x45, 0x07, 0x02, // callb proc0_7 [ talked to healer about water? ]
0x31, 0x42, // bnt 42 [ skip second message ]
SIG_ADDTOOFFSET(+9),
0x7a, // push2 [ message seq: 2 ]
SIG_ADDTOOFFSET(+8),
0x35, 0x03, // ldi 03 [ state 3 ]
SIG_ADDTOOFFSET(+18),
0x35, 0x04, // ldi 04 [ state 4 ]
SIG_END
};
static const uint16 qfg1vgaPatchDrinkWaterMessage[] = {
0x2f, 0x14, // bt 14 [ show first message in state 2 ]
0x3c, // dup
0x35, 0x03, // ldi 03 [ state 3 ]
0x1a, // eq?
0x31, 0x23, // bnt 23 [ state 4 handler ]
0x78, // push1
0x38, PATCH_UINT16(0x00c9), // pushi 00c9 [ flag 201 ]
0x45, 0x07, 0x02, // callb proc0_7 [ talked to healer about water? ]
0x2f, 0x05, // bt 05 [ show second message in state 3 ]
0x78, // push1
0x69, 0x1a, // sTop cycles [ cycles = 1 ]
0x3a, // toss
0x48, // ret
0x3c, // dup
0x35, 0x01, // ldi 01
0x04, // sub
PATCH_ADDTOOFFSET(+9),
0x36, // push [ message seq: state - 1 ]
PATCH_ADDTOOFFSET(+8),
0x35, 0x04, // ldi 04 [ state 4 ]
PATCH_ADDTOOFFSET(+18),
0x35, 0x05, // ldi 05 [ state 5 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg1vgaSignatures[] = {
{ true, 0, "inventory weight warning", 1, qfg1vgaSignatureInventoryWeightWarn, qfg1vgaPatchInventoryWeightWarn },
{ true, 16, "cast fetch at plants", 1, qfg1vgaSignatureCastFetchAtPlants, qfg1vgaPatchCastFetchAtPlants },
{ true, 41, "moving to castle gate", 1, qfg1vgaSignatureMoveToCastleGate, qfg1vgaPatchMoveToCastleGate },
{ true, 55, "healer's hut, no delay for buy/steal", 1, qfg1vgaSignatureHealerHutNoDelay, qfg1vgaPatchHealerHutNoDelay },
{ true, 58, "mac: giant fight", 6, qfg1vgaSignatureMacGiantFight, qfg1vgaPatchMacGiantFight },
{ true, 73, "brutus script freeze glitch", 1, qfg1vgaSignatureBrutusScriptFreeze, qfg1vgaPatchBrutusScriptFreeze },
{ true, 77, "white stag dagger throw animation glitch", 1, qfg1vgaSignatureWhiteStagDagger, qfg1vgaPatchWhiteStagDagger },
{ true, 78, "mac: enable antwerp controls", 1, qfg1vgaSignatureMacAntwerpControls, qfg1vgaPatchMacAntwerpControls },
{ true, 87, "drink water message", 1, qfg1vgaSignatureDrinkWaterMessage, qfg1vgaPatchDrinkWaterMessage },
{ true, 96, "funny room script bug fixed", 1, qfg1vgaSignatureFunnyRoomFix, qfg1vgaPatchFunnyRoomFix },
{ true, 96, "yorick door #2 lockup fixed", 1, qfg1vgaSignatureYorickDoorTwoRect, qfg1vgaPatchYorickDoorTwoRect },
{ true, 141, "mac: enter great hall", 1, qfg1vgaSignatureMacEnterGreatHall, qfg1vgaPatchMacEnterGreatHall },
{ true, 200, "mac: intro mouse-up fix", 1, qfg1vgaSignatureMacLogoIntroSkip, qfg1vgaPatchMacLogoIntroSkip },
{ true, 210, "cheetaur description fixed", 1, qfg1vgaSignatureCheetaurDescription, qfg1vgaPatchCheetaurDescription },
{ true, 215, "fight event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents },
{ true, 216, "weapon master event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents },
{ true, 299, "disable speed test", 1, sci11SpeedTestSignature, sci11SpeedTestPatch},
{ true, 331, "moving to crusher", 1, qfg1vgaSignatureMoveToCrusher, qfg1vgaPatchMoveToCrusher },
{ true, 331, "moving to crusher from card game", 1, qfg1vgaSignatureCrusherCardGame, qfg1vgaPatchCrusherCardGame },
{ true, 332, "thieves' guild cashier fix", 1, qfg1vgaSignatureThievesGuildCashier, qfg1vgaPatchThievesGuildCashier },
{ true, 340, "dagnabit inventory fix", 1, qfg1vgaSignatureDagnabitInventory, qfg1vgaPatchDagnabitInventory },
{ true, 340, "mac: dagnabit icon bar fix", 1, qfg1vgaSignatureMacDagnabitIconBar, qfg1vgaPatchMacDagnabitIconBar },
{ true, 603, "mac: logo mouse-up fix", 1, qfg1vgaSignatureMacLogoIntroSkip, qfg1vgaPatchMacLogoIntroSkip },
{ true, 814, "window text temp space", 1, qfg1vgaSignatureTempSpace, qfg1vgaPatchTempSpace },
{ true, 814, "dialog header offset", 3, qfg1vgaSignatureDialogHeader, qfg1vgaPatchDialogHeader },
{ true, 928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 970, "antwerps wandering off-screen", 1, qfg1vgaSignatureAntwerpWander, qfg1vgaPatchAntwerpWander },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// This is a very complicated bug.
// When the player encounters an enemy in the desert while riding a saurus and
// later tries to get back on it by entering "ride", the game will not give
// control back to the player.
//
// This is caused by script mountSaurus getting triggered twice. Once by
// entering the command "ride" and then a second time by a proximity check.
//
// Both are calling mountSaurus::init() in script 20. This one disables
// controls. Then mountSaurus::changeState() from script 660 is triggered.
// Finally, mountSaurus::changeState(5) calls mountSaurus::dispose(), also in
// script 20, which re-enables controls.
//
// A fix is difficult to implement. The code in script 20 is generic and used
// by multiple objects
//
// An early attempt changed the responsible vars (global[102], global[161])
// during mountSaurus::changeState(5). This worked for controls, but
// mountSaurus::init changes a few selectors of ego as well, which won't get
// restored in that situation, which then messes up room changes and other
// things.
//
// Instead we change sheepScript::changeState(2) in script 665.
//
// Note: This could cause issues in case there is a cutscene, where ego is
// supposed to get onto the saurus using sheepScript.
//
// Applies to at least: English PC Floppy, English Amiga Floppy
// Responsible method: mountSaurus::changeState(), mountSaurus::init(), mountSaurus::dispose()
// Fixes bug: #5156
static const uint16 qfg2SignatureSaurusFreeze[] = {
0x3c, // dup
0x35, 0x02, // ldi 2
SIG_MAGICDWORD,
0x1a, // eq?
0x30, SIG_UINT16(0x0043), // bnt [ret]
0x76, // push0
SIG_ADDTOOFFSET(+61), // skip to dispose code
0x39, SIG_SELECTOR8(dispose), // pushi dispose
0x76, // push0
0x54, 0x04, // self 04
SIG_END
};
static const uint16 qfg2PatchSaurusFreeze[] = {
0x81, 0x66, // lag global[66h]
0x2e, PATCH_UINT16(0x0040), // bt [to dispose code]
0x35, 0x00, // ldi 0 (waste 2 bytes)
PATCH_END
};
// The Jackalmen combat code has at least one serious issue.
//
// Jackalmen may attack in groups. This is handled by 2 globals.
// global[136h]: amount of Jackalmen still alive.
// global[137h]: amount of Jackalmen killed so far during combat.
//
// After combat has ended, global[137h] is subtracted from global[136h]. BUT
// when the player manages to hit the last enemy AFTER defeating it during its
// death animation (yes, that is possible - don't ask), the code is called a
// second time. Subtracting global[137h] twice, which will make global[136h]
// negative and will then create an inconsistent state. Some variables will
// show that there is still an enemy, while others don't. The game will crash
// when leaving the room. The original interpreter would show the infamous
// "Oops, you did something we weren't expecting..."
//
// TODO: Check, if patch works for 1.000. That version surely has the same bug.
// Applies to at least: English Floppy (1.102+1.105)
// Responsible method: jackalMan::die (script 695)
// Fixes bug: #10218
static const uint16 qfg2SignatureOopsJackalMen[] = {
SIG_MAGICDWORD,
0x8b, 0x00, // lsl local[0]
0x35, 0x00, // ldi 0
0x22, // lt?
0x30, SIG_UINT16(0x000b), // bnt [Jackalman death animation code]
0x38, SIG_ADDTOOFFSET(+2), // pushi (die)
0x76, // push0
0x57, 0x66, 0x04, // super Monster, 4
0x48, // ret
0x32, SIG_UINT16(0x001a), // jmp (seems to be a compiler bug)
// Jackalman death animation code
0x83, 0x00, // lal local[0]
0x18, // not
0x30, SIG_UINT16(0x0003), // bnt [make next enemy walk in]
SIG_END
};
static const uint16 qfg2PatchOopsJackalMen[] = {
0x80, PATCH_UINT16(0x0136), // lag global[136h]
0x31, 0x0e, // bnt [skip everything] - requires 5 extra bytes
0x8b, 0x00, // lsl local[0]
0x35, 0x00, // ldi 0
0x22, // lt?
0x31, 0x08, // bnt [Jackalman death animation code] (save 1 byte)
0x38, PATCH_GETORIGINALUINT16(+9), // pushi (die)
0x76, // push0
0x57, 0x66, 0x04, // super Monster, 4
0x48, // ret
// Jackalman death animation code
0x83, 0x00, // lal local[0]
0x18, // not
0x31, 0x03, // bnt [make next enemy walk in] (save 1 byte)
PATCH_END
};
// Script 944 in QFG2 contains the FileSelector system class, used in the
// character import screen. This gets incorrectly called constantly, whenever
// the user clicks on a button in order to refresh the file list. This was
// probably done because it would be easier to refresh the list whenever the
// user inserted a new floppy disk, or changed directory. The problem is that
// the script has a bug, and it invalidates the text of the entries in the
// list. This has a high probability of breaking, as the user could change the
// list very quickly, or the garbage collector could kick in and remove the
// deleted entries. We don't allow the user to change the directory, thus the
// contents of the file list are constant, so we can avoid the constant file
// and text entry refreshes whenever a button is pressed, and prevent possible
// crashes because of these constant quick object reallocations.
// Fixes bug: #5096
static const uint16 qfg2SignatureImportDialog[] = {
0x63, SIG_MAGICDWORD, 0x20, // pToa text
0x30, SIG_UINT16(0x000b), // bnt [next state]
0x7a, // push2
0x39, 0x03, // pushi 03
0x36, // push
0x43, 0x72, 0x04, // callk Memory, 4
0x35, 0x00, // ldi 00
0x65, 0x20, // aTop text
SIG_END
};
static const uint16 qfg2PatchImportDialog[] = {
PATCH_ADDTOOFFSET(+5),
0x48, // ret
PATCH_END
};
// Quest For Glory 2 character import doesn't properly set the character type
// in versions 1.102 and below, which makes all imported characters a fighter.
//
// Sierra released an official patch. However the fix is really easy to
// implement on our side, so we also patch the flaw in here in case we find it.
//
// The version released on GOG is 1.102 without this patch applied, so us
// patching it is quite useful.
//
// Applies to at least: English Floppy
// Responsible method: importHero::changeState
// Fixes bug: inside versions 1.102 and below
static const uint16 qfg2SignatureImportCharType[] = {
0x35, 0x04, // ldi 04
0x90, SIG_UINT16(0x023b), // lagi global[23Bh]
0x02, // add
0x36, // push
0x35, 0x04, // ldi 04
0x08, // div
0x36, // push
0x35, 0x0d, // ldi 0D
0xb0, SIG_UINT16(0x023b), // sagi global[023Bh]
0x8b, 0x1f, // lsl local[1Fh]
0x35, 0x05, // ldi 05
SIG_MAGICDWORD,
0xb0, SIG_UINT16(0x0150), // sagi global[0150h]
0x8b, 0x02, // lsl local[02h]
SIG_END
};
static const uint16 qfg2PatchImportCharType[] = {
0x80, PATCH_UINT16(0x023f), // lag global[23Fh] <-- patched to save 2 bytes
0x02, // add
0x36, // push
0x35, 0x04, // ldi 04
0x08, // div
0x36, // push
0xa8, PATCH_UINT16(0x0248), // ssg global[0248h] <-- patched to save 2 bytes
0x8b, 0x1f, // lsl local[1Fh]
0xa8, PATCH_UINT16(0x0155), // ssg global[0155h] <-- patched to save 2 bytes
// new code, directly from the official sierra patch file
0x83, 0x01, // lal local[01h]
0xa1, 0xbb, // sag global[BBh]
0xa1, 0x73, // sag global[73h]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg2Signatures[] = {
{ true, 98, "disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
{ true, 665, "getting back on saurus freeze fix", 1, qfg2SignatureSaurusFreeze, qfg2PatchSaurusFreeze },
{ true, 695, "Oops Jackalmen fix", 1, qfg2SignatureOopsJackalMen, qfg2PatchOopsJackalMen },
{ true, 805, "import character type fix", 1, qfg2SignatureImportCharType, qfg2PatchImportCharType },
{ true, 944, "import dialog continuous calls", 1, qfg2SignatureImportDialog, qfg2PatchImportDialog },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Patch for the import screen in QFG3, same as the one for QFG2 above
static const uint16 qfg3SignatureImportDialog[] = {
0x63, SIG_MAGICDWORD, 0x2a, // pToa text
0x31, 0x0b, // bnt [next state]
0x7a, // push2
0x39, 0x03, // pushi 03
0x36, // push
0x43, 0x72, 0x04, // callk Memory, 4
0x35, 0x00, // ldi 00
0x65, 0x2a, // aTop text
SIG_END
};
static const uint16 qfg3PatchImportDialog[] = {
PATCH_ADDTOOFFSET(+4),
0x48, // ret
PATCH_END
};
// Patch for the Woo dialog option in Uhura's conversation.
//
// Problem: The Woo dialog option (0xffb5) is negative, and therefore
// treated as an option opening a submenu. This leads to uhuraTell::doChild
// being called, which calls hero::solvePuzzle and then proceeds with
// Teller::doChild to open the submenu. However, there is no actual submenu
// defined for option -75 since -75 does not show up in uhuraTell::keys.
// This will cause Teller::doChild to run out of bounds while scanning through
// uhuraTell::keys.
//
// Strategy: there is another conversation option in uhuraTell::doChild calling
// hero::solvePuzzle (0xfffc) which does a ret afterwards without going to
// Teller::doChild. We jump to this call of hero::solvePuzzle to get that same
// behaviour.
//
// Applies to at least: English, German, Italian, French, Spanish Floppy
// Responsible method: uhuraTell::doChild
// Fixes bug: #5172
static const uint16 qfg3SignatureWooDialog[] = {
SIG_MAGICDWORD,
0x67, 0x12, // pTos 12 (query)
0x35, 0xb6, // ldi b6
0x1a, // eq?
0x2f, 0x05, // bt 05
0x67, 0x12, // pTos 12 (query)
0x35, 0x9b, // ldi 9b
0x1a, // eq?
0x31, 0x0c, // bnt 0c
0x38, SIG_SELECTOR16(solvePuzzle), // pushi solvePuzzle (0297)
0x7a, // push2
0x38, SIG_UINT16(0x010c), // pushi 010c
0x7a, // push2
0x81, 0x00, // lag global[0]
0x4a, 0x08, // send 08
0x67, 0x12, // pTos 12 (query)
0x35, 0xb5, // ldi b5
SIG_END
};
static const uint16 qfg3PatchWooDialog[] = {
PATCH_ADDTOOFFSET(+0x29),
0x33, 0x11, // jmp [to 0x6a2, the call to hero::solvePuzzle for 0xFFFC]
PATCH_END
};
// Alternative version, with uint16 offsets, for GOG release of QfG3.
static const uint16 qfg3SignatureWooDialogAlt[] = {
SIG_MAGICDWORD,
0x67, 0x12, // pTos 12 (query)
0x35, 0xb6, // ldi b6
0x1a, // eq?
0x2e, SIG_UINT16(0x0005), // bt 05
0x67, 0x12, // pTos 12 (query)
0x35, 0x9b, // ldi 9b
0x1a, // eq?
0x30, SIG_UINT16(0x000c), // bnt 0c
0x38, SIG_SELECTOR16(solvePuzzle), // pushi solvePuzzle (0297)
0x7a, // push2
0x38, SIG_UINT16(0x010c), // pushi 010c
0x7a, // push2
0x81, 0x00, // lag global[0]
0x4a, 0x08, // send 08
0x67, 0x12, // pTos 12 (query)
0x35, 0xb5, // ldi b5
SIG_END
};
static const uint16 qfg3PatchWooDialogAlt[] = {
PATCH_ADDTOOFFSET(+44),
0x33, 0x12, // jmp [to 0x708, the call to hero::solvePuzzle for 0xFFFC]
PATCH_END
};
// When exporting characters at the end of Quest for Glory 3, the underlying
// code has issues with values above 9999.
// For further study: https://github.com/Blazingstix/QFGImporter/blob/master/QFGImporter/QFGImporter/QFG3.txt
//
// If a value is above 9999, parts or even the whole character file will get
// corrupted. We calculate the checksum and add extra code to lower such
// values to 9999.
//
// Applies to at least: English, French, German, Italian, Spanish floppy
// Responsible method: saveHero::changeState
// Fixes bug: #6807
static const uint16 qfg3SignatureExportChar[] = {
0x35, SIG_ADDTOOFFSET(+1), // ldi 00 / ldi 01 (2 loops, we patch both)
0xa5, 0x00, // sat temp[0] [contains index to data]
0x8d, 0x00, // lst temp[0]
SIG_MAGICDWORD,
0x35, 0x2c, // ldi 2c
0x22, // lt? (index above or equal to 2Ch (44d)?)
0x31, 0x23, // bnt [exit loop]
// from this point it's actually useless code, maybe a sci compiler bug
0x8d, 0x00, // lst temp[0]
0x35, 0x01, // ldi 01
0x02, // add
0x9b, 0x00, // lsli local[0] ---------- load local[0 + ACC] onto stack
0x8d, 0x00, // lst temp[0]
0x35, 0x01, // ldi 01
0x02, // add
0xb3, 0x00, // sali local[0] ---------- save stack to local[0 + ACC]
// end of useless code
0x8b, SIG_ADDTOOFFSET(+1), // lsl local[36h/37h] ----- load local[36h/37h] onto stack
0x8d, 0x00, // lst temp[0]
0x35, 0x01, // ldi 01
0x02, // add
0x93, 0x00, // lali local[0] ---------- load local[0 + ACC] into ACC
0x02, // add -------------------- add ACC + stack and put into ACC
0xa3, SIG_ADDTOOFFSET(+1), // sal local[36h/37h] ----- save ACC to local[36h/37h]
0x8d, 0x00, // lst temp[0] ------------ temp[0] to stack
0x35, 0x02, // ldi 02
0x02, // add -------------------- add 2 to stack
0xa5, 0x00, // sat temp[0] ------------ save ACC to temp[0]
0x33, 0xd6, // jmp [loop]
SIG_END
};
static const uint16 qfg3PatchExportChar[] = {
PATCH_ADDTOOFFSET(+11),
0x85, 0x00, // lat temp[0]
0x9b, 0x01, // lsli local[0] + 1 ------ load local[ ACC + 1] onto stack
0x3c, // dup
0x34, PATCH_UINT16(0x2710), // ldi 2710h (10000d)
0x2c, // ult? ------------------- is value smaller than 10000?
0x2f, 0x0a, // bt [jump over]
0x3a, // toss
0x38, PATCH_UINT16(0x270f), // pushi 270fh (9999d)
0x3c, // dup
0x85, 0x00, // lat temp[0]
0xba, PATCH_UINT16(0x0001), // ssli local[0] + 1 ------ save stack to local[ACC + 1] (UINT16 to waste 1 byte)
// jump offset
0x83, PATCH_GETORIGINALBYTE(+26), // lal local[37h/36h] ----- load local[37h/36h] into ACC
0x02, // add -------------------- add local[37h/36h] + data value
PATCH_END
};
// Quest for Glory 3 doesn't properly import the character type of QFG1
// character files. This issue was never addressed. It's caused by Sierra
// reading data directly from the local area, which is only set by QFG2
// import data, instead of reading the properly set global variable.
//
// We fix it, by also directly setting the local variable.
//
// Applies to at least: English, French, German, Italian, Spanish floppy
// Responsible method: importHero::changeState(4)
static const uint16 qfg3SignatureImportQfG1Char[] = {
SIG_MAGICDWORD,
0x82, SIG_UINT16(0x0238), // lal local[0x0238]
0xa0, SIG_UINT16(0x016a), // sag global[0x016a]
0xa1, 0x7d, // sag global[0x7d]
0x35, 0x01, // ldi 01
0x99, 0xfb, // lsgi global[0xfb]
SIG_END
};
static const uint16 qfg3PatchImportQfG1Char[] = {
PATCH_ADDTOOFFSET(+8),
0xa3, 0x01, // sal local[1]
0x89, 0xfc, // lsg global[0xfc] (save 2 bytes vs global[0xfb + 1])
PATCH_END
};
// The chief in his hut (room 640) is not drawn using the correct priority,
// which results in a graphical glitch. This is a game bug and also happens
// in Sierra's SCI. We adjust priority accordingly to fix it.
//
// Applies to at least: English, French, German, Italian, Spanish floppy
// Responsible method: heap in script 640
// Fixes bug: #5173
static const uint16 qfg3SignatureChiefPriority[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x0002), // yStep 0x0002
SIG_UINT16(0x0281), // view 0x0281
SIG_UINT16(0x0000), // loop 0x0000
SIG_UINT16(0x0000), // cel 0x0000
SIG_UINT16(0x0000), // priority 0x0000
SIG_UINT16(0x0000), // underbits 0x0000
SIG_UINT16(0x1000), // signal 0x1000
SIG_END
};
static const uint16 qfg3PatchChiefPriority[] = {
PATCH_ADDTOOFFSET(+8),
PATCH_UINT16(0x000a), // priority 0x000A (10d)
PATCH_ADDTOOFFSET(+2),
PATCH_UINT16(0x1010), // signal 0x1010 (set fixed priority flag)
PATCH_END
};
// There are 3 points that can't be achieved in the game. They should've been
// awarded for telling Rakeesh and Kreesha (room 285) about the Simabni
// initiation.
// However the array of posibble messages the hero can tell in that room
// (local[156]) is missing the "Tell about Initiation" message (#31) which
// awards these points.
// This patch adds the message to that array, thus allowing the hero to tell
// that message (after completing the initiation) and gain the 3 points.
// A side effect of increasing the local[156] array is that the next local
// array is shifted and shrinks in size from 4 words to 3. The patch changes
// the 2 locations in the script that reference that array, to point to the new
// location (local[$aa] --> local[$ab]). It is safe to shrink the 2nd array to
// 3 words because only the first element in it is ever used.
//
// Note: You have to re-enter the room in case a saved game was loaded from a
// previous version of ScummVM and that saved game was made inside that room.
//
// Applies to: English, French, German, Italian, Spanish and the GOG release.
// Responsible method: heap in script 285
// Fixes bug: #7086
static const uint16 qfg3SignatureMissingPoints1[] = {
// local[$9c] = [0 -41 -76 1 -30 -77 -33 -34 -35 -36 -37 -42 -80 999]
// local[$aa] = [0 0 0 0]
SIG_UINT16(0x0000), // 0 START MARKER
SIG_MAGICDWORD,
SIG_UINT16(0xffd7), // -41 "Greet"
SIG_UINT16(0xffb4), // -76 "Say Good-bye"
SIG_UINT16(0x0001), // 1 "Tell about Tarna"
SIG_UINT16(0xffe2), // -30 "Tell about Simani"
SIG_UINT16(0xffb3), // -77 "Tell about Prisoner"
SIG_UINT16(0xffdf), // -33 "Dispelled Leopard Lady"
SIG_UINT16(0xffde), // -34 "Tell about Leopard Lady"
SIG_UINT16(0xffdd), // -35 "Tell about Leopard Lady"
SIG_UINT16(0xffdc), // -36 "Tell about Leopard Lady"
SIG_UINT16(0xffdb), // -37 "Tell about Village"
SIG_UINT16(0xffd6), // -42 "Greet"
SIG_UINT16(0xffb0), // -80 "Say Good-bye"
SIG_UINT16(0x03e7), // 999 END MARKER
SIG_ADDTOOFFSET(+2), // local[$aa][0]
SIG_END
};
static const uint16 qfg3PatchMissingPoints1[] = {
PATCH_ADDTOOFFSET(+14),
PATCH_UINT16(0xffe1), // -31 "Tell about Initiation"
PATCH_UINT16(0xffde), // -34 "Tell about Leopard Lady"
PATCH_UINT16(0xffdd), // -35 "Tell about Leopard Lady"
PATCH_UINT16(0xffdc), // -36 "Tell about Leopard Lady"
PATCH_UINT16(0xffdb), // -37 "Tell about Village"
PATCH_UINT16(0xffd6), // -42 "Greet"
PATCH_UINT16(0xffb0), // -80 "Say Good-bye"
PATCH_UINT16(0x03e7), // 999 END MARKER
PATCH_GETORIGINALUINT16(+28), // local[$aa][0]
PATCH_END
};
static const uint16 qfg3SignatureMissingPoints2a[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 0
0xb3, 0xaa, // sali local[$aa]
SIG_END
};
static const uint16 qfg3SignatureMissingPoints2b[] = {
SIG_MAGICDWORD,
0x36, // push
0x5b, 0x02, 0xaa, // lea local[$aa]
SIG_END
};
static const uint16 qfg3PatchMissingPoints2[] = {
PATCH_ADDTOOFFSET(+3),
0xab, // local[$ab] (replace local[$aa])
PATCH_END
};
// Partly WORKAROUND:
// During combat, the game is not properly throttled. That's because the game uses
// an inner loop for combat and does not iterate through the main loop.
// It also doesn't call kGameIsRestarting. This may get fixed properly at some point
// by rewriting the speed throttler.
//
// Additionally Sierra set the cycle speed of the hero to 0. Which explains
// why the actions of the hero are so incredibly fast. This issue also happened
// in the original interpreter, when the computer was too powerful.
//
// Applies to at least: English, French, German, Italian, Spanish PC floppy
// Responsible method: combatControls::dispatchEvent (script 550) + WarriorObj in heap
// Fixes bug: #6247
static const uint16 qfg3SignatureCombatSpeedThrottling1[] = {
0x3f, 0x03, // link 3d (these temp vars are never used)
0x76, // push0
0x43, 0x42, 0x00, // callk GetTime, 0d
0xa1, 0x58, // sag global[88]
0x36, // push
0x83, 0x01, // lal local[1]
SIG_ADDTOOFFSET(+3), // ...
SIG_MAGICDWORD,
0x89, 0xd2, // lsg global[210]
0x35, 0x00, // ldi 0
0x1e, // gt?
SIG_ADDTOOFFSET(+6), // ...
0xa3, 0x01, // sal local[1]
SIG_END
};
static const uint16 qfg3PatchCombatSpeedThrottling1[] = {
0x76, // push0 (no link, freed +2 bytes)
0x43, 0x42, 0x00, // callk GetTime, 00
0xa1, 0x58, // sag global[88] (no push, leave time in acc)
0x8b, 0x01, // lsl local[1] (stack up the local instead, freed +1 byte)
0xa3, 0x01, // sal local[1] (update with new time)
0x1c, // ne?
0x31, 0x08, // bnt 08 [ GameIsRestarting 0 ]
//
0x81, 0xd2, // lag global[210] (load into acc instead of stack)
0x76, // push0 (push0 instead of ldi 0, freed +1 byte)
0x22, // lt? (flip the comparison)
0x31, 0x02, // bnt 02 [ GameIsRestarting 0 ]
//
0xe1, 0xd2, // -ag global[210]
//
0x39, 0x01, // push 01
0x76, // push0
0x43, 0x2c, 0x02, // callk GameIsRestarting, 02 (add this to trigger our speed throttler)
PATCH_END
};
static const uint16 qfg3SignatureCombatSpeedThrottling2[] = {
SIG_MAGICDWORD,
SIG_UINT16(12), // priority 12
SIG_UINT16(0x0000), // underbits 0
SIG_UINT16(0x4010), // signal 4010h
SIG_ADDTOOFFSET(+18),
SIG_UINT16(0x0000), // scaleSignal 0
SIG_UINT16(128), // scaleX 128
SIG_UINT16(128), // scaleY 128
SIG_UINT16(128), // maxScale 128
SIG_UINT16(0x0000), // cycleSpeed 0
SIG_END
};
static const uint16 qfg3PatchCombatSpeedThrottling2[] = {
PATCH_ADDTOOFFSET(+32),
PATCH_UINT16(0x0005), // set cycleSpeed to 5
PATCH_END
};
// In room #750, when the hero enters from the top east path (room #755), it
// could go out of the contained-access polygon bounds, and be able to travel
// freely in the room.
// The reason is that the cutoff y value (42) that determines whether the hero
// enters from the top or bottom path is inaccurate: it's possible to enter the
// top path from as low as y=45.
// This patch changes the cutoff to be 50 which should be low enough.
// It also changes the position in which the hero enters from the top east path
// as the current location is hidden behind the tree.
//
// Applies to: English, French, German, Italian, Spanish and the GOG release.
// Responsible method: enterEast::changeState (script 750)
// Fixes bug: #6693
static const uint16 qfg3SignatureRoom750Bounds1[] = {
// (if (< (ego y?) 42)
0x76, // push0 (y)
0x76, // push0
0x81, 0x00, // lag global[0] (ego)
0x4a, 0x04, // send 4
SIG_MAGICDWORD,
0x36, // push
0x35, 42, // ldi 42 (if ego.y < 42)
0x22, // lt?
SIG_END
};
static const uint16 qfg3PatchRoom750Bounds1[] = {
// (if (< (ego y?) 50)
PATCH_ADDTOOFFSET(+8),
50, // 50 (replace 42)
PATCH_END
};
static const uint16 qfg3SignatureRoom750Bounds2[] = {
// (ego x: 294 y: 39)
0x78, // push1 (x)
0x78, // push1
0x38, SIG_UINT16(294), // pushi 294
0x76, // push0 (y)
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x1d, // pushi 29
0x81, 0x00, // lag global[0] (ego)
0x4a, 0x0c, // send 12
SIG_END
};
static const uint16 qfg3PatchRoom750Bounds2[] = {
// (ego x: 320 y: 39)
PATCH_ADDTOOFFSET(+3),
PATCH_UINT16(320), // 320 (replace 294)
PATCH_ADDTOOFFSET(+3),
39, // 39 (replace 29)
PATCH_END
};
static const uint16 qfg3SignatureRoom750Bounds3[] = {
// (ego setMotion: MoveTo 282 29 self)
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion (0x133)
0x39, 0x04, // pushi 4
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
0x36, // push
0x38, SIG_UINT16(282), // pushi 282
SIG_MAGICDWORD,
0x39, 29, // pushi 29
0x7c, // pushSelf
0x81, 0x00, // lag global[0] (ego)
0x4a, 0x0c, // send 12
SIG_END
};
static const uint16 qfg3PatchRoom750Bounds3[] = {
// (ego setMotion: MoveTo 309 35 self)
PATCH_ADDTOOFFSET(+9),
PATCH_UINT16(309), // 309 (replace 282)
PATCH_ADDTOOFFSET(+1),
35, // 35 (replace 29)
PATCH_END
};
// When putting the last instance of an item in the chest in room 310 or 430,
// holding the enter key causes a message to be sent to a non-object.
//
// This bug is similar to the Dag-Nab-It bug in QFG1VGA Mac. A script tries to
// clear the inventory cursor by setting mainIconBar:curInvIcon to zero without
// updating curIcon. This briefly places the icon bar in an illegal state which
// causes mainIconBar:handleEvent to error when enter is pressed.
//
// We fix this by setting mainIconBar:curIcon to theWalkIcon to prevent the
// illegal state where curInvIcon is zero while curIcon equals useIconItem.
// useCode:init has two similar code paths with this bug.
//
// Applies to: All versions
// Responsible method: useCode:init
// Fixes bug: #11196
static const uint16 qfg3SignatureChestIconBar[] = {
0x38, SIG_SELECTOR16(say), // pushi say [ "You put it in the chest." ]
0x39, 0x06, // pushi 06
0x78, // push1
0x39, 0x06, // pushi 06
0x39, 0x04, // pushi 04
0x78, // push1
0x76, // push0
0x39, 0x1d, // pushi 1d
0x81, 0x5b, // lag 5b
0x4a, 0x10, // send 10 [ qg3Messager say: 1 6 4 1 0 29 ]
0x38, SIG_SELECTOR16(curInvIcon), // pushi curInvIcon
0x78, // push1
0x76, // push0
0x81, 0x45, // lag 45
SIG_ADDTOOFFSET(+0x8b),
0x38, SIG_SELECTOR16(curInvIcon), // pushi curInvIcon
0x78, // push1
0x76, // push0
0x81, 0x45, // lag 45
0x4a, SIG_MAGICDWORD, 0x06, // send 06 [ mainIconBar curInvIcon: 0 ]
0x38, SIG_SELECTOR16(say), // pushi say [ "You put it in the chest." ]
SIG_END
};
static const uint16 qfg3PatchChestIconBar[] = {
0x39, PATCH_SELECTOR8(at), // pushi at
0x78, // push1
0x78, // push1
0x81, 0x45, // lag 45
0x4a, 0x06, // send 06 [ mainIconBar at: 1 ]
0x38, PATCH_SELECTOR16(curInvIcon), // pushi curInvIcon
0x78, // push1
0x76, // push0
0x38, PATCH_SELECTOR16(curIcon), // pushi curIcon
0x78, // push1
0x36, // push
0x81, 0x45, // lag 45
0x4a, 0x0c, // send 0c [ mainIconBar curInvIcon: 0 curIcon: theWalkIcon ]
0x32, PATCH_UINT16(0x0094), // jmp 0094 [ "You put it in the chest." ]
PATCH_ADDTOOFFSET(+0x8b),
0x32, PATCH_UINT16(0xff59), // jmp ff59 [ mainIconBar curInvIcon: 0 curIcon: theWalkIcon ]
PATCH_END
};
// Entering the jungle close to the Leopardman village and then exiting with
// Johari causes the game to display corrupt message boxes and divide by zero.
// Manu's script has the same bugs which could potentially be triggered.
//
// The script fromJungle in room 170 sets local0 to the result of calculations
// based on ego's initial distance to his destination. The scripts walkJohari
// and walkManu divide by local0. fromJungle checks to see if it's set local0
// to zero, but instead of addressing this, it displays a series of messages
// all at once and corrupts the screen before continuing on to the error.
//
// We fix this by not setting local0 to zero and disabling the broken messages.
// The message code is unnecessary since later in the same game cycle a local
// procedure displays the messages correctly. This is similar to the fix in the
// QFG3 Unofficial Update: https://github.com/AshLancer/QFG3-Fan-Patch
//
// Applies to: All versions
// Responsible method: fromJungle:changeState(0)
// Fixes bug: #11216
static const uint16 qfg3SignatureJohariManuMapBugs[] = {
SIG_MAGICDWORD,
0xa3, 0x00, // sal 00 [ local0 = result ]
0x36, // push
0x35, 0x01, // ldi 01
0x22, // lt? [ local0 < 1 ]
0x31, // bnt [ skip broken messages ]
SIG_END
};
static const uint16 qfg3PatchJohariManuMapBugs[] = {
0x2f, 0x02, // bt 02
0x35, 0x01, // ldi 01
0xa3, 0x00, // sal 00 [ local0 = result ? result : 1 ]
0x33, // jmp [ always skip broken messages ]
PATCH_END
};
// Returning to room 770 after taking a gem and then angering the guardian can
// cause an error by sending a message to a non-object. This is due to a script
// bug in the Actor:ignoreBlocks method. It deletes the Actor:blocks property
// and sets it to zero, but it fails to check if Actor:blocks is already zero
// from a previous call. This is the only room that calls Actor:ignoreBlocks.
//
// We fix this as Sierra did in later games by adding a test to verify that
// Actor:blocks has been set before deleting it.
//
// Applies to: All versions
// Responsible method: Actor:ignoreBlocks
// Fixes bug: #12968
static const uint16 qfg3SignatureActorIgnoreBlocks[] = {
0x39, SIG_SELECTOR8(delete), // pushi delete
0x76, // push0
0x59, 0x01, // &rest 01
0x63, 0x74, // pToa blocks
0x4a, 0x04, // send 04 [ blocks delete: &rest ]
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(isEmpty), // pushi isEmpty
0x76, // push0
0x63, 0x74, // pToa blocks
0x4a, 0x04, // send 04 [ blocks isEmpty: ]
0x30, // bnt [ end of method ]
SIG_END
};
static const uint16 qfg3PatchActorIgnoreBlocks[] = {
0x63, 0x74, // pToa blocks
0x31, 0x0c, // bnt 0c [ end of method ]
0x39, PATCH_SELECTOR8(delete), // pushi delete
0x76, // push0
0x59, 0x01, // &rest 01
PATCH_ADDTOOFFSET(+5),
0x4a, 0x08, // send 08 [ blocks delete: &rest, isEmpty: ]
PATCH_END
};
// The NRS fan-patch, which is included with the GOG release, has a script bug
// which errors when angering the Guardian in room 770. This can be triggered
// by taking a second gem. The patch changes ego's moveSpeed from 0 to 2 in the
// script kickHimOut but it also mistakenly changes another 0 to 2 in the same
// line of code. Ego:setMotion(0) becomes Ego:setMotion(2) and errors because
// Actor:setMotion expects an object when passed anything other than 0.
//
// We fix this by reverting the accidental setMotion patch.
//
// Applies to: Any version with NRS patches 770.HEP/SCR, such as GOG
// Responsible method: kickHimOut:changeState(0)
// Fixes bug: #11411
static const uint16 qfg3SignatureNrsAngerGuardian[] = {
0x38, SIG_MAGICDWORD, // pushi setMotion
SIG_SELECTOR16(setMotion),
0x78, // push1
0x7a, // push2
SIG_END
};
static const uint16 qfg3PatchNrsAngerGuardian[] = {
PATCH_ADDTOOFFSET(+4),
0x76, // push0
PATCH_END
};
// The NRS fan-patch, which is included with the GOG release, has a script bug
// which causes spears to float during the moving target contest in room 460.
// The patch throttles the speed of several room objects with a technique that
// assumes there will only be one instance of each. trackSpear is responsible
// for updating the position of a spear that hits the moving target and one of
// these is created for each spear. Each trackSpear uses the same variable to
// enforce their doit throttling and so they stomp on each other's values.
// Subsequent trackSpears never make it past the throttling code and are stuck.
//
// We fix this by patching out the buggy trackSpear throttling. Disabling this
// code has no effect on speed because it turns out that trackSpear isn't
// responsible for any speeds in the first place.
//
// Applies to: Any version with NRS patches 460.HEP/SCR, such as GOG
// Responsible method: trackSpear:doit
// Fixes bug: #11426
static const uint16 qfg3SignatureNrsFloatingSpears[] = {
0x78, // push1
SIG_MAGICDWORD,
0x89, 0x58, // lsg 58 [ game time ]
0x83, 0x67, // lal 67 [ game time of previous trackSpear:doit ]
SIG_ADDTOOFFSET(+15),
0xa3, 0x67, // sal 67 [ store game time ]
SIG_END
};
static const uint16 qfg3PatchNrsFloatingSpears[] = {
0x32, PATCH_UINT16(0x0013), // jmp 0013 [ skip trackSpear throttling ]
PATCH_END
};
// When purchasing from a vendor while a message box is on the screen, events
// are randomly dropped and clicks randomly have no effect. barter:doit runs an
// event processing loop that calls kGetEvent twice per iteration when a
// message is on screen. It's luck as to which call retrieves the input event.
// If the first call retrieves the input event then it's replaced by the second
// and never reaches the Messager object.
//
// We fix this by patching barter:dispatchEvent to use the current event that
// barter:doit provides instead of unnecessarily creating a new one.
//
// Applies to: All versions
// Responsible method: barter:dispatchEvent
// Fixes bug: #11422
static const uint16 qfg3SignatureBarterEvents[] = {
0x39, SIG_SELECTOR8(new), // pushi new
0x76, // push0
SIG_MAGICDWORD,
0x51, 0x07, // class Event
0x4a, 0x04, // send 04 [ Event new: ]
0xa5, 0x00, // sat 00 [ temp0 = (Event new:) ]
SIG_END
};
static const uint16 qfg3PatchBarterEvents[] = {
0x87, 0x01, // lap 01 [ use current event ]
0x32, PATCH_UINT16(0x0002), // jmp 0002
PATCH_END
};
// After getting the ring from the rope, the script awardPrize stores the winner
// in a temp variable during its first state and expects it to be there during
// a later state. We patch the script to use its register property instead.
//
// Applies to: All versions
// Responsible method: awardPrize:changeState
// Fixes bug: #5277
static const uint16 qfg3SignatureRingRopePrize[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0xa5, 0x00, // sat 00
SIG_ADDTOOFFSET(+43),
0xa5, 0x00, // sat 00
SIG_ADDTOOFFSET(+39),
0xa5, 0x00, // sat 00
SIG_ADDTOOFFSET(+39),
0xa5, 0x00, // sat 00
SIG_ADDTOOFFSET(+33),
0xa5, 0x00, // sat 00
SIG_ADDTOOFFSET(+40),
0xa5, 0x00, // sat 00
SIG_ADDTOOFFSET(+48),
0xa5, 0x00, // sat 00
SIG_ADDTOOFFSET(+10),
0xa5, 0x00, // sat 00
SIG_ADDTOOFFSET(+49),
0x85, 0x00, // lat 00
SIG_END
};
static const uint16 qfg3PatchRingRopePrize[] = {
PATCH_ADDTOOFFSET(+2),
0x65, 0x24, // aTop register
PATCH_ADDTOOFFSET(+43),
0x65, 0x24, // aTop register
PATCH_ADDTOOFFSET(+39),
0x65, 0x24, // aTop register
PATCH_ADDTOOFFSET(+39),
0x65, 0x24, // aTop register
PATCH_ADDTOOFFSET(+33),
0x65, 0x24, // aTop register
PATCH_ADDTOOFFSET(+40),
0x65, 0x24, // aTop register
PATCH_ADDTOOFFSET(+48),
0x65, 0x24, // aTop register
PATCH_ADDTOOFFSET(+10),
0x65, 0x24, // aTop register
PATCH_ADDTOOFFSET(+49),
0x63, 0x24, // pToa register
PATCH_END
};
// The Laibon's hut has complex script bugs that create unintentional dead ends.
// After the Laibon requests a dinosaur horn from fighters and paladins, the
// player is unable to give the horn on subsequent visits if they have the
// bride's price items. Upon leaving the hut, they are unable to return.
//
// rm450:init sets an event number based on game state. The problem events are:
// - Event 5: Fighters/paladins give the horn to begin initiation.
// - Event 6: The bride's price can be paid, but fighters/paladins must have
// given the horn in event 5 for the Laibon to accept the price.
//
// The main problem is that rm450:init tests for event 6 before event 5. If the
// preconditions for event 6 are met then event 5 is suppressed. This is a
// conflict because event 6 can't be completed until event 5 has been, but the
// horn can only be given in event 5. More inconsistencies: some code enforces
// an incorrect rule that these events can only occur once, despite event 6
// being designed to reoccur and event 5 allowing the player to leave without
// giving the horn in version 1.0. Finally, the hut's event logic is out of
// sync between the entrance (room 420) and interior (450). The entrance blocks
// events from recurring even if they weren't completed and is missing a flag
// check, but unlike room 450 it does test the events in the correct order.
//
// We fix this by allowing room 450 to select event 5 (giving the horn) even if
// the preconditions for event 6 are met. We also allow both events to reoccur.
// Finally, we patch the relevant entrance logic to match the interior's.
// Although these patches touch a lot of logic, they only affect the game when
// it is in a state where the player wouldn't have been allowed to proceed with
// events that they've met the preconditions for. Note that these changes are
// broken up into smaller patches to be compatible with the many different
// versions of these scripts, including the NRS fan patches that GOG includes,
// and the comprehensive QFG3 Unofficial Update fan patches.
//
// Applies to: All versions
// Responsible methods: rm450:init, rm420:init
// Fixes bug: #11425
static const uint16 qfg3SignatureLaibonHutEvents1[] = {
0x88, SIG_MAGICDWORD, // lsg 0188 [ johari state ]
SIG_UINT16(0x0188),
0x35, 0x01, // ldi 01
0x1a, // eq? [ Laibon said the bride price ]
SIG_END
};
static const uint16 qfg3PatchLaibonHutEvents1[] = {
PATCH_ADDTOOFFSET(+5),
0x20, // ge? [ Laibon said the bride price OR you've tried to pay before ]
PATCH_END
};
static const uint16 qfg3SignatureLaibonHutEvents2[] = {
SIG_MAGICDWORD,
0x35, 0x06, // ldi 06
0xa3, 0x0b, // sal 0b [ room event = 6 ]
0x32, // jmp [ end of cond ]
SIG_END
};
static const uint16 qfg3PatchLaibonHutEvents2[] = {
PATCH_ADDTOOFFSET(+4),
0x32, PATCH_UINT16(0x0000), // jmp [ continue evaluating room events ]
PATCH_END
};
static const uint16 qfg3SignatureLaibonHutEvents3[] = {
0x31, 0x2b, // bnt 2b [ next room event ]
SIG_ADDTOOFFSET(+7),
0x31, 0x22, // bnt 22 [ next room event ]
SIG_ADDTOOFFSET(+10),
0x31, 0x16, // bnt 16 [ next room event ]
SIG_ADDTOOFFSET(+6),
0x2f, SIG_ADDTOOFFSET(+1), // bt (06, but 08 in QFG3 Unofficial Update)
0x88, SIG_UINT16(0x016a), // lsg 016a [ character class ]
0x35, 0x03, // ldi 03 [ impossible value ]
0x1a, // eq?
0x31, 0x06, // bnt 06 [ always false ]
SIG_MAGICDWORD,
0x35, 0x05, // ldi 05
0xa3, 0x0b, // sal 0b [ room event = 5 ]
0x33, // jmp [ exit cond ]
SIG_END
};
static const uint16 qfg3PatchLaibonHutEvents3[] = {
0x31, 0x23, // bnt 23 [ next room event ]
PATCH_ADDTOOFFSET(+7),
0x31, 0x1a, // bnt 1a [ next room event ]
PATCH_ADDTOOFFSET(+10),
0x31, 0x0e, // bnt 0e [ next room event ]
PATCH_ADDTOOFFSET(+6),
0x31, 0x06, // bnt 06
0x35, 0x05, // ldi 05
0xa3, 0x0b, // sal 0b [ room event = 5 ]
0x33, 0x06, // jmp 06 [ exit cond ]
0x8a, PATCH_UINT16(0x000b), // lsl 000b
0x35, 0x06, // ldi 06
0x1a, // eq? [ is room event 6? ]
0x2f, // bt [ exit cond ]
PATCH_END
};
// same as above but for the NRS script due its wide branch offsets
static const uint16 qfg3SignatureNrsLaibonHutEvents3[] = {
0x30, SIG_UINT16(0x0031), // bnt 0031 [ next room event ]
SIG_ADDTOOFFSET(+8),
0x30, SIG_UINT16(0x0026), // bnt 0026 [ next room event ]
SIG_ADDTOOFFSET(+10),
0x30, SIG_UINT16(0x0019), // bnt 0019 [ next room event ]
SIG_ADDTOOFFSET(+6),
0x2e, SIG_UINT16(0x0006), // bt 0006
0x88, SIG_UINT16(0x016a), // lsg 016a [ character class ]
0x35, 0x03, // ldi 03 [ impossible value ]
0x1a, // eq?
0x30, SIG_UINT16(0x0007), // bnt 0007 [ always false ]
SIG_MAGICDWORD,
0x35, 0x05, // ldi 05
0xa3, 0x0b, // sal 0b [ room event = 5 ]
0x32, // jmp [ exit cond ]
SIG_END
};
static const uint16 qfg3PatchNrsLaibonHutEvents3[] = {
0x30, PATCH_UINT16(0x0028), // bnt 0028 [ next room event ]
PATCH_ADDTOOFFSET(+8),
0x30, PATCH_UINT16(0x001d), // bnt 001d [ next room event ]
PATCH_ADDTOOFFSET(+10),
0x30, PATCH_UINT16(0x0010), // bnt 0010 [ next room event ]
PATCH_ADDTOOFFSET(+6),
0x30, PATCH_UINT16(0x0007), // bnt 0007
0x35, 0x05, // ldi 05
0xa3, 0x0b, // sal 0b [ room event = 5 ]
0x32, PATCH_UINT16(0x0006), // jmp 0006 [ exit cond ]
0x8a, PATCH_UINT16(0x000b), // lsl 000b
0x35, 0x06, // ldi 06
0x1a, // eq? [ is room event 6? ]
0x2e, // bt [ exit cond ]
PATCH_END
};
static const uint16 qfg3SignatureLaibonHutEntrance1[] = {
0x88, SIG_MAGICDWORD, // lsg 016e [ entrance event ]
SIG_UINT16(0x016e),
0x35, 0x09, // ldi 09
0x1c, // ne? [ global366 != 9 (haven't entered for event 5) ]
SIG_END
};
static const uint16 qfg3PatchLaibonHutEntrance1[] = {
0x78, // push1
0x39, 0x26, // pushi 26 [ flag 38 ]
0x45, 0x06, 0x02, // callb proc0_6 [ is flag 38 set? (dispelled Johari) ]
PATCH_END
};
static const uint16 qfg3SignatureLaibonHutEntrance2[] = {
0x88, SIG_MAGICDWORD, // lsg 0188 [ johari state ]
SIG_UINT16(0x0188),
0x35, 0x01, // ldi 01
0x1a, // eq? [ Laibon said the bride price ]
SIG_ADDTOOFFSET(+59),
0x88, SIG_UINT16(0x016e), // lsg 016e [ entrance event ]
0x35, 0x0d, // ldi 0d
0x1c, // ne? [ global366 != 13 (haven't entered for event 6) ]
SIG_END
};
static const uint16 qfg3PatchLaibonHutEntrance2[] = {
PATCH_ADDTOOFFSET(+5),
0x20, // ge? [ Laibon said the bride price OR you've tried to pay before ]
PATCH_ADDTOOFFSET(+59),
0x88, PATCH_UINT16(0x0188), // lsg 0188
0x35, 0x04, // ldi 04
PATCH_END // ne? [ Haven't paid Laibon the bride price ]
};
// The Laibon's Teller needs updating to be compatible with the above script
// patches for the events in his hut. There are two options that should only
// appear in Event 6 before paying the bride's price: a "Leopardman" option and
// "Marriage". The script enforces this by simply testing that Johari's state
// is 2, which is the value for having entered the hut with all of the items.
// This assumes that this can only happen in Event 6, but that was one of the
// logic problems that we fixed, so this global can now also be 2 in Event 5.
//
// We fix this by only showing these Teller options when Johari's state is 2 and
// the room is Event 6.
//
// Applies to: All versions
// Responsible method: laibonTell:showDialog
// Fixes bug: #13748
static const uint16 qfg3SignatureLaibonTeller[] = {
0x88, SIG_UINT16(0x0188), // lsg 0188 [ johari state ]
SIG_MAGICDWORD,
0x35, 0x02, // ldi 02
0x1a, // eq? [ entered with bride price? ]
0x36, // push
0x39, 0xcf, // pushi cf [ Marriage cond 49 ]
0x88, SIG_UINT16(0x0188), // lsg 0188 [ johari state ]
0x35, 0x02, // ldi 02
0x1a, // eq? [ entered with bride price? ]
0x36, // push
SIG_END
};
static const uint16 qfg3PatchLaibonTeller[] = {
0x80, PATCH_UINT16(0x0188), // lag 0188 [ johari state ]
0x7a, // push2
0x1a, // eq? [ entered with bride price? ]
0x36, // push
0x83, 0x0b, // lal 0b [ room event ]
0x39, 0x06, // pushi 06
0x1a, // eq? [ is room event 6? ]
0x12, // and
0x36, // push
0x39, 0xcf, // pushi cf [ Marriage cond 49 ]
0x36, // push
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg3Signatures[] = {
{ true, 944, "import dialog continuous calls", 1, qfg3SignatureImportDialog, qfg3PatchImportDialog },
{ true, 440, "dialog crash when asking about Woo", 1, qfg3SignatureWooDialog, qfg3PatchWooDialog },
{ true, 440, "dialog crash when asking about Woo", 1, qfg3SignatureWooDialogAlt, qfg3PatchWooDialogAlt },
{ true, 47, "barter events", 1, qfg3SignatureBarterEvents, qfg3PatchBarterEvents },
{ true, 52, "export character save bug", 2, qfg3SignatureExportChar, qfg3PatchExportChar },
{ true, 54, "import character from QfG1 bug", 1, qfg3SignatureImportQfG1Char, qfg3PatchImportQfG1Char },
{ true, 640, "chief in hut priority fix", 1, qfg3SignatureChiefPriority, qfg3PatchChiefPriority },
{ true, 285, "missing points for telling about initiation heap", 1, qfg3SignatureMissingPoints1, qfg3PatchMissingPoints1 },
{ true, 285, "missing points for telling about initiation script", 1, qfg3SignatureMissingPoints2a, qfg3PatchMissingPoints2 },
{ true, 285, "missing points for telling about initiation script", 1, qfg3SignatureMissingPoints2b, qfg3PatchMissingPoints2 },
{ true, 420, "laibon hut entrance (1/2)", 1, qfg3SignatureLaibonHutEntrance1, qfg3PatchLaibonHutEntrance1 },
{ true, 420, "laibon hut entrance (2/2)", 1, qfg3SignatureLaibonHutEntrance2, qfg3PatchLaibonHutEntrance2 },
{ true, 450, "laibon hut events (1/3)", 1, qfg3SignatureLaibonHutEvents1, qfg3PatchLaibonHutEvents1 },
{ true, 450, "laibon hut events (2/3)", 1, qfg3SignatureLaibonHutEvents2, qfg3PatchLaibonHutEvents2 },
{ true, 450, "laibon hut events (3/3)", 1, qfg3SignatureLaibonHutEvents3, qfg3PatchLaibonHutEvents3 },
{ true, 450, "NRS: laibon hut events (3/3)", 1, qfg3SignatureNrsLaibonHutEvents3, qfg3PatchNrsLaibonHutEvents3 },
{ true, 450, "laibon teller", 1, qfg3SignatureLaibonTeller, qfg3PatchLaibonTeller },
{ true, 460, "NRS: floating spears", 1, qfg3SignatureNrsFloatingSpears, qfg3PatchNrsFloatingSpears },
{ true, 510, "ring rope prize", 1, qfg3SignatureRingRopePrize, qfg3PatchRingRopePrize },
{ true, 550, "combat speed throttling script", 1, qfg3SignatureCombatSpeedThrottling1, qfg3PatchCombatSpeedThrottling1 },
{ true, 550, "combat speed throttling heap", 1, qfg3SignatureCombatSpeedThrottling2, qfg3PatchCombatSpeedThrottling2 },
{ true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds1, qfg3PatchRoom750Bounds1 },
{ true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds2, qfg3PatchRoom750Bounds2 },
{ true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds3, qfg3PatchRoom750Bounds3 },
{ true, 29, "icon bar crash when using chest", 1, qfg3SignatureChestIconBar, qfg3PatchChestIconBar },
{ true, 170, "johari/manu map crash and message bugs", 2, qfg3SignatureJohariManuMapBugs, qfg3PatchJohariManuMapBugs },
{ true, 770, "NRS: anger guardian crash", 1, qfg3SignatureNrsAngerGuardian, qfg3PatchNrsAngerGuardian },
{ true, 928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 998, "actor ignoreBlocks crash at guardian", 1, qfg3SignatureActorIgnoreBlocks, qfg3PatchActorIgnoreBlocks },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Quest for Glory 4
// ===========================================================================
// Cranium's TRAP screen in room 380 incorrectly creates an int array for
// string data.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: trap::init() in script 83
// Fixes bug: #10766
static const uint16 qfg4TrapArrayTypeSignature[] = {
0x38, SIG_SELECTOR16(new), // pushi new
0x78, // push1
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0080), // pushi 128d (array size)
0x51, SIG_ADDTOOFFSET(+1), // class IntArray (CD=0x0b. floppy=0x0a)
0x4a, SIG_UINT16(0x0006), // send 6
SIG_END
};
static const uint16 qfg4TrapArrayTypePatch[] = {
PATCH_ADDTOOFFSET(+4),
0x38, PATCH_UINT16(0x0100), // pushi 256d (array size)
0x51, PATCH_GETORIGINALBYTEADJUST(8, +2), // class ByteArray (CD=0x0d, floppy=0x0c)
PATCH_END
};
// QFG4 has custom video benchmarking code inside a subroutine, which is called
// by 'glryInit::init', that needs to be disabled. See: sci2BenchmarkSignature.
//
// Applies to at least: English CD, English floppy, German Floppy
// Responsible method: localproc_0010() in script 1
static const uint16 qfg4BenchmarkSignature[] = {
0x38, SIG_SELECTOR16(new), // pushi new
0x76, // push0
0x51, SIG_ADDTOOFFSET(+1), // class View
0x4a, SIG_UINT16(0x0004), // send 4
0xa5, 0x00, // sat temp[0]
0x39, SIG_SELECTOR8(view), // pushi view
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x270f), // pushi $270f (9999)
SIG_END
};
static const uint16 qfg4BenchmarkPatch[] = {
0x35, 0x01, // ldi 1
0xa1, 0xbf, // sag global[191]
0x48, // ret
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm.
// At the inn, there is a path that goes off screen. In our pathfinding
// algorithm, we move all the pathfinding points so that they are within
// the visible area. However, two points of the path are outside the
// screen, so moving them will place them both on top of each other,
// thus creating an impossible pathfinding area. This makes the
// pathfinding algorithm ignore the walkable area when the hero moves
// up the ladder to his room. We therefore move one of the points
// slightly, so that it is already within the visible screen, so that
// the walkable polygon is valid, and the pathfinding algorithm can
// work properly.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: rm320::init() in script 320
// Fixes bug: #10693
static const uint16 qfg4InnPathfindingSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0154), // pushi x = 340
0x39, 0x77, // pushi y = 119
0x38, SIG_UINT16(0x0114), // pushi x = 276
0x39, 0x31, // pushi y = 49
0x38, SIG_UINT16(0x00fc), // pushi x = 252
0x39, 0x30, // pushi y = 48
0x38, SIG_UINT16(0x00a5), // pushi x = 165
0x39, 0x55, // pushi y = 85
0x38, SIG_UINT16(0x00c0), // pushi x = 192
0x39, 0x55, // pushi y = 85
0x38, SIG_UINT16(0x010b), // pushi x = 267
0x39, 0x34, // pushi y = 52
0x38, SIG_UINT16(0x0144), // pushi x = 324
0x39, 0x77, // pushi y = 119
SIG_END
};
static const uint16 qfg4InnPathfindingPatch[] = {
PATCH_ADDTOOFFSET(+30),
0x38, PATCH_UINT16(0x013f), // pushi x = 319 (was 324)
0x39, 0x77, // pushi y = 119
PATCH_END
};
// When autosave is enabled, Glory::save() (script 0) deletes savegame files in
// a loop, while disk space is insufficient for a new save, or while there are
// 20+ saves. Since ScummVM handles slots differently and allows far more
// slots, this deletes all but the most recent 19 manual saves, merely by
// walking from room to room!
//
// Ironically, kGetSaveFiles() (kfile.cpp) and the debugger's 'list_files'
// command rely on listSavegames() (file.cpp), which specifically omits the
// autosave slot, so the script will only ever delete manual saves. And the
// space check doesn't take into account the reduced demand when overwriting an
// existing autosave.
//
// No good can come of this loop. So we skip it entirely. If the disk truly is
// out of space, a message box will complain, and the player can delete saves
// voluntarily.
//
// Note: Glory::save() contains another space freeing loop, but it might be
// unreachable.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: Glory::save() in script 0
// Fixes bug: #10758
static const uint16 qfg4AutosaveSignature[] = {
0x30, SIG_ADDTOOFFSET(+2), // bnt ?? [end the loop]
0x78, // push1 (1 call arg)
//
0x39, SIG_SELECTOR8(data), // pushi data
0x76, // push0
SIG_ADDTOOFFSET(+2), // (CD="lag global[29]", floppy="lat temp[6]")
0x4a, SIG_UINT16(0x0004), // send 4d
0x36, // push
SIG_MAGICDWORD,
0x43, 0x3f, SIG_UINT16(0x0002), // callk CheckFreeSpace, 2d
0x18, // not
0x2f, 0x05, // bt 05 [skip other OR condition]
0x8d, 0x09, // lst temp[9] (savegame file count)
0x35, 0x14, // ldi 20d
0x20, // ge?
SIG_END
};
static const uint16 qfg4AutosavePatch[] = {
0x32, // ... // jmp [end the loop]
PATCH_END
};
// The swamp areas have typos where a Grooper object is passed to
// View::setLoop(), a method which expects an integer to store in the "loop"
// property. This leads to arithmetic crashes later. We change it to
// Actor::setLooper().
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method:
// Script 440
// sToWater::changeState(3)
// Script 530, 535
// sGlideFromTuff::changeState(1)
// sGoGlide::changeState(2)
// sFromWest::changeState(0)
// sFromSouth::changeState(0)
// Script 541, 542, 543
// sGlideFromTuff::changeState(1)
// sFromEast::changeState(0)
// sFromNorth::changeState(0)
// sFromWest::changeState(0)
// sFromSouth::changeState(0)
// Script 545
// sCombatEnter::changeState(0)
// sGlideFromTuff::changeState(2)
// sFromNorth::changeState(0)
// sFromEast::changeState(0)
// sFromWest::changeState(0)
// Fixes bug: #10777
static const uint16 qfg4SetLooperSignature1[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x51, 0x5a, // class Grooper
SIG_END
};
static const uint16 qfg4SetLooperPatch1[] = {
0x38, PATCH_SELECTOR16(setLooper), // pushi setLooper
PATCH_END
};
// As above, except it's an exported subclass of Grooper: stopGroop.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sJumpWater::changeState(3), sToJump::changeState(2) in script 10
// Fixes bug: #10777
static const uint16 qfg4SetLooperSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x7a, // push2 (2 call args)
0x39, 0x1c, // pushi 28d
0x78, // push1
0x43, 0x02, SIG_UINT16(0x0004), // callk ScriptID, 4d (ScriptID 28 1)
SIG_END
};
static const uint16 qfg4SetLooperPatch2[] = {
0x38, PATCH_SELECTOR16(setLooper), // pushi setLooper
PATCH_END
};
// The panel showing time of day gets stuck displaying consecutive moonrises.
// Despite time actually advancing, the sun will never rise again because
// local[5] is set to 1 for night UI and never resets until hero moves to
// another room.
//
// temp[0] is not used in this method. Thus we can safely ignore and reuse the
// code block that manipulates it in order to fix this bug.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: showTime::init() in script 7
// Fixes bug: #10775
static const uint16 qfg4MoonriseSignature[] = {
SIG_MAGICDWORD,
0x81, 0x7a, // lag global[122]
0xa5, 0x00, // sat temp[0]
0x89, 0x7b, // lsg global[123]
0x35, 0x06, // ldi 6d
0x1c, // ne?
0x2f, 0x06, // bt 6d [skip remaining OR conditions]
0x89, 0x78, // lsg global[120]
0x34, SIG_UINT16(0x01f4), // ldi 500d
0x1e, // gt?
0x31, 0x02, // bnt 2d [skip the if block]
0xc5, 0x00, // +at temp[0]
SIG_END
};
static const uint16 qfg4MoonrisePatch[] = {
0x35, 0x00, // ldi 0 (reset the is-night var)
0xa3, 0x05, // sal local[5]
0x33, 0x0f, // jmp 15d [skip waste bytes]
PATCH_END
};
// Visiting the inn after rescuing Igor sets a plot flag. Such flags are tested
// on subsequent visits to decide the dialogue options when clicking MOUTH on
// hero. That particular check neglects time of day, allowing hero to talk to
// an empty room after midnight... and get responses from the absent innkeeper.
//
// The inn's init() has a series of cond blocks to boil down all the checks
// into values for local[2], representing discrete situations. Then there's a
// switch block in sInitShit() that acts on those values, making arrival
// announcements and setting new flags.
//
// "So Dmitri says the gypsy didn't really kill Igor after all." sets flag 132.
// "I must thank you for saving our Tanya." sets flag 134.
//
// There are two bugged situations. When you have flag 132 and haven't gotten
// 134 yet, local[2] = 11. When you get flag 134, local[2] = 12. Neither
// of them consider the time of day, talking as if the innkeeper were always
// present.
//
// A day in QFG4 is broken up into 3-hour spans: 6,7,0,1,2,3,4,5. Where 6 is
// midnight. The sun rises in 0 and sets in 4. Current span is global[123]. The
// innkeeper sprite is not around from midnight to morning.
//
// To make room, we optimize block 10's time check:
// "t <= 3 || t is in [4, 5]" becomes "t <= 5". No need for a lengthy call
// to do a simple comparison. Conceptually it meant, "daytime and evening".
//
// That gap is used to insert similar pre-midnight checks before block 11 and
// block 12. This will sync them with the sprite's schedule. Ideally, the
// sprite never would've been scheduled separately in the first place.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: rm320::init() in script 320
// Fixes bug: #10753
static const uint16 qfg4AbsentInnkeeperSignature[] = {
SIG_MAGICDWORD, // (block 10, partway through)
0x31, 0x1c, // bnt 28d [block 11]
0x89, 0x7b, // lsg global[123]
0x35, 0x03, // ldi 3d
0x24, // le?
// (~~ junk begins ~~)
0x2f, 0x0f, // bt 15d [after the calle]
0x39, 0x03, // pushi 3d (3 call args)
0x89, 0x7b, // lsg global[123] (needle value)
0x39, 0x04, // pushi 4d (haystack values...)
0x39, 0x05, // pushi 5d
0x46, SIG_UINT16(0xfde7), SIG_UINT16(0x0005), SIG_UINT16(0x0006), // calle [export 5 of script 64999], 6d (is needle in haystack?))
// (~~ junk ends ~~)
0x31, 0x04, // bnt 4d [block 11]
0x35, 0x0a, // ldi 10d
0x33, 0x29, // jmp 41d [done, local[2]=acc]
//
SIG_ADDTOOFFSET(+25), // (...block 11...) (patch ends after this)
SIG_ADDTOOFFSET(+14), // (...block 12...)
SIG_ADDTOOFFSET(+2), // (...else 0...)
0xa3, 0x02, // sal local[2] (all blocks set acc and jmp here)
SIG_END
};
static const uint16 qfg4AbsentInnkeeperPatch[] = {
0x31, 0x0e, // bnt 14d [block 11]
0x89, 0x7b, // lsg global[123]
0x35, 0x05, // ldi 5d (make it t <= 5)
0x24, // le?
// (*snip*)
0x31, 0x07, // bnt 7d [block 11]
0x35, 0x0a, // ldi 10d
0x33, 0x3a, // jmp 58d [done, local[2]=acc]
//
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes)
// (14 freed bytes remain.)
// (use 7 freed bytes to prepend block 11)
// (and shift all of block 11 up by 7 bytes)
// (use that new gap below to prepend block 12)
//
// (block 11, prepend a time check)
0x89, 0x7b, // lsg global[123]
0x35, 0x05, // ldi 5d
0x24, // le?
0x31, 0x19, // bnt 25d [block 12]
// (block 11, original ops shift up)
0x78, // push1 (1 call arg)
0x38, PATCH_UINT16(0x0084), // pushi 132d
0x45, 0x04, PATCH_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 132)
0x31, 0x0f, // bnt 15d [next block]
0x78, // push1 (1 call arg)
0x38, PATCH_UINT16(0x0086), // pushi 134d
0x45, 0x04, PATCH_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 134)
0x18, // not
0x31, 0x04, // bnt 4d [block 12]
0x35, 0x0b, // ldi 11d
0x33, 0x17, // jmp 23d [done, local[2]=acc]
//
// (block 12, prepend a time check)
0x89, 0x7b, // lsg global[123]
0x35, 0x05, // ldi 5d
0x24, // le?
0x31, 0x0e, // bnt 14d [else block]
// (block 12, original ops continue here)
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm.
// When entering flipped stairways from the upper door, hero is initially
// placed outside the walkable area. As a result, hero will float around
// inappropriately in stairways leading to Tanya's room (620) and to the iron
// safe (624).
//
// The polygon's first and final points are the top of the stairs. It's quite
// narrow up there, and the final segment doesn't trace the wall very well. We
// move the final point down and over to round out the path. Point 0 takes 19's
// original place. Point 1 takes 0's original place.
//
// Disregard the responsible method's misleading name.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: rm620Code::init() in script 633
// Fixes bug: #10757
static const uint16 qfg4StairwayPathfindingSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00e2), // pushi 226d (point 0 is top-left)
0x39, 0x20, // pushi 32d
0x38, SIG_UINT16(0x00ed), // pushi 237d (point 1 is below on left)
0x39, 0x26, // pushi 38d
SIG_ADDTOOFFSET(+87), // ...
0x38, SIG_UINT16(0x00e9), // pushi 233d (point 19 is top-right)
0x39, 0x20, // pushi 32d
SIG_END
};
static const uint16 qfg4StairwayPathfindingPatch[] = {
0x38, PATCH_UINT16(0x00e9), // pushi 233d (point 0 gets 19's coords)
0x39, 0x20, // pushi 32d
0x38, PATCH_UINT16(0x00e2), // pushi 226d (point 1 gets 0's coords)
0x39, 0x20, // pushi 32d
PATCH_ADDTOOFFSET(+87), // ...
0x38, PATCH_UINT16(0x00fd), // pushi 253d (point 19 hugs the wall)
0x39, 0x2b, // pushi 43d
PATCH_END
};
// Whenever levitate is cast, a cryptic error message appears in-game.
// "<Prop setScale:> y value less than vanishingY"
//
// There are typos where hero is passed to Prop::setScale(), a method which
// expects integers. We change it to Prop::setScaler().
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sLevitate::changeState(3) in script 31
// sLevitating::changeState(0) in script 800 (CD only)
// Fixes bug: #10726
static const uint16 qfg4SetScalerSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setScale), // pushi setScale
0x78, // push1
0x89, 0x00, // lsg global[0] (hero)
SIG_END
};
static const uint16 qfg4SetScalerPatch[] = {
0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler
PATCH_END
};
// The castle's crest-operated bookshelf has an unconditional HAND message
// which always says, "you haven't found the trigger yet," even after it's
// open.
//
// We schedule the walk-out script (sLeaveSecretly) at the end of the opening
// script (sSecret) to force hero to leave immediately, preventing any
// interaction with an open bookshelf.
//
// An automatic exit is consistent with the other bookshelf passage rooms:
// Chandelier (662) and EXIT (661).
//
// Clobbers Glory::handsOn() and sSecret::dispose() to do Room::setScript().
// Both of them are made redundant by setScript's built-in disposal and
// sLeaveSecretly's immediate use of Glory::handsOff().
//
// This patch has two variants, toggled to match the detected edition with
// enablePatch() below. Aside from the patched lofsa value, they are identical.
//
// Applies to at least: English CD
// Responsible method: sSecret::changeState(4) in script 663
// Fixes bug: #10756
static const uint16 qfg4CrestBookshelfCDSignature[] = {
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x003e), // send 62d
0x36, // push
SIG_ADDTOOFFSET(+5), // ...
0x38, SIG_SELECTOR16(handsOn), // pushi handsOn (begin clobbering)
0x76, // push0
0x81, 0x01, // lag global[1] (Glory)
0x4a, SIG_UINT16(0x0004), // send 4d
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 4d
SIG_END
};
static const uint16 qfg4CrestBookshelfCDPatch[] = {
PATCH_ADDTOOFFSET(+9),
0x38, PATCH_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, PATCH_UINT16(0x01a4), // lofsa sLeaveSecretly
0x36, // push
0x81, 0x02, // lag global[2] (rm663)
0x4a, PATCH_UINT16(0x0006), // send 6d
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes)
PATCH_END
};
// Applies to at least: English floppy, German floppy
static const uint16 qfg4CrestBookshelfFloppySignature[] = {
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x003e), // send 62d
0x36, // push
SIG_ADDTOOFFSET(+5), // ...
0x38, SIG_SELECTOR16(handsOn), // pushi handsOn (begin clobbering)
0x76, // push0
0x81, 0x01, // lag global[1] (Glory)
0x4a, SIG_UINT16(0x0004), // send 4d
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 4d
SIG_END
};
static const uint16 qfg4CrestBookshelfFloppyPatch[] = {
PATCH_ADDTOOFFSET(+9),
0x38, PATCH_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, PATCH_UINT16(0x018c), // lofsa sLeaveSecretly
0x36, // push
0x81, 0x02, // lag global[2] (rm663)
0x4a, PATCH_UINT16(0x0006), // send 6d
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes)
PATCH_END
};
// Modifies room 663's sLeaveSecretly to avoid obstacles.
//
// Originally intended to start when hero arrives at a doorMat region, room
// 663's walk-out script (sLeaveSecretly) ignores obstacles. The crest
// bookshelf patch repurposes this script and requires collision detection to
// exit properly, walking around the open bookshelf.
//
// Class numbers for MoveTo and PolyPath differ between CD vs floppy editions.
// Their intervals happen to be the same, so we simply offset whatever is
// there.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sLeaveSecretly::changeState(1) in script 663
// Fixes bug: #10756
static const uint16 qfg4CrestBookshelfMotionSignature[] = {
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
0x36, // push
SIG_MAGICDWORD,
0x39, 0x1d, // pushi x = 29d
0x38, SIG_UINT16(0x0097), // pushi y = 151d
SIG_END
};
static const uint16 qfg4CrestBookshelfMotionPatch[] = {
0x51, PATCH_GETORIGINALBYTEADJUST(+1, +6), // class PolyPath
PATCH_END
};
// In the crest bookshelf room (663) connected to the upper door of the
// bat-infested stairway, peering through the keyhole *always* reports bats.
//
// As you kill the bats, global plot flags are set. Normally flags 331-334
// would be checked via proc0_4(). They're in a bitmask, among other flags, so
// we can check all simultaneously (0000000000011110).
//
// global[520] & 30 == 30
//
// Patch 1: There was no space for this in the responsible method. Instead, we
// rewrite a different method that became obsolete after the crest bookshelf
// patch: sCloseSecretDoor::changeState().
//
// Patch 2: We modify sPeepingTom to call our rewritten sCloseSecretDoor. This
// has two variants, toggled to match the detected edition with enablePatch()
// below. Aside from the patched lofsa value, they are identical.
//
// Requires patch: qfg4CrestBookshelf (CD or Floppy)
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sPeepingTom::changeState(1) in script 663
// Fixes bug: #10789
static const uint16 qfg4UpperPeerBatsSignature1[] = {
0x87, 0x01, // lap param[1]
SIG_ADDTOOFFSET(+41), // ...
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x0006), // send 6d
0x35, 0x1e, // ldi 30d
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks
SIG_ADDTOOFFSET(+9), // ...
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
SIG_END
};
static const uint16 qfg4UpperPeerBatsPatch1[] = {
0x38, PATCH_SELECTOR16(say), // pushi say (decide the message as args are stacked up)
0x39, 0x06, // pushi 6d
0x7a, // push2
0x38, PATCH_UINT16(0x009b), // pushi 155d
0x39, 0x1e, // pushi 30d (stack up for eq)
0x3c, // dup (stack up another for AND)
0x80, PATCH_UINT16(0x0208), // lag global[520] (plot flags bitmask)
0x12, // and
0x1a, // eq? (Were all dead bat flags set?)
0x2f, 0x04, // bt 4d [after this jmp]
0x39, 0x1d, // pushi 29d (bat message)
0x33, 0x02, // jmp 2d [after deciding message]
0x39, 0x1b, // pushi 27d (killed all bats, generic message)
0x78, // push1
0x76, // push0 (don't cue() afterward)
0x38, PATCH_UINT16(0x0280), // pushi 640d
0x81, 0x5b, // lag global[91] (gloryMessager)
0x4a, PATCH_UINT16(0x0010), // send 16d
0x48, // ret
0x34, PATCH_UINT16(0x0000), // ldi 0 (erase 3 bytes to keep disasm aligned)
PATCH_END
};
// Applies to at least: English CD
static const uint16 qfg4UpperPeerBatsCDSignature2[] = {
0x38, SIG_SELECTOR16(say), // pushi say
SIG_ADDTOOFFSET(+3),
SIG_MAGICDWORD,
0x7a, // push2
0x38, SIG_UINT16(0x009b), // pushi 155d
0x39, 0x1d, // pushi 29d (bat message)
SIG_ADDTOOFFSET(+7),
0x4a, SIG_UINT16(0x0010), // send 16d (say: 2 155 29 1 self 640)
PATCH_END
};
static const uint16 qfg4UpperPeerBatsCDPatch2[] = {
0x38, PATCH_SELECTOR16(changeState), // pushi changeState
0x78, // push1
0x76, // push0
0x72, PATCH_UINT16(0x0176), // lofsa sCloseSecretDoor
0x4a, PATCH_UINT16(0x0006), // send 6d (call the rewritten method)
0x38, PATCH_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, PATCH_UINT16(0x0004), // self 4d (self-cue)
0x35, 0x00, // ldi 0 (waste 2 bytes)
0x35, 0x00, // ldi 0 (waste 2 bytes)
PATCH_END
};
// Applies to at least: English floppy, German floppy
static const uint16 qfg4UpperPeerBatsFloppySignature2[] = {
0x38, SIG_SELECTOR16(say), // pushi say
SIG_ADDTOOFFSET(+3),
SIG_MAGICDWORD,
0x7a, // push2
0x38, SIG_UINT16(0x009b), // pushi 155d
0x39, 0x1d, // pushi 29d (bat message)
SIG_ADDTOOFFSET(+7),
0x4a, SIG_UINT16(0x0010), // send 16d (say: 2 155 29 1 self 640)
PATCH_END
};
static const uint16 qfg4UpperPeerBatsFloppyPatch2[] = {
0x38, PATCH_SELECTOR16(changeState), // pushi changeState
0x78, // push1
0x76, // push0
0x72, PATCH_UINT16(0x0160), // lofsa sCloseSecretDoor
0x4a, PATCH_UINT16(0x0006), // send 6d (call the rewritten method)
0x38, PATCH_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, PATCH_UINT16(0x0004), // self 4d (self-cue)
0x35, 0x00, // ldi 0 (waste 2 bytes)
0x35, 0x00, // ldi 0 (waste 2 bytes)
PATCH_END
};
// In the room (644) connected to the lower door of the bat-infested stairway,
// peering through the keyhole *always* reports bats.
//
// As you kill the bats, global plot flags are set. Normally flags 331-334
// would be checked via proc0_4(). They're in a bitmask, among other flags, so
// we can check all simultaneously (0000000000011110).
//
// global[520] & 30 == 30
//
// Room 644 has an IF-ELSE deciding between largely redundant calls to
// gloryMessager::say(). We make room by combining them.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sPeepingTom::changeState(1) in script 644
// Fixes bug: #10789
static const uint16 qfg4LowerPeerBatsSignature[] = {
SIG_MAGICDWORD,
0x78, // push1 x (check if hero's near the left door)
0x76, // push0
0x81, 0x00, // lag global[0] (hero)
0x4a, SIG_UINT16(0x0004), // send 4d
0x36, // push
0x35, 0x3c, // ldi 60d
0x22, // lt?
0x31, 0x18, // bnt 24d [else right door w/ bats]
0x38, SIG_SELECTOR16(say), // pushi say (left door, generic message)
SIG_ADDTOOFFSET(+14), // ...
0x81, 0x5b, // lag global[91] (gloryMessager)
0x4a, SIG_UINT16(0x0010), // send 16d (say: 2 155 27 1 self 640)
0x33, SIG_ADDTOOFFSET(+1), // jmp [end the case]
SIG_ADDTOOFFSET(+22), // (right door, say(), 3rd arg is 29 for bat message)
0x33, SIG_ADDTOOFFSET(+1), // jmp [end the case]
SIG_END
};
static const uint16 qfg4LowerPeerBatsPatch[] = {
0x38, PATCH_SELECTOR16(say), // pushi say (decide the message as args are stacked up)
0x39, 0x06, // pushi 6d
0x7a, // push2
0x38, PATCH_UINT16(0x009b), // pushi 155d
0x78, // push1 x (check if left door)
0x76, // push0
0x81, 0x00, // lag global[0] (hero)
0x4a, PATCH_UINT16(0x0004), // send 4d
0x36, // push
0x35, 0x3c, // ldi 60d
0x22, // lt?
0x31, 0x04, // bnt 4d [after this jmp]
0x39, 0x1b, // pushi 27d (left door, generic message)
0x33, 0x10, // jmp 16d [after deciding message]
0x39, 0x1e, // pushi 30d (stack up for eq)
0x3c, // dup (stack up another for AND)
0x80, PATCH_UINT16(0x0208), // lag global[520] (plot flags bitmask)
0x12, // and
0x1a, // eq? (Were all dead bat flags set?)
0x2f, 0x04, // bt 4d [after this jmp]
0x39, 0x1d, // pushi 29d (right door, bat message)
0x33, 0x02, // jmp 2d [after deciding message]
0x39, 0x1b, // pushi 27d (right door, killed all bats, generic message)
0x78, // push1
0x7c, // pushSelf
0x38, PATCH_UINT16(0x0280), // pushi 640d
0x81, 0x5b, // lag global[91] (gloryMessager)
0x4a, PATCH_UINT16(0x0010), // send 16d
0x33, PATCH_GETORIGINALBYTEADJUST(60, +7), // jmp [end the case]
PATCH_END
};
// The castle's great hall (630) has a doorMat region that intermittently sends
// hero back to the room they just left (barrel room) the instant they arrive.
//
// Entry from room 623 starts hero at (0, 157), the edge of the doorMat. We
// shrink the region by 2 pixels. Then sEnterTheRoom moves hero safely across.
// The region is a rectangle. Point 0 is top-left. Point 3 is bottom-left.
//
// Does not apply to English floppy 1.0. It lacked a western doorMat entirely.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: vClosentDoor::init() in script 630
// Fixes bug: #10731
static const uint16 qfg4GreatHallEntrySignature[] = {
SIG_MAGICDWORD,
0x76, // push0 (point 0)
0x38, SIG_UINT16(0x0088), // pushi 136d
SIG_ADDTOOFFSET(+10), // ...
0x76, // push0 0d (point 3)
0x38, SIG_UINT16(0x00b4), // pushi 180d
SIG_END
};
static const uint16 qfg4GreatHallEntryPatch[] = {
0x7a, // push2
PATCH_ADDTOOFFSET(+13), // ...
0x7a, // push2
PATCH_END
};
// In QFG4, the kernel func SetNowSeen() returns void - meaning it doesn't
// modify the accumulator to store a result. Yet math was performed on it!
//
// The function updates boundary box properties of a given View object, prior
// to collision tests. IF (collision detection is warranted, and IF those tests
// are true), THEN respond to the collision.
//
// SetNowSeen() was inserted in the middle of the IF block's list of conditions.
// That way it can be short-circuited, and it runs before the tests.
//
// Problem: void functions make no promise about their truth value. After the
// call, acc will be *whatever* happened to already be in there. This is bad.
//
// "(| (SetNowSeen horror) $0001)"
//
// Someone wrapped the func in a bitwise OR against 1. Thus *every* value is
// guaranteed to become non-zero, always true. And the IF block won't break.
//
// In later SCI2 versions, SetNowSeen() would change to return a boolean.
//
// Whether a lucky confusion or ugly hack, the wrapped void IF condition works.
// When an object leaks into the accumulator. SSCI doesn't mind OR'ing it, too.
// ScummVM detects unsafe arithmetic and crashes. ScummVM needs proper numbers.
//
// "Invalid arithmetic operation (bitwise OR - params: 002e:1694 and 0000:0001)"
//
// We leave the OR wrapper. When the call returns, we manually feed the OR a
// literal 1. Same effect. The IF block goes on evaluating conditions.
//
// Wraith, Vorpal Bunny, and Badder scripts are not affected.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method:
// (ego1, combat hero) Script 41 - xSlash::doit(), xDuck::doit(), xParryLow::doit()
// (ego1, combat hero) Script 810 - slash::doit()
// (Revenant) Script 830 - revenantForward::doit()
// (Wyvern) Script 835 - doRSlash::doit(), doLSlash::doit(), tailAttack::doit()
// (Chernovy) Script 840 - doLSlash::doit(), doRSlash::doit()
// (Pit Horror) Script 855 - wipeSpell::doit()
// (Necrotaur) Script 870 - attackLeft::doit(), attackRight::doit(),
// headAttack::doit(), hurtMyself::changeState(1)
// Fixes bug: #10138, #10419, #10710, #10814
static const uint16 qfg4ConditionalVoidSignature[] = {
SIG_MAGICDWORD,
0x43, 0x0a, SIG_UINT16(0x0002), // callk SetNowSeen, 2d (update bounds for a stacked View)
0x36, // push (void func didn't set acc!)
0x35, 0x01, // ldi 1d
0x14, // or (whatever that was, make it non-zero)
SIG_END
};
static const uint16 qfg4ConditionalVoidPatch[] = {
PATCH_ADDTOOFFSET(+4), //
0x78, // push1 (feed OR a literal 1)
PATCH_END
};
// In the graveyard rescuing Igor, ropes are briefly obscured by crypt pillars
// in the background Pic. The Pic assigns a priority to the pillars for depth.
// Ropes are initialized without priority. Then there's a setPri() call.
//
// The floppy edition's Actor::doit() readily calls UpdateScreenItem(). Thus it
// promptly responds to the new priority, bringing the ropes to the front.
//
// The CD edition changed Actor to require a bit flag on the "signal" property
// before it would call UpdateScreenItem(). So the CD edition graphics don't
// update until much later, when the ropes begin an animation.
//
// We patch the heap for script 500 (the graveyard) to give rope1 and rope2
// that "signal" bit as soon as they're created. This'll be toggled with
// enablePatch() below to only apply to the CD edition.
//
// Applies to at least: English CD
// Responsible method: Actor::doit() in script 64998
// Fixes bug: #10751
static const uint16 qfg4GraveyardRopeSignature1[] = {
SIG_MAGICDWORD, // (rope1 properties)
SIG_UINT16(0x0064), // x = 100d
SIG_UINT16(0xfff6), // y = -10d
SIG_ADDTOOFFSET(+24), // ...
SIG_UINT16(0x01f6), // view = 502d
SIG_ADDTOOFFSET(+8), // ...
SIG_UINT16(0x6000), // signal = 0x6000
SIG_END
};
static const uint16 qfg4GraveyardRopePatch1[] = {
PATCH_ADDTOOFFSET(+38),
PATCH_UINT16(0x6001), // signal = 0x6001
PATCH_END
};
static const uint16 qfg4GraveyardRopeSignature2[] = {
SIG_MAGICDWORD, // (rope2 properties)
SIG_UINT16(0x007f), // x = 127d
SIG_UINT16(0xfffb), // y = -5d
SIG_ADDTOOFFSET(+24), // ...
SIG_UINT16(0x01f6), // view = 502d
SIG_ADDTOOFFSET(+8), // ...
SIG_UINT16(0x6000), // signal = 0x6000
SIG_END
};
static const uint16 qfg4GraveyardRopePatch2[] = {
PATCH_ADDTOOFFSET(+38),
PATCH_UINT16(0x6001), // signal = 0x6001
PATCH_END
};
// Rooms 622 and 623 play an extra door sound when entering. They both
// delegate to script 645. It schedules sEnter, which indeed has an extra
// sound. The CD edition removed the line. We remove it, too.
//
// Applies to at least: English floppy, German floppy
// Responsible method: sEnter::changeState(4) in script 645
// Fixes bug: #10827
static const uint16 qfg4DoubleDoorSoundSignature[] = {
0x35, 0x04, // ldi 4d (state 4)
SIG_ADDTOOFFSET(+3), // ...
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(play), // pushi play
0x76, // push0
0x72, SIG_UINT16(0x0376), // lofsa doorSound
0x4a, SIG_UINT16(0x0004), // send 4d
SIG_END
};
static const uint16 qfg4DoubleDoorSoundPatch[] = {
PATCH_ADDTOOFFSET(+5),
0x33, 0x07, // jmp 7d [skip waste bytes]
PATCH_END
};
// In the castle's iron safe room (643), the righthand door may send hero west
// instead of east - if it was oiled before it was opened (not picked).
//
// The room uses local[2] to remember which door it last decided was nearest.
// The proximity check when opening the right door doesn't reliably set
// local[2]. The assignment was buried inside an IF block testing the oiled
// flag to decide whether the door should squeak. So if the door's been oiled,
// local[2] is not set. If hero had entered the safe from from the west,
// rm643::init() would set local[2] to the left door, and sOpenTheDoor would
// remember LEFT as it decided where to send hero to next.
//
// We move the local[2] assignment out of the IF block, to always run.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sOpenTheDoor::changeState(0) in script 643
// Fixes bug: #10829
static const uint16 qfg4SafeDoorEastSignature[] = {
SIG_MAGICDWORD, // (else block, right door)
0x78, // push1 (1 call arg)
0x38, SIG_UINT16(0x00d7), // pushi 215d (right door oiled flag)
0x45, 0x04, SIG_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 215)
0x18, // not
0x31, SIG_ADDTOOFFSET(+1), // bnt ?? [end the else block]
//
0x35, 0x00, // ldi 0
0xa3, 0x02, // sal local[2]
SIG_END
};
static const uint16 qfg4SafeDoorEastPatch[] = {
0x35, 0x00, // ldi 0
0xa3, 0x02, // sal local[2]
//
0x78, // push1 (1 call arg)
0x38, PATCH_UINT16(0x00d7), // pushi 215d (right door oiled flag)
0x45, 0x04, PATCH_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 215)
0x18, // not
0x31, PATCH_GETORIGINALBYTEADJUST(10, -4), // bnt ?? [end the else block]
PATCH_END
};
// In the castle's iron safe room (643), plot flags are mixed up. When hero
// oils either door, the other door's flag is set. Adjacent rooms oil their
// respective doors properly from the outside. We switch the flags inside.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: vBackDoor::doVerb(32), vLeftDoor::doVerb(32) in script 643
// Fixes bug: #10829
static const uint16 qfg4SafeDoorOilSignature[] = {
0x35, 0x20, // ldi 32d (vBackDoor::doVerb(oil), right door)
SIG_ADDTOOFFSET(+5), // ...
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00d6), // pushi 214d (left oiled flag!?)
0x45, 0x02, SIG_UINT16(0x0002), // callb [export 2 of script 0], 2d (set flag 214)
SIG_ADDTOOFFSET(+152), // ...
0x35, 0x20, // ldi 32d (vLeftDoor::doVerb(oil), left door)
SIG_ADDTOOFFSET(+5), // ...
0x38, SIG_UINT16(0x00d7), // pushi 215d (right oiled flag!?)
0x45, 0x02, SIG_UINT16(0x0002), // callb [export 2 of script 0], 2d (set flag 215)
SIG_END
};
static const uint16 qfg4SafeDoorOilPatch[] = {
PATCH_ADDTOOFFSET(+7),
0x38, PATCH_UINT16(0x00d7), // pushi 215d (right door, set right oiled flag)
PATCH_ADDTOOFFSET(+4+152+7),
0x38, PATCH_UINT16(0x00d6), // pushi 214d (left door, set left oiled flag)
PATCH_END
};
// Waking after a dream by the staff in town (room 270) prevents the room from
// creating a doorMat at nightfall, if hero rests repeatedly. The town gate
// closes at night. Without the doorMat, hero isn't prompted to climb over the
// gate. Instead, hero casually walks south and gets stuck in the next room
// behind the closed gate.
//
// Since hero wakes in the morning, sAfterTheDream disposes any existing
// doorMat. It neglects to reset local[2], which toggles rm270::doit()'s
// constant checks for nightfall to replace the doorMat.
//
// We cache an object lookup and use the spare bytes to reset local[2].
//
// Note: There was never any sunrise detection. If hero rests repeatedly until
// morning, the doorMat will linger to needlessly prompt about climbing the
// then-open gate. Harmless. The prompt sets global[423] (1=climb, 2=levitate).
// The gate room only honors that global at night, so hero will simply walk
// through. Heroes unable to climb/levitate would be denied until they re-enter
// the room.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sAfterTheDream::changeState(2) in script 270
// Fixes bug: #10830
static const uint16 qfg4DreamGateSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(heading), // pushi heading
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa fSouth
0x4a, SIG_UINT16(0x0004), // send 4d
0x31, 0x1a, // bnt 26d [skip disposing/nulling] (no heading)
//
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x39, SIG_SELECTOR8(heading), // pushi heading
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa fSouth
0x4a, SIG_UINT16(0x0004), // send 4d (accumulate heading)
0x4a, SIG_UINT16(0x0004), // send 4d (dispose heading)
//
0x39, SIG_SELECTOR8(heading), // pushi heading
0x78, // push1
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa fSouth
0x4a, SIG_UINT16(0x0006), // send 6d (set fSouth's heading to null)
SIG_END
};
static const uint16 qfg4DreamGatePatch[] = {
0x3f, 0x01, // link 1d (cache heading for reuse)
0x39, PATCH_SELECTOR8(heading), // pushi heading
0x76, // push0
0x72, PATCH_GETORIGINALUINT16(4), // lofsa fSouth
0x4a, PATCH_UINT16(0x0004), // send 4d
0xa5, 0x00, // sat temp[0]
0x31, 0x13, // bnt 19d [skip disposing/nulling] (no heading)
//
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x85, 0x00, // lat temp[0]
0x4a, PATCH_UINT16(0x0004), // send 4d (dispose: heading:)
//
0x39, PATCH_SELECTOR8(heading), // pushi heading
0x78, // push1
0x76, // push0
0x72, PATCH_GETORIGINALUINT16(4), // lofsa fSouth
0x4a, PATCH_UINT16(0x0006), // send 6d (set fSouth's heading to null)
//
0x76, // push0
0xab, 0x02, // ssl local[2] (let doit() watch for nightfall)
PATCH_END
};
// When approaching the town gate at night in room 270, dismissing the menu
// often doesn't work and instead repeats the gate message and menu. Upon
// entering the gate's doormat, sTo290Night moves hero up by 6 pixels, assuming
// that this places him outside the doormat. That assumption is usually wrong
// since it depends on hero's start position, walk/run mode, and game speed.
//
// We fix this by moving hero one pixel above the doormat instead.
//
// Applies to: All versions
// Responsible method: sTo290Night:changeState(1)
// Fixes bug: #10995
static const uint16 qfg4TownGateDoormatSignature[] = {
0x7a, // push2 [ y ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0004), // send 04 [ hero:y? ]
SIG_MAGICDWORD,
0x36, // push
0x35, 0x06, // ldi 06
0x04, // sub
0x36, // push [ hero:y - 6 ]
SIG_END
};
static const uint16 qfg4TownGateDoormatPatch[] = {
0x38, PATCH_UINT16(0x00b4), // pushi 180d [ 1 pixel above doormat ]
0x33, 0x07, // jmp 07
PATCH_END
};
// Some inventory item properties leak across restarts. Most conspicuously, the
// torch icon appears pre-lit after a restart, if it had been lit before.
//
// script 16 - thePiepan (item #28): loop, cel, value
// script 35 - theBroom (item #39): cel, value
// script 35 - theTorch (item #44): cel
//
// Glory::restart() tries to revert a bunch of globals to their original state.
// Each value was individually loaded into acc and assigned (ldi+sag, ldi+sag,
// ldi+sag, etc).
//
// One range of globals could be distilled to multiples of 45. We optimize
// those with a loop. Another range was arbitrary. We stack up those values all
// at once, then loop over the stack to pop(), assign, and do the next global.
// We use the freed bytes to reset the 3 items' properties with a subroutine.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: Glory::restart() in script 0
// Fixes bug: #10768
static const uint16 qfg4RestartSignature[] = {
SIG_MAGICDWORD,
0x76, // push0 (this range is multiples of 45)
0x35, 0x01, // ldi 1d
0xb1, 0x90, // sagi (global[144 + 1] = 0)
SIG_ADDTOOFFSET(+40), // ...
0x38, SIG_UINT16(0x013b), // pushi 315d
SIG_ADDTOOFFSET(+2), // ldi ?? (array index here was typoed)
0xb1, 0x90, // sagi (global[144 + ?] = 315)
0x35, 0x14, // ldi 20d (this assignment doesn't fit a pattern)
0xa1, 0xc6, // sag global[198]
0x35, 0x02, // ldi 2d (this range has arbitrary values)
0xa0, SIG_UINT16(0x016f), // sag global[367]
SIG_ADDTOOFFSET(+95), // ...
0x35, 0x0a, // ldi 10d
0xa0, SIG_UINT16(0x0183), // sag global[387]
SIG_END
};
static const uint16 qfg4RestartPatch[] = {
// (loop to assign multiples of 45)
0x76, // push0
0xad, 0x00, // sst temp[0]
//
0x8d, 0x00, // lst temp[0] (global[144 + n+1] = n*45)
0x35, 0x08, // ldi 8d
0x22, // lt?
0x31, 0x0c, // bnt 12d [end the loop]
0x8d, 0x00, // lst temp[0]
0x35, 0x2d, // ldi 45d
0x06, // mul
0x36, // push (temp[0] * 45)
0xc5, 0x00, // +at temp[0]
0xb1, 0x90, // sagi (global[144 + temp[0]])
0x33, 0xed, // jmp -19d (loop)
// (that loop freed +30 bytes)
0x35, 0x14, // ldi 20d (leave this assignment as-is)
0xa1, 0xc6, // sag global[198]
// (stack up arbitrary values; then loop to assign them)
0x7a, // push2 (global[367] = 2)
0x3c, // dup (global[368] = 2)
0x39, 0x03, // pushi 3d (global[369] = 3)
0x3c, // dup (global[370] = 3)
0x3c, // dup (global[371] = 3)
0x39, 0x04, // pushi 4d (global[372] = 4)
0x39, 0x05, // pushi 5d (global[373] = 5)
0x3c, // dup (global[374] = 5)
0x39, 0x06, // pushi 6d (global[375] = 6)
0x39, 0x07, // pushi 7d (global[376] = 7)
0x39, 0x08, // pushi 8d (global[377] = 8)
0x3c, // dup (global[378] = 8)
0x39, 0x05, // pushi 5d (global[379] = 5)
0x39, 0x0a, // pushi 10d (global[380] = 10)
0x39, 0x0f, // pushi 15d (global[381] = 15)
0x39, 0x14, // pushi 20d (global[382] = 20)
0x39, 0x06, // pushi 6d (global[383] = 6)
0x39, 0x08, // pushi 8d (global[384] = 8)
0x39, 0x07, // pushi 7d (global[385] = 7)
0x39, 0x0a, // pushi 10d (global[386] = 10)
0x3c, // dup (global[387] = 10)
//
0x39, 0x15, // pushi 21d (pop() and set, backward from 20 to 0)
0xad, 0x00, // sst temp[0]
//
0xed, 0x00, // -st temp[0]
0x35, 0x00, // ldi 0
0x20, // ge?
0x31, 0x07, // bnt 7d [end the loop]
0x85, 0x00, // lat temp[0]
0xb8, PATCH_UINT16(0x016f), // ssgi (global[367 + n] = pop())
0x33, 0xf2, // jmp -14d (loop)
// (that loop freed +52 bytes)
// (reset properties for a few items)
0x33, 0x1f, // jmp 31d [skip subroutine declaration]
0x38, PATCH_SELECTOR16(loop), // pushi loop
0x78, // push1
0x8f, 0x02, // lsp param[2] (loop varies)
0x38, PATCH_SELECTOR16(cel), // pushi cel
0x78, // push1
0x8f, 0x03, // lsp param[3] (cel varies)
0x38, PATCH_SELECTOR16(value), // pushi value (weight)
0x78, // push1
0x7a, // push2 (these items all weigh 2)
//
0x39, PATCH_SELECTOR8(at), // pushi at
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x81, 0x09, // global[9] (gloryInv)
0x4a, PATCH_UINT16(0x0006), // send 6d
//
0x4a, PATCH_UINT16(0x0012), // send 18d
0x48, // ret
0x39, 0x03, // pushi 3d (call has 3 args)
0x39, 0x1c, // pushi 28d (thePiePan)
0x7a, // push2 (loop)
0x39, 0x0a, // pushi 10d (cel)
0x40, PATCH_UINT16(0xffd5), PATCH_UINT16(0x0006), // call [-43], 6d
0x39, 0x03, // pushi 3d (call has 3 args)
0x39, 0x27, // pushi 39d (theBroom)
0x39, 0x0a, // pushi 10d (loop)
0x76, // push0 (cel)
0x40, PATCH_UINT16(0xffc9), PATCH_UINT16(0x0006), // call [-55], 6d
0x39, 0x03, // pushi 3d (call has 3 args)
0x39, 0x2c, // pushi 44d (theTorch)
0x39, 0x08, // pushi 8d (loop)
0x39, 0x09, // pushi 9d (cel)
0x40, PATCH_UINT16(0xffbc), PATCH_UINT16(0x0006), // call [-68], 6d
0x33, 0x0a, // jmp 10d [skip waste bytes]
PATCH_END
};
// At the squid monolith (room 800), using the grapnel on the eastern ledge
// disposes hero's scaler to freeze hero's size. A scaler dynamically shrinks
// hero into the horizon as y-pos increases. It makes sense that hero should
// maintain their size while climbing a vertical rope.
//
// Problem: After climbing the rope, both standing on the ledge and back on the
// ground, hero's scaler will remain null. An exception will occur if a script
// calls Prop::setScaler(hero) while hero's scaler is null. Casting Trigger on
// the monolith, from either location, does it. As will climbing down, then
// casting Levitate. Both spells have auras intended to fit hero's size. They
// expect hero to have a scaler, not null.
//
// Ideally the climb script would've swapped in a dummy scaler, then swapped
// the original scaler back upon return to ground level. Implementing that with
// patches would be messy. There's no room to patch setScaler() itself to
// broadly tolerate nulls. That'd avoid exceptions but wouldn't restore normal
// scaling after a climb.
//
// As a last resort, we simply leave the original scaler on hero, erasing the
// setScale() call that would freeze hero's size. The hero shrinks/grows a
// little while climbing as a side effect, but that's barely noticeable.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sUseTheGrapnel::changeState(5) in script 800
// Fixes bug: #10837
static const uint16 qfg4RopeScalerSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setScale), // pushi setScale
0x76, // push0 (no args, disposes scaler & freezes size)
SIG_ADDTOOFFSET(+14), // ...
0x81, 0x00, // lag global[0] (hero)
0x4a, SIG_UINT16(0x0026), // send 38d
SIG_END
};
static const uint16 qfg4RopeScalerPatch[] = {
0x35, 0x01, // ldi 0 (erase 2 bytes)
0x35, 0x01, // ldi 0 (erase 2 bytes)
PATCH_ADDTOOFFSET(+14+2), // ...
0x4a, PATCH_UINT16(0x0022), // send 34d
PATCH_END
};
// The fortune teller's third reading has the wrong card at the center. The 3rd
// and 4th reading are about different people, yet both have "Queen of Cups".
//
// The 1st reading establishes "Queen of Cups" as: a woman of wisdom and love,
// kind, generous, and virtuous. This fits the 4th reading: she uses her power
// joyfully, giving gracefully and lovingly to others.
//
// The 1st reading establishes "Queen of Swords" as: a deceiver or deceived,
// having suffered through terrible hardship, she faces her sorrows bravely,
// but with deep loneliness. This fits the 3rd reading better: some cruel event
// shaped her life... ambition, self-deception, and she is falling in love.
//
// We change the 3rd reading's center card to "Queen of Swords".
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sThirdReading:changeState(3) in script 475
// Fixes bug: #10824
static const uint16 qfg4Tarot3QueenSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x03f1), // ldi 1009d ("Queen of Cups")
0xa3, 0x00, // sal local[0]
SIG_ADDTOOFFSET(+46), // ...
0x39, 0x1f, // pushi 31d (say: 1 6 31 0 self)
SIG_END
};
static const uint16 qfg4Tarot3QueenPatch[] = {
0x34, PATCH_UINT16(0x03ed), // ldi 1005d ("Queen of Swords")
PATCH_END
};
// The fortune teller's third reading displays a right-turned "The Devil" card,
// but Magda says it is "Death".
//
// We change the card to a right-turned "Death".
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sThirdReading:changeState(15) in script 475
// Fixes bug: #10823
static const uint16 qfg4Tarot3DeathSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x03fa), // ldi 1018d ("The Devil")
0xa3, 0x00, // sal local[0]
SIG_ADDTOOFFSET(+46), // ...
0x39, 0x23, // pushi 35d (say: 1 6 35 0 self)
SIG_END
};
static const uint16 qfg4Tarot3DeathPatch[] = {
0x34, PATCH_UINT16(0x03fd), // ldi 1021d ("Death")
PATCH_END
};
// The fortune teller's third reading places the "Two of Cups" across another
// card, off-center. That View (1023) is cropped (130x64). All other horizontal
// cards (130x86, 130x87) are padded at the bottom with transparent pixels.
//
// A utility script (sShowCard) is scheduled to create each card with a given
// View (passed as local[0]) and move it onto a given pile (passed as local[2]:
// center, west, south, east, north). It has a switch block deciding x,y coords
// depending on the pile.
//
// We optimize a couple cases by consolidating their common code in a
// subroutine to make room. The rewritten case for the east pile checks if the
// requested card was "Two of Cups". If so, a special Y value is used.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sShowCard::changeState() in script 475
// Fixes bug: #10822
static const uint16 qfg4Tarot3TwoOfCupsSignature[] = {
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x04, // ldi 4d (case 4)
0x1a, // eq?
SIG_ADDTOOFFSET(+7), // ...
0x38, SIG_SELECTOR16(setStep), // pushi setStep
SIG_ADDTOOFFSET(+11), // ...
0x51, SIG_ADDTOOFFSET(+1), // class Scaler
SIG_ADDTOOFFSET(+16), // ...
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
SIG_ADDTOOFFSET(+72), // ...
0x3a, // toss (end of this local[2] switch)
0x32, SIG_ADDTOOFFSET(+2), // jmp [end the state switch]
SIG_END
};
static const uint16 qfg4Tarot3TwoOfCupsPatch[] = {
0x33, 0x31, // jmp 49d [skip subroutine declaration]
0x38, PATCH_SELECTOR16(moveSpeed), // pushi moveSpeed
0x78, // push1
0x76, // push0
0x38, PATCH_SELECTOR16(setStep), // pushi setStep
0x7a, // push2
0x39, 0x1e, // pushi 30d
0x39, 0x0a, // pushi 10d
0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler
0x39, 0x05, // pushi 5d
0x51, PATCH_GETORIGINALBYTE(26), // class Scaler
0x36, // push
0x39, 0x64, // pushi 100d
0x39, 0x23, // pushi 35d
0x38, PATCH_UINT16(0x0096), // pushi 150d
0x8f, 0x01, // lsp param[1] (setScalar, arg 5 varies)
0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion
0x39, 0x04, // pushi 4d
0x51, PATCH_GETORIGINALBYTE(44), // class MoveTo
0x36, // push
0x8f, 0x02, // lsp param[2] (setMotion, x arg varies)
0x8f, 0x03, // lsp param[3] (setMotion, y arg varies)
0x7c, // pushSelf
0x83, 0x01, // lal local[1]
0x4a, PATCH_UINT16(0x0028), // send 40d
0x48, // ret
0x3c, // dup
0x35, 0x04, // ldi 4d (case 4)
0x1a, // eq?
0x31, 0x1b, // bnt 27d [next case]
0x39, 0x03, // pushi 3d (call has 3 args)
0x39, 0x6e, // pushi 110d (setScalar, arg 5)
0x38, PATCH_UINT16(0x00d2), // pushi 210d (setMotion, x arg)
//
0x8b, 0x00, // lsl local[0] (test the card's View number)
0x34, PATCH_UINT16(0x03ff), // ldi 1023d ("Two of Cups" is special)
0x1a, // eq?
0x31, 0x04, // bnt 4d [regular y arg]
0x39, 0x66, // pushi 102d (setMotion, special y arg)
0x33, 0x02, // jmp 2d [to the call]
0x39, 0x6e, // pushi 110d (setMotion, regular y arg)
//
0x41, 0xb0, PATCH_UINT16(0x0006), // call [-80], 6d
0x33, 0x13, // jmp 19d [end the local[2] switch]
0x3c, // dup
0x35, 0x05, // ldi 5d (case 5)
0x1a, // eq?
0x31, 0x0d, // bnt 13d [end the local[2] switch]
0x39, 0x03, // pushi 3d (call has 3 args)
0x39, 0x32, // pushi 50d (setScalar, arg 5)
0x38, PATCH_UINT16(0x0090), // pushi 144d (setMotion, x arg)
0x39, 0x32, // pushi 50d (setMotion, y arg)
0x41, 0x9b, PATCH_UINT16(0x0006), // call [-101], 6d
0x33, 0x0c, // jmp 12d [skip to the original toss that ends this switch]
PATCH_END
};
// The fortune teller's third reading places horizontal cards on top of
// vertical ones. Some then fall *through* the vertical card to the bottom.
//
// A utility script (sShowCard) creates each card and moves it onto a pile
// (center, west, south, east, north). Then the card is assigned a priority
// with setPri(). Generally these piles are two cards deep. Center has one.
//
// Every pile ought to start with priority 0 and increment thereafter. Somebody
// mixed up the setPri() sequence. We change 0;1,0;1,0 to 0;0,1;0,1.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sThirdReading:changeState() in script 475
// Fixes bug: #10845
static const uint16 qfg4Tarot3PrioritySignature[] = {
0x78, // push1 (setPri: 1, "Eight of Swords", West, V)
SIG_ADDTOOFFSET(+14), // ...
0x39, 0x20, // pushi 32d (say cond:32)
SIG_ADDTOOFFSET(+68), // ...
0x76, // push0 (setPri: 0, "Strength", West, H)
SIG_ADDTOOFFSET(+84), // ...
0x78, // push1 (setPri: 1, "The Magician", South, V)
SIG_ADDTOOFFSET(+84), // ...
0x76, // push0 (setPri: 0, "Death", South, H)
SIG_ADDTOOFFSET(+12), // ...
SIG_MAGICDWORD,
0x39, 0x06, // pushi 6d (say verb:6)
0x39, 0x23, // pushi 36d (say cond:35)
SIG_END
};
static const uint16 qfg4Tarot3PriorityPatch[] = {
0x76, // push0 (setPri: 0, "Eight of Swords", West, V)
PATCH_ADDTOOFFSET(+84), // ...
0x78, // push1 (setPri: 1, "Strength", West, H)
PATCH_ADDTOOFFSET(+84), // ...
0x76, // push0 (setPri: 0, "The Magician", South, V)
PATCH_ADDTOOFFSET(+84), // ...
0x78, // push1 (setPri: 1, "Death", South, H)
PATCH_END
};
// The fortune teller's fifth reading is unusual. It places all cards at the
// center pile, periodically fading out to clear the table. When Magda
// talks about the Sense Ritual, the "Six of Swords" (view 1048) sinks below
// the previous card.
//
// A shared utility script that creates and places cards (sSetTheSignificator)
// uses priority 12 as it deals, after which each card is given a lower value
// with setPri(). "The Falling Tower" (view 1031) did *not* get a new priority.
// Thus "Six of Swords", when given priority 1, sinks below 12.
//
// "Six of Swords" is the last card before a fade. We simply leave its priority
// at 12 as well. Being the most recent card, it will be on top. No worry
// about covering a subsequent card because the table will be cleared.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sFifthReading:changeState(32) in script 475
// Fixes bug: #10846
static const uint16 qfg4Tarot5PrioritySignature[] = {
0x39, SIG_ADDTOOFFSET(+1), // pushi setPri
0x78, // push1
0x78, // push1 (setPri: 1, "Six of Swords")
SIG_MAGICDWORD,
0x83, 0x01, // lal local[1] (card obj)
0x4a, SIG_UINT16(0x0006), // send 6d
SIG_ADDTOOFFSET(+9), // ...
0x39, 0x44, // pushi 68d (say cond:68)
SIG_END
};
static const uint16 qfg4Tarot5PriorityPatch[] = {
0x33, 0x07, // jmp 7d [skip the setPri() send]
PATCH_END
};
// When crossing the cave's tightrope in room 710, a tentacle emerges, and then
// its animation freezes - in ScummVM, not the original interpreter. This
// happens because of an extraneous argument passed to setCycle().
//
// (tentacle setCycle: RandCycle tentacle)
//
// RandCycle can accept an optional arg, but it expects a number, not an
// object. ScummVM doesn't catch the faulty arithmetic and behaves abnormally.
// We remove the bad arg.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sTentacleDeath::changeState(3) in script 710
// Fixes bug: #10615
static const uint16 qfg4TentacleWriggleSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
0x7a, // push2
0x51, SIG_ADDTOOFFSET(+1), // class RandCycle
0x36, // push
0x72, SIG_ADDTOOFFSET(+2), // loffsa tentacle
0x36, // push
0x72, SIG_ADDTOOFFSET(+2), // loffsa tentacle
0x4a, SIG_UINT16(0x0008), // send 8d
SIG_END
};
static const uint16 qfg4TentacleWrigglePatch[] = {
PATCH_ADDTOOFFSET(+3),
0x78, // push1 (1 setCycle arg)
PATCH_ADDTOOFFSET(+3), // ...
0x35, 0x00, // ldi 0 (erase 2 bytes)
0x35, 0x00, // ldi 0 (erase 2 bytes)
PATCH_ADDTOOFFSET(+3), // ...
0x4a, PATCH_UINT16(0x0006), // send 6d
PATCH_END
};
// When crossing the cave's tightrope in room 710, a tentacle emerges. The
// tentacle is supposed to reach a state where it waits indefinitely for an
// external cue() to retract. If the speed slider is too high, a fighter
// reaches the other side and sends a cue() before the tentacle is ready to
// receive it. The tentacle never retracts.
//
// The fighter script (crossByHand) drains stamina in state 2 as hero moves
// across. A slower speed would cost extra stamina. We add a delay after that
// part is over, in state 3, just as hero is about to dismount. When state 4
// cues, the tentacle script (sTentacleDeath) will be ready (state 3).
//
// To create that delay we set the "cycles" property for a countdown and remove
// all other advancement mechanisms. State 3 had a cue from say() and a
// self-cue(). The former's "self" arg becomes null. The latter is erased.
//
// Crossing from the left (crossByHandLeft) doesn't require fixing.
//
// This patch doesn't apply to the NRS version which ships with the GOG release
// as it throttles the frequency of crossByHand:doit which fixes the bug.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: crossByHand::changeState(3) in script 710
// Fixes bug: #10615
static const uint16 qfg4PitRopeFighterSignature[] = {
0x65, SIG_ADDTOOFFSET(+1), // aTop state
SIG_ADDTOOFFSET(+269), // ...
0x31, 0x1e, // bnt 30d (set a flag and say() on 1st crossing, else cue)
SIG_ADDTOOFFSET(+8), // ...
0x38, SIG_SELECTOR16(say), // pushi say ("You just barely made it")
0x38, SIG_UINT16(0x0005), // pushi 5d
0x39, 0x0a, // pushi 10d
0x39, 0x06, // pushi 6d
0x39, 0x20, // pushi 32d
0x76, // push0
0x7c, // pushSelf
SIG_ADDTOOFFSET(+5), // ...
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 4d
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
SIG_END
};
static const uint16 qfg4PitRopeFighterPatch[] = {
PATCH_ADDTOOFFSET(+271), // ... (2 + 269)
0x31, 0x1b, // bnt 26d [skip the say w/o ending the switch]
PATCH_ADDTOOFFSET(+21), // ... (8 + 13)
0x76, // push0 (null caller, so say won't cue crossByHand)
PATCH_ADDTOOFFSET(+5), // ...
// (no jmp, self-cue becomes cycles)
0x35, 0x20, // ldi 32d
0x65, PATCH_GETORIGINALBYTEADJUST(1, +6), // aTop cycles (property offset = @state + 6d)
0x33, 0x04, // jmp 4d [skip waste bytes, end the switch]
PATCH_END
};
// As above, mages at high speed can get across the pit in room 710 before
// tentacle is ready to receive a cue().
//
// As luck would have it, hero's speed is cached and restored. Twice actually.
//
// Overview of the mage script (sLevitateOverPit)
// State 1-3: Cache hero's slider-based speed.
// Set a temporary speed as hero unfurls the cloth.
// Restore the original value.
// Call handsOn(). Wait for an external cue().
// State 4: Call handsOff().
// If cued by the Levitate spell (script 21), go to 5-7.
// A plain cue() from anywhere else, leads to state 8.
// State 5-7: Move across the pit. Skip to state 9.
// State 8: An abort message.
// State 9-10: Cache hero's speed again.
// Set a temporary speed as hero folds up the cloth.
// Restore the original value, and normalize hero. Call handsOn().
//
// Patch 1: We overwrite some derelict code in state 5, caching the
// slider-based speed again, in case the player adjusted it before casting
// Levitate, then setting a fixed speed of our own for the crossing.
//
// Patch 2: Patch 1 already cached and clobbered the speed. We remove the
// original attempt to cache again in state 9.
//
// The result is caching/restoration at the beginning, aborting or caching and
// crossing with our fixed value, and a restoration at the end (whichever value
// was last cached). The added travel time has no side effect for mages.
//
// Mages have no other script to levitate across from left to right. At some
// point in development, the meaning of "register" changed. The derelict
// state 5 code thought 0/1 meant move right/left. Whereas state 4 decides 0/1
// means abort/cross, only ever moving left. The rightward MoveTo never runs.
//
// We also include a version of this for the instruction sizes in the NRS patch,
// which is important as that ships with the GOG version.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sLevitateOverPit::changeState(5) in script 710
// Fixes bug: #10615
static const uint16 qfg4PitRopeMageSignature1[] = {
0x30, SIG_UINT16(0x0017), // bnt 23d [if register == 0 (never), move right]
SIG_ADDTOOFFSET(+20), // ... (move left)
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion (move right)
0x38, SIG_UINT16(0x0004), // pushi 4d
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
0x36, // push
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00da), // pushi 218d
0x39, 0x30, // pushi 48d
0x7c, // pushSelf
0x81, 0x00, // lag global[0] (hero)
0x4a, SIG_UINT16(0x000c), // send 12d
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
SIG_END
};
static const uint16 qfg4PitRopeMagePatch1[] = {
0x34, PATCH_UINT16(0x0000), // ldi 0 (erase the branch)
PATCH_ADDTOOFFSET(+20), // ...
0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x76, // push0
0x81, 0x00, // lag global[0] (hero)
0x4a, PATCH_UINT16(0x0004), // send 4d
0xa3, 0x02, // sal local[2] (cache again)
//
0x38, PATCH_SELECTOR16(setSpeed), // pushi setSpeed
0x78, // push1
0x39, 0x08, // pushi 8d (set our fixed speed)
0x81, 0x00, // lag global[0] (hero)
0x4a, PATCH_UINT16(0x0006), // send 6d
0x5c, // selfID (erase 1 byte to keep disasm aligned)
PATCH_END
};
static const uint16 qfg4PitRopeMageNrsSignature1[] = {
0x30, SIG_UINT16(0x0016), // bnt 22d [if register == 0 (never), move right]
SIG_ADDTOOFFSET(+19), // ... (move left)
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion (move right)
0x39, 0x04, // pushi 4d
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
0x36, // push
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00da), // pushi 218d
0x39, 0x30, // pushi 48d
0x7c, // pushSelf
0x81, 0x00, // lag global[0] (hero)
0x4a, SIG_UINT16(0x000c), // send 12d
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
SIG_END
};
static const uint16 qfg4PitRopeMageNrsPatch1[] = {
0x34, PATCH_UINT16(0x0000), // ldi 0 (erase the branch)
PATCH_ADDTOOFFSET(+19), // ...
0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x76, // push0
0x81, 0x00, // lag global[0] (hero)
0x4a, PATCH_UINT16(0x0004), // send 4d
0xa3, 0x02, // sal local[2] (cache again)
//
0x38, PATCH_SELECTOR16(setSpeed), // pushi setSpeed
0x78, // push1
0x39, 0x08, // pushi 8d (set our fixed speed)
0x81, 0x00, // lag global[0] (hero)
0x4a, PATCH_UINT16(0x0006), // send 6d
PATCH_END
};
// Responsible method: sLevitateOverPit::changeState(9) in script 710
static const uint16 qfg4PitRopeMageSignature2[] = {
SIG_MAGICDWORD,
0x35, 0x09, // ldi 9d (case 9 label)
0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed
SIG_ADDTOOFFSET(+6), // ...
0xa3, 0x02, // sal local[2] (original re-cache)
SIG_ADDTOOFFSET(+48), // ...
0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x78, // push1
0x8b, 0x02, // lsl local[2] (restore cached speed)
SIG_END
};
static const uint16 qfg4PitRopeMagePatch2[] = {
PATCH_ADDTOOFFSET(+11), // (don't cache our fixed speed)
0x35, 0x00, // ldi 0 (erase 2 bytes)
PATCH_ADDTOOFFSET(+48), // ...
0x38, PATCH_SELECTOR16(setSpeed), // pushi setSpeed (keep cycleSpeed & moveSpeed sync'd)
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm.
// When entering forest room 557 from the east (563), hero is supposed to move
// only a short distance into the room. ScummVM's pathfinding sends hero off
// course, to the middle of the room and back.
//
// There's an unwalkable stream in the SE corner, and hero's coords were within
// its polygon. We lower the top two points to keep hero on the outside.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: rm557::init() in script 557
// Fixes bug: #10857
static const uint16 qfg4Forest557PathfindingSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0119), // pushi 281d (point 3)
0x38, SIG_UINT16(0x0087), // pushi 135d
0x38, SIG_UINT16(0x013f), // pushi 319d (point 4)
0x38, SIG_UINT16(0x0087), // pushi 135d
SIG_END
};
static const uint16 qfg4Forest557PathfindingPatch[] = {
PATCH_ADDTOOFFSET(+3),
0x38, PATCH_UINT16(0x0089), // pushi 137d
PATCH_ADDTOOFFSET(+3),
0x38, PATCH_UINT16(0x0089), // pushi 137d
PATCH_END
};
// The Trigger spell stalls and never reaches handsOn when preceded by a
// successful Summon Staff. An IF block calls hero::setCycle(Beg, self), which
// cues self on completion. Its condition tests hero's "view" property and
// executes if the staff is absent. There are no means to advance when the
// staff is present.
//
// Open (script 13) is largely identical w/o this bug. We match its behavior.
//
// Due to differences between editions, this is addressed with two patches. The
// first inserts a "seconds" property assignment before the IF, where it'll
// always cue. We make room by condensing the IF conditions. There are two
// "view" comparisons. Instead of sending for it twice, we recycle the view
// with pprev. The second patch removes setCycle's cue by nulling its last arg.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: castTriggerScript::changeState(2) in script 11
// Fixes bug: #10860
static const uint16 qfg4TriggerStaffSignature1[] = {
0x65, SIG_ADDTOOFFSET(+1), // aTop register
SIG_ADDTOOFFSET(+9), // ... (send for hero's view, push for comparison)
0x35, 0x11, // ldi 17d
0x1e, // gt?
0x31, SIG_ADDTOOFFSET(+1), // bnt ?? [to the not]
SIG_ADDTOOFFSET(+9), // ... (send for hero's view and push again)
SIG_MAGICDWORD,
0x35, 0x15, // ldi 21d
0x22, // lt?
0x31, SIG_ADDTOOFFSET(+1), // bnt ?? [to the not]
//0x33, 0x00, // (Floppy has a jmp 0 here)
//0x18, // not ( !(view > 17 && view < 21) )
SIG_END
};
static const uint16 qfg4TriggerStaffPatch1[] = {
PATCH_ADDTOOFFSET(+2), // (free bytes later, use them up here)
0x35, 0x03, // ldi 3d
0x65, PATCH_GETORIGINALBYTEADJUST(1, -8), // aTop seconds (property offset = @register - 8d)
0x35, 0x00, // ldi 0 (waste 2 bytes)
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes)
0x39, PATCH_SELECTOR8(view), // pushi view
0x76, // push0
0x81, 0x00, // lag global[0] (hero)
0x4a, PATCH_UINT16(0x0004), // send 4d
//
0x39, 0x11, // pushi 17d (push the literal, leave view in acc)
0x22, // lt? (view > 17 becomes 17 < view, set prev = acc)
0x31, PATCH_GETORIGINALBYTEADJUST(15, -8), // bnt ?? [to the not]
//
0x60, // pprev (push the view from prev, ldi 21 comparison is next)
PATCH_END
};
static const uint16 qfg4TriggerStaffSignature2[] = {
SIG_MAGICDWORD,
0x31, 0x0d, // bnt 13d [conditions failed, skip the send]
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
0x7a, // push2
0x51, SIG_ADDTOOFFSET(+1), // class Beg
0x36, // push
0x7c, // pushSelf (caller arg is cued afterward)
SIG_END
};
static const uint16 qfg4TriggerStaffPatch2[] = {
PATCH_ADDTOOFFSET(+9),
0x76, // push0 (null caller arg, no cue)
PATCH_END
};
// The Open and Trigger spells init a green Prop for their effect. They don't
// dispose it the first time, and the effect is absent on further castings.
//
// The author specifically nerfed dispose() on its first call by testing if a
// variable has been set before allowing super::dispose(). We erase the
// branch to ensure that the effect is always disposed.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: triggerEffect::dispose() in script 11
// openEffect::dispose() in script 13
// Fixes bug: #10860
static const uint16 qfg4EffectDisposalSignature[] = {
0x83, SIG_ADDTOOFFSET(+1), // lal local[?] (0 on first call, 1 thereafter)
SIG_MAGICDWORD,
0x31, 0x0a, // bnt 10d [skip super::dispose()]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x57, SIG_ADDTOOFFSET(+1), SIG_UINT16(0x0004), // super Prop, 4d
0x33, 0x04, // jmp 4d [ret]
0x35, 0x01, // ldi 1d (enable normal disposal)
0xa3, SIG_ADDTOOFFSET(+1), // sal local[?]
SIG_END
};
static const uint16 qfg4EffectDisposalPatch[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x00, // ldi 0 (erase the branch to always dispose)
PATCH_END
};
// After hero is geas'd in the dungeon (room 670) and teleported to the gate
// (600), hero can walk through the closed gate and exit north to the castle
// entrance. Two IF blocks with inconsistent conditions decide whether the
// gate is open and whether to use a polygon that extends beyond the gate.
// When re-entering from the forest (552), the gate is only open and passable
// if hero is qualified.
//
// The room has distinct situations for merely teleporting from the dungeon
// (local[0] = 11) and for entering from the forest while geas'd and carrying
// all the ritual scrolls (local[0] = 10). The latter sets a vital plot flag.
// Adding those checks and the flag to the former, plus opening the gate,
// would be non-trivial.
//
// We edit the polygon's IF condition to remove the dungeon check, making the
// closed gate impassable so hero will have to return from the forest.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: rm600::init() in script 600
// Fixes bug: #10871
static const uint16 qfg4DungeonGateSignature[] = {
0x39, 0x05, // pushi 5d (5 call args)
0x89, 0x0c, // lsg global[12] (needle value)
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x029e), // pushi 670 (Dungeon)
0x38, SIG_UINT16(0x032a), // pushi 810 (Combat)
0x38, SIG_UINT16(0x0262), // pushi 610 (Castle entrance)
0x38, SIG_UINT16(0x0276), // pushi 630 (Great hall)
0x46, SIG_UINT16(0xfde7), SIG_UINT16(0x0005), SIG_UINT16(0x000a), // calle [export 5 of script 64999], 10d (is needle in haystack?)
SIG_END
};
static const uint16 qfg4DungeonGatePatch[] = {
0x39, 0x04, // pushi 4d (4 call args)
PATCH_ADDTOOFFSET(+2), // ...
0x34, PATCH_UINT16(0x0000), // ldi 0 (erase the Dungeon arg)
PATCH_ADDTOOFFSET(+9), // ...
0x46, PATCH_UINT16(0xfde7), PATCH_UINT16(0x0005), PATCH_UINT16(0x0008), // calle [export 5 of script 64999], 8d (is needle in haystack?)
PATCH_END
};
// In the room (644) attached to the lower door of the bat-infested stairway,
// a rogue will get stuck when attempting to open either door. Unlike in other
// castle rooms, the door Tellers here aren't arranging to be cued after the
// "It won't budge" message. Without the cue, a Teller won't clean() and return
// control to the player.
//
// We follow the style of other rooms and replace gloryMessager::say() with
// super::sayMessage(), which implicitly cues.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: leftDoorTeller::sayMessage(), rightDoorTeller::sayMessage() in script 644
// Fixes bug: #10874
static const uint16 qfg4StuckDoorSignature[] = {
0x38, SIG_SELECTOR16(say), // pushi say
0x38, SIG_UINT16(0x0006), // pushi 6d
0x39, 0x03, // pushi 3d
SIG_MAGICDWORD,
0x39, 0x06, // pushi 6d
0x39, 0x09, // pushi 9d
0x78, // push1
0x76, // push0
0x38, SIG_UINT16(0x0280), // pushi 640d
0x81, 0x5b, // lag global[91]
0x4a, SIG_UINT16(0x0010), // send 16d
SIG_ADDTOOFFSET(+89), // ...
0x57, SIG_ADDTOOFFSET(+1), SIG_UINT16(0x0004), // super Teller, 4d
SIG_END
};
static const uint16 qfg4StuckDoorPatch[] = {
0x38, PATCH_SELECTOR16(sayMessage), // pushi sayMessage
0x39, 0x03, // pushi 3d
0x3c, // dup
0x39, 0x06, // pushi 6d
0x39, 0x09, // pushi 9d
0x59, 0x01, // &rest 1d
0x57, PATCH_GETORIGINALBYTE(112), PATCH_UINT16(0x000a), // super Teller, 10d
0x32, PATCH_UINT16(0x0003), // jmp 3d [skip waste bytes]
PATCH_END
};
// In the thieves' guild (room 430), the tunnel is not immediately walkable
// when it is revealed (by moving a barrel and solving a puzzle). Hero must
// re-enter the room to update the polygon.
//
// Curing Chief *will* immediately replace the polygon. However, most players
// will lack the item necessary on the first visit. Meeting Chief is how they
// learn about the item. If they go get it, they'll re-enter the room.
//
// The room's init has a cond block to check plot flags and declare one of 3
// polygons. The 3rd condition also inits secritExit, an invisible Feature
// that sends hero out of town when walked upon.
//
// Patch 1: Other patches ensure the passage will be walkable the moment it is
// revealed. Chief is standing inside it. We skip the original code that would
// set up the passage as he gets cured. It is redundant now. If hero can reach
// him, the passage is already revealed. We won't let secritExit init twice.
//
// Patch 2: We free bytes in rm340::init() by condensing Feature inits with a
// loop. Stack up their addresses. Pop & send repeatedly. Then we declare a
// subroutine that disposes any existing obstacles, jumps into the cond block
// to declare the 3rd poly, jumps back, passes it to addObstacles(), and inits
// secritExit.
//
// When the cond block's 3rd condition runs, we immediately call our
// subroutine to do everything and end the cond, leaving the original polygon
// declaration intact below the jump.
//
// Patch 3: The passage starts opening at sBarrelMove state 8. We need more
// room than case 8 can offer, so we arrange for *multiple* cases to run
// during state 8 - by omitting the final jump that would short-circuit.
//
// Cases 1-5 have derelict code, once intended to move the barrel back and
// forth, now only left. This is because barrel::doVerb(4) schedules
// sBarrelMove in the absence of flag 254 and sets register=1 if the barrel is
// in the left position already. Case 0 uses the same criteria in deciding to
// skip to state 6. Thus cases 1-5 never see register==1. The barrel never
// moves back, and bytes predicated on register==1 are available.
//
// We reduce case 2 to only the necessary ops and splice in a new case that
// runs during state 8 as a prologue to the original case 8. Our prologue
// calls the subroutine to add the 3rd polygon. This patch has two variants,
// toggled to match the detected edition with enablePatch() below. Aside from
// the call offset, they are identical.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sChangeThief::changeState() in script 340
// Fixes bug: #9894
static const uint16 qfg4GuildWalkSignature1[] = {
0x38, SIG_SELECTOR16(dispose), // pushi dispose
SIG_ADDTOOFFSET(+20), // ... (dispose and null global[2]'s "obstacles" property)
0x4a, SIG_UINT16(0x0006), // send 6d
SIG_ADDTOOFFSET(+85), // ...
SIG_ADDTOOFFSET(+238), // ... (secritExit init and addObstacle)
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x00a6), // send 166d (polygon init)
0x36, // push
SIG_ADDTOOFFSET(+5), // ... (global[2] addObstacle: polygon)
SIG_END
};
static const uint16 qfg4GuildWalkPatch1[] = {
0x32, PATCH_UINT16(0x0017), // jmp 23d (skip obstacles disposal)
PATCH_ADDTOOFFSET(+108),
0x32, PATCH_UINT16(0x00f4), // jmp 244d (skip secritExit and polygon)
PATCH_END
};
// Responsible method: rm340::init() in script 340
static const uint16 qfg4GuildWalkSignature2[] = {
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x38, SIG_SELECTOR16(approachVerbs), // pushi approachVerbs
0x78, // push1
0x39, 0x04, // pushi 4d
0x72, SIG_ADDTOOFFSET(+2), // lofsa steps1
0x4a, SIG_UINT16(0x000a), // send 10d
SIG_ADDTOOFFSET(+10), // ... (similar inits follow)
0x72, SIG_ADDTOOFFSET(+2), // lofsa steps2
SIG_ADDTOOFFSET(+13), // ...
0x72, SIG_ADDTOOFFSET(+2), // lofsa barrels1
SIG_ADDTOOFFSET(+13), // ...
0x72, SIG_ADDTOOFFSET(+2), // lofsa barrels2
SIG_ADDTOOFFSET(+13), // ...
0x72, SIG_ADDTOOFFSET(+2), // lofsa crack1
SIG_ADDTOOFFSET(+13), // ...
0x72, SIG_ADDTOOFFSET(+2), // lofsa crack2
SIG_ADDTOOFFSET(+13), // ...
0x72, SIG_ADDTOOFFSET(+2), // lofsa pillar
SIG_ADDTOOFFSET(+3), // ...
SIG_ADDTOOFFSET(+26), // ... (global[78]::add() steps1 and steps2)
SIG_ADDTOOFFSET(+459), // ... (cond block for polygons)
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x00f7), // jmp 247d [end the cond] (2nd condition done)
// (else condition)
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa secritExit
0x4a, SIG_UINT16(0x0004), // send 4d
SIG_ADDTOOFFSET(+4), // ... (addObstacle and its arg count)
SIG_ADDTOOFFSET(+228), // ... (3rd Polygon type, init, and push)
SIG_ADDTOOFFSET(+5), // ... (end of the polygons cond)
0x38, SIG_SELECTOR16(init), // pushi init (super init:)
SIG_END
};
static const uint16 qfg4GuildWalkPatch2[] = {
0x3f, 0x02, // link 02 (set up loop vars, op affects the stack)
0x74, PATCH_GETORIGINALUINT16(11), // lofss steps1
0x74, PATCH_GETORIGINALUINT16(27), // lofss steps2
0x74, PATCH_GETORIGINALUINT16(43), // lofss barrels1
0x74, PATCH_GETORIGINALUINT16(59), // lofss barrels2
0x74, PATCH_GETORIGINALUINT16(75), // lofss crack1
0x74, PATCH_GETORIGINALUINT16(91), // lofss crack2
0x74, PATCH_GETORIGINALUINT16(107), // lofss pillar
//
0x35, 0x08, // ldi 8d (decrement and send 7 times, while != 0)
0xa5, 0x00, // sat temp[0]
//
0xe5, 0x00, // -at temp[0]
0x31, 0x13, // bnt 19d [on 0, end the loop]
0xad, 0x01, // sst temp[1] (pop the next object into a temp var)
0x38, PATCH_SELECTOR16(init), // pushi init
0x76, // push0
0x38, PATCH_SELECTOR16(approachVerbs), // pushi approachVerbs
0x78, // push1
0x39, 0x04, // pushi 4d
0x85, 0x01, // lat temp[1] (accumulate the object)
0x4a, PATCH_UINT16(0x000a), // send 10d
0x33, 0xe9, // jmp -23d [loop]
0x33, 0x33, // jmp 51d [skip subroutine declaration]
0x38, PATCH_SELECTOR16(obstacles), // pushi obstacles (look up "obstacles", might be null)
0x76, // push0
0x81, 0x02, // lag global[2]
0x4a, PATCH_UINT16(0x0004), // send 4d
0x31, 0x11, // bnt 17d [skip disposal and nulling]
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x4a, PATCH_UINT16(0x0004), // send 4d ((global[2] obstacles?) dispose:)
//
0x38, PATCH_SELECTOR16(obstacles), // pushi obstacles (null the "obstacles" property)
0x78, // push1
0x76, // push0
0x81, 0x02, // lag global[2]
0x4a, PATCH_UINT16(0x0006), // send 6d
//
0x38, PATCH_SELECTOR16(addObstacle), // pushi addObstacle
0x78, // push1
0x32, PATCH_UINT16(0x020f), // jmp 527d [3rd polygon type, init, and push]
// (That will jmp back here)
0x81, 0x02, // lag global[2]
0x4a, PATCH_UINT16(0x0006), // send 6d
//
0x38, PATCH_SELECTOR16(init), // pushi init
0x76, // push0
0x72, PATCH_GETORIGINALUINT16(605), // lofsa secritExit
0x4a, PATCH_UINT16(0x0004), // send 4d
0x48, // ret
0x33, 0x07, // jmp 7d [skip waste bytes, to (global[78] add: steps1)]
0x5c, // selfID (waste 1 byte)
PATCH_ADDTOOFFSET(+494), // ...
0x76, // push0 (0 call args, clobber the old secritExit init)
0x40, PATCH_UINT16(0xfdd6), PATCH_UINT16(0x0000), // call 0d [-554] (the subroutine does everything)
0x32, PATCH_UINT16(0x00ee), // jmp 238d [end the cond]
0x5c, // selfID (waste 1 byte)
PATCH_ADDTOOFFSET(+4), // ...
PATCH_ADDTOOFFSET(+228), // ... (3rd polygon type, init, and push)
0x32, PATCH_UINT16(0xfd0a), // jmp -758d [back into the subroutine]
0x35, 0x00, // ldi 0 (erase 2 bytes to keep disasm aligned)
PATCH_END
};
// Applies to at least: English CD
// Responsible method: sBarrelMove::changeState(2) in script 340
static const uint16 qfg4GuildWalkCDSignature3[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x0032), // bnt 50d [next case]
0x35, 0x02, // ldi 2d (case 2 label)
SIG_ADDTOOFFSET(+26), // ... (register branch and derelict say())
SIG_ADDTOOFFSET(+19), // ... (else, the rest of case 2 is a necessary say())
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
SIG_END
};
static const uint16 qfg4GuildWalkCDPatch3[] = {
0x31, 0x15, // bnt 21d [next case]
0x38, PATCH_SELECTOR16(say), // pushi say
0x39, 0x05, // pushi 5d
0x39, 0x06, // pushi 6d
0x39, 0x04, // pushi 4d
0x39, 0x13, // pushi 19d
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag global[91]
0x4a, PATCH_UINT16(0x000e), // send 14d
0x32, PATCH_GETORIGINALUINT16ADJUST(51, +30), // jmp ?? [end the switch]
0x3c, // dup (case 8 prologue)
0x35, 0x08, // ldi 8d
0x1a, // eq?
0x31, 0x06, // bnt 6d [next case]
0x76, // push0 (0 call args)
0x40, PATCH_UINT16(0xf592), PATCH_UINT16(0x0000), // call [-2670], 0d (patch 2's subroutine)
0x33, 0x10, // jmp 16d [skip waste bytes]
PATCH_END // (don't end the switch, keep testing cases)
};
// Applies to at least: English floppy, German floppy
// Responsible method: sBarrelMove::changeState(2) in script 340
static const uint16 qfg4GuildWalkFloppySignature3[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x0032), // bnt 50d [next case]
0x35, 0x02, // ldi 2d (case 2 label)
SIG_ADDTOOFFSET(+26), // ... (register branch and derelict say())
SIG_ADDTOOFFSET(+19), // ... (else, the rest of case 2 is a necessary say())
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
SIG_END
};
static const uint16 qfg4GuildWalkFloppyPatch3[] = {
0x31, 0x15, // bnt 21d [next case]
0x38, PATCH_SELECTOR16(say), // pushi say
0x39, 0x05, // pushi 5d
0x39, 0x06, // pushi 6d
0x39, 0x04, // pushi 4d
0x39, 0x13, // pushi 19d
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag global[91]
0x4a, PATCH_UINT16(0x000e), // send 14d
0x32, PATCH_GETORIGINALUINT16ADJUST(51, +30), // jmp ?? [end the switch]
0x3c, // dup (case 8 prologue)
0x35, 0x08, // ldi 8d
0x1a, // eq?
0x31, 0x06, // bnt 6d [next case]
0x76, // push0 (0 call args)
0x40, PATCH_UINT16(0xf5a8), PATCH_UINT16(0x0000), // call [-2648], 0d (patch 2's subroutine)
0x33, 0x10, // jmp 16d [skip waste bytes]
PATCH_END // (don't end the switch, keep testing cases)
};
// Rations are not properly decremented by daily scheduled meal consumption.
// Rations are consumed periodically as time advances. If rations are the
// active inventory item when the last of them is eaten, that icon will persist
// in the verb bar.
//
// We make room by consolidating common gloryMessager::say() args in a
// subroutine and cache values with temp variables. We add code to clean up
// the verb bar when rations are exhausted (test if rations were the active
// item, advance the cursor, hide the bar's invItem icon) - similar to the
// localproc in script 16, called by combinable items to remove themselves.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: hero::eatMeal() in script 28
// Fixes bug: #10772
static const uint16 qfg4LeftoversSignature[] = {
0x3f, 0x01, // link 1d
SIG_ADDTOOFFSET(+9), // ...
SIG_MAGICDWORD,
0xe1, 0x88, // -ag global[136] (digest a preemptively eaten meal)
0x35, 0x01, // ldi 1d
SIG_ADDTOOFFSET(+238), // ...
0x85, 0x00, // lat temp[0] (eaten, unset flags if true)
SIG_END
};
static const uint16 qfg4LeftoversPatch[] = {
0x3f, 0x03, // link 3d (3 temp vars)
PATCH_ADDTOOFFSET(+15), // (cond 1, preemptively eaten meals)
0x32, PATCH_UINT16(0x00bb), // jmp 187d [end the cond]
// (cond 2)
0x39, PATCH_SELECTOR8(at), // pushi at
0x78, // push1
0x39, 0x04, // pushi 4d (itemId 4, theRations)
0x81, 0x09, // lag global[9] (gloryInv)
0x4a, PATCH_UINT16(0x0006), // send 6d
0xa5, 0x01, // sat temp[1] (theRations)
0x38, PATCH_SELECTOR16(amount), // pushi amount
0x76, // push0
0x4a, PATCH_UINT16(0x0004), // send 4d (theRations amount:)
0xa5, 0x02, // sat temp[2] (amount)
0x31, 0x50, // bnt 80d [next condition]
0x38, PATCH_SELECTOR16(amount), // pushi amount
0x78, // push1
0xed, 0x02, // -st temp[2] (amount)
0x85, 0x01, // lat temp[1] (theRations)
0x4a, PATCH_UINT16(0x0006), // send 6d (decrement amount)
0x85, 0x02, // lat temp[2] (amount)
0x2f, 0x3b, // bt 59d [skip exhausted item removal]
0x38, PATCH_SELECTOR16(owner), // pushi owner
0x78, // push1
0x76, // push0
0x85, 0x01, // lat temp[1] (theRations)
0x4a, PATCH_UINT16(0x0006), // send 6d
0x38, PATCH_SELECTOR16(curInvIcon), // pushi curInvIcon
0x76, // push0
0x81, 0x45, // lag global[69] (mainIconBar)
0x4a, PATCH_UINT16(0x0004), // send 4d
0x8d, 0x01, // lst temp[1] (theRations)
0x1a, // eq?
0x31, 0x23, // bnt 35d [skip icon bar disabling]
0x38, PATCH_SELECTOR16(curInvIcon), // pushi curInvIcon
0x78, // push1
0x76, // push0
0x38, PATCH_SELECTOR16(advanceCurIcon), // pushi advanceCurIcon
0x76, // push0
0x38, PATCH_SELECTOR16(disable), // pushi disable
0x78, // push1
0x39, 0x06, // pushi 6d
0x81, 0x45, // lag global[69] (mainIconBar)
0x4a, PATCH_UINT16(0x0010), // send 16d
0x38, PATCH_SELECTOR16(hide), // pushi hide
0x76, // push0
//
0x7a, // push2 (2 call args)
0x39, 0x24, // pushi 36d
0x78, // push1
0x43, 0x02, PATCH_UINT16(0x0004), // callk ScriptID, 4d (ScriptID 36 1, invItem)
//
0x4a, PATCH_UINT16(0x0004), // send 4d (invItem hide:)
// (exhausted item removal end)
0x35, 0x01, // ldi 1d
0xa5, 0x00, // sat temp[0] (eaten)
0x33, 0x54, // jmp 84d [end the cond]
// (cond 3)
0x78, // push1 (1 call arg)
0x39, 0x03, // pushi 3d ("hungry" flag)
0x45, 0x04, PATCH_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 3)
0x31, 0x26, // bnt 38d [next condition]
//
0x38, PATCH_SELECTOR16(useStamina), // pushi useStamina
0x7a, // push2
0x39, 0x08, // pushi 8d
0x76, // push0
0x54, PATCH_UINT16(0x0008), // self 8d (hero useStamina: 8 0)
//
0x31, 0x09, // bnt 9d [hero dies]
0x78, // push1 (1 call arg)
0x39, 0x05, // pushi 5d (say cond:5, "You're starving.")
0x41, 0x3a, PATCH_UINT16(0x0002), // call [58], 2d (gloryMessager say: 1 6 5 1 0 28)
0x33, 0x36, // jmp 54d [end the cond]
//
0x39, 0x04, // pushi 4d (4 call args)
0x39, 0x08, // pushi 8d
0x39, 0x1c, // pushi 28d
0x38, PATCH_UINT16(0x03e3), // pushi 995d
0x78, // push1
0x47, 0x1a, 0x00, PATCH_UINT16(0x0008), // calle [export 0 of script 26], 8d (hero dies)
0x33, 0x25, // jmp 37d [end the cond]
// (cond 4)
0x78, // push1 (1 call arg)
0x7a, // push2 ("missed meal" flag)
0x45, 0x04, PATCH_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 2)
0x31, 0x10, // bnt 16d [next condition]
//
0x78, // push1 (1 call arg)
0x39, 0x03, // pushi 3d ("hungry" flag)
0x45, 0x02, PATCH_UINT16(0x0002), // callb [export 2 of script 0], 2d (set flag 3)
//
0x78, // push1 (1 call arg)
0x39, 0x06, // pushi 6d (say cond:6, "Really getting hungry.")
0x41, 0x11, PATCH_UINT16(0x0002), // call [17], 2d (gloryMessager say: 1 6 6 1 0 28)
0x33, 0x0d, // jmp 13d [end the cond]
// (cond else)
0x78, // push1 (1 call arg)
0x7a, // push2 ("missed meal" flag)
0x45, 0x02, PATCH_UINT16(0x0002), // callb [export 2 of script 0], 2d (set flag 2)
//
0x78, // push1 (1 call arg)
0x39, 0x04, // pushi 4d (say cond:4, "Get food soon.")
0x41, 0x02, PATCH_UINT16(0x0002), // call [2], 2d (gloryMessager say: 1 6 4 1 0 28)
// (cond end)
0x33, 0x14, // jmp 20d [skip subroutine declaration]
0x38, PATCH_SELECTOR16(say), // pushi say
0x39, 0x06, // pushi 6d
0x78, // push1 (noun)
0x39, 0x06, // pushi 6d (verb)
0x8f, 0x01, // lsp param[1] (cond varies)
0x78, // push1 (seq)
0x76, // push0 (caller)
0x39, 0x1c, // pushi 28d (message pool)
0x81, 0x5b, // lag global[91] (gloryMessager say: 1 6 ? 1 0 28)
0x4a, PATCH_UINT16(0x0010), // send 16d
0x48, // ret
0x33, 0x16, // jmp 22d [skip waste bytes]
0x35, 0x00, // ldi 0 (erase 2 bytes to keep disasm aligned)
PATCH_END
};
// The runes puzzle in room 800 often rejects the correct answer. When a letter
// is selected it turns red but it's not applied until after a 30 tick delay
// with no visual indicator. If a letter is clicked during that delay then the
// previous letter is silently skipped, which is common since the correct
// answer contains the same letter consecutively.
//
// There are two approaches to fixing this: remove the delay or disable input
// during it. We do both. Letters are now applied as soon as they turn red, but
// the delay prevented the puzzle from ending abruptly, and so we still pause
// after the puzzle is solved but disable input. This preserves the puzzle's
// external behavior while making it impossible to click too fast.
//
// This bug is in all versions but the CD version exacerbates it with its broken
// dial. Sierra upgraded the Cycle classes which changed the behavior the dial
// depends on. CycleTo no longer supports wrapping around cel ranges and so the
// dial can't move from "C" to "O" (cels 7 to 0) and doesn't spin around when
// selecting the same letter twice as it did in floppy.
//
// Applies to: All versions
// Responsible methods: proc_58 in script 801, runePuz:handleEvent, sTurnTheDial:changeState
// Fixes bug: #10965
static const uint16 qfg4RunesPuzzleSignature1[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0163), // pushi 0163
0x45, 0x02, SIG_UINT16(0x0002), // callb proc0_2 [ set flag 355, puzzle is solved ]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x72, SIG_UINT16(0x0010), // lofsa runesPuz
0x4a, SIG_UINT16(0x0004), // send 04 [ runesPuz dispose: ]
SIG_END
};
static const uint16 qfg4RunesPuzzlePatch1[] = {
PATCH_ADDTOOFFSET(+7),
0x32, PATCH_UINT16(0x0007), // jmp 0007 [ don't exit puzzle immediately ]
PATCH_END
};
static const uint16 qfg4RunesPuzzleSignature2[] = {
// runePuz:handleEvent
0x63, SIG_ADDTOOFFSET(+1), // pToa register [ always zero, the following code is unused ]
SIG_MAGICDWORD,
0x31, 0x21, // bnt 21 [ handle mouse/key down events ]
0x39, 0x04, // pushi 04
0x39, SIG_ADDTOOFFSET(+1), // pushi type
0x76, // push0
0x87, 0x01, // lap 01
0x4a, SIG_UINT16(0x0004), // send 04 [ event type? ]
SIG_ADDTOOFFSET(+495),
0x39, SIG_SELECTOR8(claimed), // pushi claimed
SIG_ADDTOOFFSET(+852),
// sTurnTheDial:changeState
0x30, SIG_UINT16(0x0112), // bnt 0112 [ state 2 ]
SIG_ADDTOOFFSET(+268),
0x35, 0x1e, // ldi 1e
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks
0x33, 0x20, // jmp 20 [ end of method ]
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x1a, // bnt 1a [ end of method ]
0x76, // push0
0x40, SIG_ADDTOOFFSET(+2), // call proc_58 [ apply letter to puzzle ]
SIG_UINT16(0x0000),
0x38, SIG_SELECTOR16(canControl), // pushi canControl
0x78, // push1
0x78, // push1
0x51, SIG_ADDTOOFFSET(+1), // class User
0x4a, SIG_UINT16(0x0006), // send 06 [ User canControl: 1 (unnecessary) ]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa sTurnTheDial
0x4a, SIG_UINT16(0x0004), // send 04 [ sTurnTheDial dispose: (unnecessary) ]
SIG_END
};
static const uint16 qfg4RunesPuzzlePatch2[] = {
// runePuz:handleEvent
0x78, // push1
0x38, PATCH_UINT16(0x0163), // pushi 0163
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_3 [ is puzzle solved? ]
0x31, 0x1b, // bnt 1b [ handle mouse/key down events ]
0x32, PATCH_UINT16(0x01f0), // jmp 01f0 [ ignore events if puzzle is solved ]
PATCH_ADDTOOFFSET(+1350),
// sTurnTheDial:changeState
0x30, PATCH_UINT16(0x0123), // bnt 0123 [ state 2 ]
PATCH_ADDTOOFFSET(+268),
0x76, // push0
0x40, PATCH_GETORIGINALUINT16ADJUST(+1648, +12), // call proc_58 [ apply letter to puzzle ]
PATCH_UINT16(0x0000),
0x39, 0x01, // push1
0x38, PATCH_UINT16(0x0163), // pushi 0163
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_3 [ is puzzle solved? ]
0x31, 0x10, // bnt 10 [ end of method ]
0x35, 0x1e, // ldi 1e
0x65, PATCH_GETORIGINALBYTE(+1637), // aTop ticks [ pause 30 ticks before exiting puzzle ]
0x33, 0x0a, // jmp 0a [ end of method ]
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x72, PATCH_UINT16(0x0010), // lofsa runesPuz
0x4a, PATCH_UINT16(0x0004), // send 04 [ runesPuz dispose: ]
0x3a, // toss
0x48, // ret
PATCH_END
};
// The Domovoi in room 320 has a complex bug in the CD version. If you don't
// talk to him before Bella wakes you up then you can't get the doll and the
// game can't be completed. The event logic was changed in the floppy patch and
// again in the CD version, which introduced the bug. Working backwards...
//
// To get the doll from the inn's cabinet:
// - It must be late at night
// - Inn event 15 has occurred or is occurring
//
// To trigger inn event 15 ("You see that the Domovoi is here again"):
// - It must be late at night
// - You saved the monastery's Domovoi
// - You clicked Talk on the Domovoi during inn event 3 (new requirement in CD)
// - You didn't just enter from your room and hear crying
//
// To trigger inn event 3 ("You have the feeling you are being watched"):
// - It must be late at night
// - You haven't already clicked Talk on the Domovoi during inn event 3
// - You haven't been woken by Bella (new requirement in CD)
// - You didn't just enter from your room and hear crying
//
// The two new requirements create an unwinnable state. Once Bella wakes you,
// event 3 is no longer possible, cascading to event 15 and the doll. This also
// prevents the Domovoi from appearing in your room as that requires talking
// to him during event 3. Putting it all together, the new Bella requirement's
// only effect is to suppress a mandatory event, and so it is safe to remove.
//
// Applies to: English CD
// Responsible methods: rm320:init, heroTeller:respond
// Fixes bug: #10978
static const uint16 qfg4DomovoiInnSignature[] = {
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x0088), // pushi 0088
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 [ is flag 136 set? (has Bella woken you up?) ]
0x18, // not
0x31, // bnt [ skip inn event 3 ]
SIG_END
};
static const uint16 qfg4DomovoiInnPatch[] = {
0x32, PATCH_UINT16(0x0008), // jmp 0008 [ skip flag 136 check ]
PATCH_END
};
// During the final battle with Ad Avis his initial timer is never stopped,
// reducing the intended time the player has to complete the sequence by more
// than half, and bringing Ad Avis back to life after he's killed.
//
// sTimeItOut state 0 sets a timeout when the battle starts. Its length depends
// on the detected cpu speed and game version. In the floppy versions this was
// a minimum of 400 seconds, which is so long that it masked the bug, but in CD
// it was reduced to 20 seconds. This is supposed to be how long the player has
// to tell the joke, after which sUltimakeJoke sets a second timeout in which
// the character-specific actions are to be done, but sTimeItOut finishes first
// and forces the player to complete both phases during the first shorter one.
// When Ad Avis is killed his death scripts only stop sUltimakeJoke, as they
// don't expect sTimeItOut to be running, and so when sTimeItOut times out it
// kills the player unless the death script has already called avis:dispose.
//
// We fix this by patching sTimeItOut state 1 to abort the script if the joke
// has been told. This is equivalent to the NRS patch that ships with the GOG
// version, which disposes sTimeItOut when telling the joke, and so this patch
// is applied to all versions except that one.
//
// Applies to: All versions
// Responsible method: sTimeItOut:changeState(1)
// Fixes bug: #10844
static const uint16 qfg4AdAvisTimeoutSignature[] = {
0x30, SIG_UINT16(0x002c), // bnt 002c [ state 1 ]
SIG_ADDTOOFFSET(+0x29),
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x00ae), // jmp 00ae [ end of method ]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0027), // bnt 0027 [ state 2 ]
SIG_END
};
static const uint16 qfg4AdAvisTimeoutPatch[] = {
0x30, PATCH_UINT16(0x0029), // bnt 0029 [ state 1 ]
PATCH_ADDTOOFFSET(+0x29),
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x2b, // bnt 2b [ state 2 ]
0x83, 0x04, // lal 04 [ has joke been told? ]
0x2f, 0x27, // bt 27 [ abort script if joke has been told ]
PATCH_END
};
// During the final battle with Ad Avis if the player casts a non-fatal spell at
// him then they can't cast any more spells. Instead they receive a message
// about being too busy or it not being a good place and must wait to die.
// Another symptom of this bug is that fighters and thieves don't get to see
// the staff transform if they've previously thrown a weapon.
//
// SpellItem:doVerb(4) determines if a spell is allowed. If hero:view is the
// wrong value then it says "This isn't a good place..." and if the room has
// a script it says "You're too busy...". avis:getHurt breaks one or both of
// these conditions by setting the room script to sMessages. If the game speed
// is set to less than high then avis:getHurt runs while the "project" room
// script is animating hero. Setting the room script to sMessages interrupts
// this and hero is left on view 14, breaking the first spell condition. Even
// if the game speed is set to high and hero's animation completes, sMessages
// fails to dispose itself, leaving it as the room script when it's complete
// and breaking the second spell condition.
//
// We fix this by reassigning sMessages from the room's script to midBlast, an
// arbitrary Prop that no scripts depend on. project is no longer interrupted,
// hero's animation completes at all speeds, and it no longer matters that
// sMessage fails to dispose itself. Due to script changes, this patch is only
// applied once to floppy and twice to CD.
//
// We also include a version of this for the offsets in the NRS patch, which is
// important as that ships with the GOG version.
//
// Applies to: All versions
// Responsible method: avis:getHurt
// Fixes bug: #10835
static const uint16 qfg4AdAvisSpellsFloppySignature[] = {
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x0096), // lofsa sMessages
0x36, // push
0x81, 0x02, // lag 02
0x4a, SIG_UINT16(0x0006), // send 06 [ rm730 setScript: sMessages ]
SIG_END
};
static const uint16 qfg4AdAvisSpellsFloppyPatch[] = {
0x74, PATCH_ADDTOOFFSET(+2), // lofss sMessages
0x72, PATCH_UINT16(0x0668), // lofsa midBlast
SIG_END
};
static const uint16 qfg4AdAvisSpellsCDSignature[] = {
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x00a6), // lofsa sMessages
0x36, // push
0x81, 0x02, // lag 02
0x4a, SIG_UINT16(0x0006), // send 06 [ rm730 setScript: sMessages ]
SIG_END
};
static const uint16 qfg4AdAvisSpellsCDPatch[] = {
0x74, PATCH_ADDTOOFFSET(+2), // lofss sMessages
0x72, PATCH_UINT16(0x06b6), // lofsa midBlast
SIG_END
};
static const uint16 qfg4AdAvisSpellsNrsSignature[] = {
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x00a8), // lofsa sMessages
0x36, // push
0x81, 0x02, // lag 02
0x4a, SIG_UINT16(0x0006), // send 06 [ rm730 setScript: sMessages ]
SIG_END
};
static const uint16 qfg4AdAvisSpellsNrsPatch[] = {
0x74, PATCH_ADDTOOFFSET(+2), // lofss sMessages
0x72, PATCH_UINT16(0x06b8), // lofsa midBlast
SIG_END
};
// If the magic user defeats Ad Avis with the game speed set to less than high
// then they aren't allowed to cast the final summon staff spell and complete
// the game. Instead they receive "You're too busy to cast a spell right now."
//
// Spells can't be cast if a room script is set, as described in the above patch
// notes. When Ad Avis is killed, avis:getHurt sets hero's view and loop before
// running sAdavisDies. If the game speed isn't set to high then the "project"
// script that deployed the final projectile spell is still running and waiting
// on hero's animation to complete. By changing the view and loop, avis:getHurt
// prevents project from advancing to its next state and completing, leaving it
// stuck as the room script and blocking the final spell.
//
// We can't prevent project from being the room script as that's game-wide
// behavior, and we can't prevent it from being interrupted since avis:getHurt
// needs to set hero's final view/loop, but we can still fix the bug by setting
// sAdavisDies as the room's script instead of hero's. This disposes project if
// it's still running and guarantees that the room script is cleared since
// sAdavisDies always disposes of itself.
//
// Applies to: All versions
// Responsible method: avis:getHurt
// Fixes bug: #10835
static const uint16 qfg4AdAdvisLastSpellSignature[] = {
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa sAdavisDies
SIG_MAGICDWORD,
0x36, // push
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0006), // send 06 [ hero setScript: sAdavisDies ]
SIG_END
};
static const uint16 qfg4AdAdvisLastSpellPatch[] = {
PATCH_ADDTOOFFSET(+8),
0x81, 0x02, // lag 02 [ rm730 ]
SIG_END
};
// When throwing a weapon or casting a spell at Ad Avis in room 730, sMessages
// tests the projectile type incorrectly and transposes the message responses.
//
// Applies to: All versions
// Responsible method: sMessages:changeState(2)
// Fixes bug: #10989
static const uint16 qfg4AdAvisMessageSignature[] = {
0x8b, SIG_MAGICDWORD, 0x01, // lsl 01 [ 0 if weapon thrown, else a spell ]
0x35, 0x00, // ldi 00
0x1a, // eq?
SIG_END
};
static const uint16 qfg4AdAvisMessagePatch[] = {
PATCH_ADDTOOFFSET(+4),
0x1c, // ne?
PATCH_END
};
// Throwing a rock or dagger at Ad Avis after telling the joke kills him.
// avis:getHurt fails to test the projectile type correctly in CD, or at all in
// floppy, and so all versions mistake this for casting a spell with the staff.
//
// We fix this by testing the projectile type and not allowing a thrown weapon
// to kill Ad Avis. This replaces an unnecessary hero:script test.
//
// Applies to: All versions
// Responsible method: avis:getHurt
// Fixes bug: #10989
static const uint16 qfg4AdAvisThrowWeaponSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(script), // pushi script
0x76, // push0
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0004), // send 04 [ hero script? ]
0x18, // not
0x30, SIG_ADDTOOFFSET(+2), // bnt [ projectile doesn't kill ad avis ]
0x39, SIG_SELECTOR8(view), // pushi view
SIG_END
};
static const uint16 qfg4AdAvisThrowWeaponPatch[] = {
0x83, 0x01, // lal 01 [ 0 if weapon thrown, else a spell ]
0x33, 0x06, // jmp 06 [ throwing a weapon doesn't kill ad avis ]
PATCH_END
};
// When a fighter or paladin selects the staff in the final battle with Ad Avis
// after throwing a rock or dagger they enter an infinite animation loop due to
// not clearing hero:cycler. Multiple bugs in this room prevented getting this
// far, but we fixed those, so we also fix this by clearing the cycler.
//
// Applies to: All versions
// Responsible method: sDoTheStaff:changeState(3)
// Fixes bug: #10835
static const uint16 qfg4FighterSpearSignature[] = {
0x39, SIG_SELECTOR8(view), // pushi view [ start of fighter code, same as paladin ]
SIG_ADDTOOFFSET(0x3e),
0x3c, // dup
0x35, SIG_MAGICDWORD, 0x03, // ldi 03
0x1a, // eq? [ is paladin? (last condition so always true) ]
0x30, SIG_UINT16(0x0022), // bnt 0022
0x39, SIG_SELECTOR8(view), // pushi view
0x78, // push1
0x39, 0x0a, // pushi 0a
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x7a, // push2
0x76, // push0
0x78, // push1
0x38, SIG_SELECTOR16(setCel), // pushi setCel
SIG_ADDTOOFFSET(+13),
0x4a, SIG_UINT16(0x001c), // send 1c [ hero view: 10 setLoop 0 1 setCel: 0 ... ]
SIG_END
};
static const uint16 qfg4FighterSpearPatch[] = {
0x33, 0x3e, // jmp 3e [ use patched paladin code for fighter ]
PATCH_ADDTOOFFSET(0x3e),
0x39, PATCH_SELECTOR8(view), // pushi view
0x78, // push1
0x39, 0x0a, // pushi 0a
0x38, PATCH_SELECTOR16(setLoop), // pushi setLoop
0x7a, // push2
0x76, // push0
0x78, // push1
0x38, PATCH_SELECTOR16(setCel), // pushi setCel
0x39, 0x01, // pushi 01
0x39, 0x00, // pushi 00
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
PATCH_ADDTOOFFSET(+13),
0x4a, PATCH_UINT16(0x0022), // send 22 [ hero view: 10 setLoop 0 1 setCel: 0 setCycle: 0 ... ]
PATCH_END
};
// Clicking Do on the inn door in room 260 from certain coordinates crashes the
// CD version. This is one of several related crashes where the Grooper or
// Grycler classes send a selector to a non-object in only the CD version.
//
// The inn door script isn't buggy, and neither are Grooper or Grycler. Instead,
// Sierra "upgraded" the core Cycle classes in the CD version with drastically
// different behavior after the game was already written for the first ones.
// It's unclear what they were attempting to accomplish, but the conspicuous
// regressions include hero stuttering when walking on every screen, the runes
// dial refusing to spin a full rotation, random crashes at the inn door and
// on the slippery path in room 800, and probably other problems. Meanwhile
// GK1, a relatively stable SCI32 game released at the same time, used the same
// Cycle classes in all its versions as QFG4 floppy without motion problems.
//
// The crashes result from complex motion edge cases but involve hero ending up
// without a cycler at the wrong moment. These can be avoided by adding a call
// to hero:normalize to reset a lot of state and set hero:cycler to StopWalk
// and hero:looper to stopGroop. This is a bit of a kitchen-sink solution but
// it does the job without side effects and only requires 4 bytes.
//
// We prevent the inn door crash by calling hero:normalize in sInInnDoor.
//
// Applies to: English CD
// Responsible method: sInInnDoor:changeState(1)
// Fixes bug: #10760
static const uint16 qfg4InnDoorCDSignature[] = {
0x30, SIG_MAGICDWORD, // bnt 000e [ state 2 ]
SIG_UINT16(0x000e),
0x38, SIG_UINT16(0x0111), // pushi setHeading [ hard-coded for CD ]
0x7a, // push2
0x76, // push0
0x7c, // pushSelf
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0008), // send 08 [ hero setHeading: 0 self ]
0x32, SIG_UINT16(0x00c3), // jmp 00c3 [ end of method ]
SIG_END
};
static const uint16 qfg4InnDoorCDPatch[] = {
0x31, 0x0f, // bnt 0f [ state 2 ]
0x38, PATCH_SELECTOR16(normalize), // pushi normalize
0x76, // push0
0x38, PATCH_UINT16(0x0111), // pushi setHeading [ hard-coded for CD ]
0x7a, // push2
0x76, // push0
0x7c, // pushSelf
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x000c), // send 0c [ hero normalize: setHeading: 0 self ]
PATCH_END
};
// In room 800, at the start of the game, automatically sliding down the top of
// the slope can crash the CD version in Grooper:doit. See the inn door patch
// above for details on these motion regressions and their solution.
//
// We fix this by calling hero:normalize at the start of sFallsBackSide to reset
// hero's state before starting the motion sequence.
//
// This patch is not applied to the NRS fan-patch included in the GOG version.
// It fixes this bug by adding a spin loop delay that's relative to game speed
// to sFallsBackSide.
//
// Applies to: English CD
// Responsible method: sFallsBackSide:changeState(0)
// Fixes bug: #9801
static const uint16 qfg4SlidingDownSlopeCDSignature[] = {
0x87, 0x01, // lap 01
0x65, 0x16, // aTop state
0x36, // push
0x3c, // dup
0x35, SIG_MAGICDWORD, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x30, // bnt 30 [ state 1 ]
SIG_ADDTOOFFSET(+42),
0x4a, SIG_UINT16(0x0014), // send 14 [ hero: setStep: 1 1 ... ]
SIG_END
};
static const uint16 qfg4SlidingDownSlopeCDPatch[] = {
PATCH_ADDTOOFFSET(+5),
0x2f, 0x34, // bt 34 [ state 1 ]
0x38, PATCH_SELECTOR16(normalize), // pushi normalize
0x76, // push0
PATCH_ADDTOOFFSET(+42),
0x4a, PATCH_UINT16(0x0018), // send 18 [ hero: normalize: setStep: 1 1 ... ]
PATCH_END
};
// Walking around the base of the slippery slope in room 800 can crash the CD
// version in either the Grooper or Grycler classes. See the inn door patch
// above for details on these regressions and their solution.
//
// The script sSlippery runs when walking up the slope and sWalksDown runs when
// walking down. Both are vulnerable to Grooper/Grycler crashes and both can be
// fixed by adding hero:normalize calls.
//
// We also include a version of the sWalksDown patch for the instruction sizes
// in the NRS patch, which is important as that ships with the GOG version.
//
// Applies to: English CD
// Responsible methods: sSlippery:changeState(0), sWalksDown:changeState(0)
// Fixes bug: #10747
static const uint16 qfg4WalkUpSlopeCDSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0142), // pushi setMotion [ hard-coded for CD ]
0x78, // push1
0x76, // push0
SIG_ADDTOOFFSET(+8),
0x4a, SIG_UINT16(0x000e), // send 0e [ hero setMotion: 0 ... ]
SIG_END
};
static const uint16 qfg4WalkUpSlopeCDPatch[] = {
0x38, PATCH_SELECTOR16(normalize), // pushi normalize
0x39, 0x00, // pushi 00
PATCH_ADDTOOFFSET(+8),
0x4a, PATCH_UINT16(0x000c), // send 0c [ hero normalize: ... ]
PATCH_END
};
static const uint16 qfg4WalkDownSlopeCDSignature[] = {
0x3c, // dup
0x35, SIG_MAGICDWORD, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x1e, // bnt 1e [ state 1 ]
0x38, SIG_UINT16(0x0218), // pushi handsOff [ hard-coded for CD ]
SIG_ADDTOOFFSET(+15),
0x4a, SIG_UINT16(0x0008), // send 08 [ hero setStep: ... ]
SIG_END
};
static const uint16 qfg4WalkDownSlopeCDPatch[] = {
0x2f, 0x22, // bt 22 [ state 1 ]
0x38, PATCH_SELECTOR16(normalize), // pushi normalize
0x76, // push0
PATCH_ADDTOOFFSET(+18),
0x4a, PATCH_UINT16(0x000c), // send 0c [ hero normalize: setStep: ... ]
PATCH_END
};
static const uint16 qfg4WalkDownSlopeNrsSignature[] = {
0x3c, // dup
0x35, SIG_MAGICDWORD, 0x00, // ldi 00
0x1a, // eq?
0x30, SIG_UINT16(0x001f), // bnt 001f [ state 1 ]
0x38, SIG_UINT16(0x0218), // pushi handsOff [ hard-coded for CD ]
SIG_ADDTOOFFSET(+15),
0x4a, SIG_UINT16(0x0008), // send 08 [ hero setStep: ... ]
SIG_END
};
static const uint16 qfg4WalkDownSlopeNrsPatch[] = {
0x2e, PATCH_UINT16(0x0023), // bt 0023 [ state 1 ]
0x38, PATCH_SELECTOR16(normalize), // pushi normalize
0x76, // push0
PATCH_ADDTOOFFSET(+18),
0x4a, PATCH_UINT16(0x000c), // send 0c [ hero normalize: setStep: ... ]
PATCH_END
};
// The NRS fan-patch for wraiths has a bug which locks up the game. This occurs
// when a wraith initializes while game time is greater than $7fff. The patch
// throttles wraith:doit to execute no more than once per game tick, which it
// does by storing the previous game time in a new local variable whose initial
// value is zero. This technique is used in several patches but this one is
// missing a call to Abs that the others have. Once game time reaches $8000 or
// greater, the signed less-than test will always pass when the local variable
// is zero, and wraith:doit won't execute.
//
// We fix this by changing the signed less-than comparison to unsigned.
//
// Applies to: English CD with NRS patches 53.HEP/SCR
// Responsible method: wraith:doit
// Fixes bug: #10711
static const uint16 qfg4WraithLockupNrsSignature[] = {
SIG_MAGICDWORD,
0x89, 0x58, // lsg 58
0x83, 0x04, // lal 04
0x04, // sub
0x36, // push
0x35, 0x01, // ldi 01
0x22, // lt? [ (gameTime - prevGameTime) < 1 ]
SIG_END
};
static const uint16 qfg4WraithLockupNrsPatch[] = {
PATCH_ADDTOOFFSET(+8),
0x2a, // ult?
PATCH_END
};
// The script that determines how much money a revenant has is missing the first
// parameter to kRandom, which should be zero as it is with other monsters.
// Instead of awarding the intended 15 to 40 kopeks, it always awards 15 and
// reseeds the random number generator to 25.
//
// Applies to: All versions
// Responsible method: sSearchMonster:changeState(1)
// Fixes bug: #10966
static const uint16 qfg4SearchRevenantSignature[] = {
0x39, 0x0f, // pushi 0f
0x78, // push1
0x39, SIG_MAGICDWORD, 0x19, // pushi 19
0x43, 0x5d, SIG_UINT16(0x0002), // callk Random 02
0x02, // add [ 15 + Random 25 ]
SIG_END
};
static const uint16 qfg4SearchRevenantPatch[] = {
0x39, 0x02, // pushi 02
0x39, 0x0f, // pushi 0f
0x39, 0x28, // pushi 28
0x43, 0x5d, PATCH_UINT16(0x0004), // callk Random 04 [ Random 15 40 ]
PATCH_END
};
// During combat, if a rabbit is all the way to the right and attacks then it
// won't make any more moves, forcing the player to run away to end the fight.
// This is due to rabbitCombat failing to pass a caller to the rabbitAttack
// script and so it gets stuck. We pass the missing "self" parameter.
//
// Applies to: All versions
// Responsible method: rabbitCombat:changeState(1)
// Fixes bug: #11000
static const uint16 qfg4RabbitCombatSignature[] = {
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa rabbitAttack
0X36, // push
SIG_MAGICDWORD,
0x54, SIG_UINT16(0x0006), // self 06 [ self setScript: rabbitAttack ]
0x32, SIG_UINT16(0x014b), // jmp 014b
SIG_END
};
static const uint16 qfg4RabbitCombatPatch[] = {
PATCH_ADDTOOFFSET(+3),
0x7a, // push2
0x74, PATCH_ADDTOOFFSET(+2), // lofss rabbitAttack
0x7c, // pushSelf
0x54, PATCH_UINT16(0x0008), // self 08 [ self setScript: rabbitAttack self ]
PATCH_END
};
// Attempting to open the monastery door in room 250 while Igor is present
// randomly locks up the game. sHectapusDeath stands Igor up, but this can be
// interrupted by sIgorCarves animating him at random intervals, leaving
// sHectapusDeath stuck in handsOff mode.
//
// We fix this by first stopping sIgorCarves as other scripts in this room do.
//
// Applies to: All versions
// Responsible method: sHectapusDeath:changeState(4)
// Fixes bug: #10994
static const uint16 qfg4HectapusDeathSignature[] = {
0x30, SIG_UINT16(0x0027), // bnt 0027
SIG_ADDTOOFFSET(+13),
0x30, SIG_UINT16(0x0017), // bnt 0017
0x38, SIG_MAGICDWORD, // pushi setLoop
SIG_SELECTOR16(setLoop),
0x7a, // push2
0x7a, // push2
0x78, // push1
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
0x7a, // push2
0x51, SIG_ADDTOOFFSET(+1), // class End
0x36, // push
0x7c, // pushSelf
0x72, SIG_ADDTOOFFSET(+2), // lofsa igor
0x4a, SIG_UINT16(0x0010), // send 10 [ igor setLoop: 2 1 setCycle: End self ]
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
0x35, 0x01, // ldi 01
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
SIG_END
};
static const uint16 qfg4HectapusDeathPatch[] = {
0x30, PATCH_UINT16(0x002b), // bnt 002b
PATCH_ADDTOOFFSET(+13),
0x30, PATCH_UINT16(0x001b), // bnt 001b
PATCH_ADDTOOFFSET(+17),
0x38, PATCH_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x76, // push0
0x4a, PATCH_UINT16(0x0016), // send 16 [ igor setLoop: 2 1 setCycle: End self setScript: 0 ]
0x3a, // toss
0x48, // ret
0x78, // push1
0x69, PATCH_GETORIGINALBYTE(+45), // sTop cycles
PATCH_END
};
// Floppy 1.0 locks up when Ad Avis captures you with a Necrotaur in room 552,
// and possibly other rooms. sBlackOut:changeState has one too many states
// and doesn't increment the state number and cue enough in all scenarios.
//
// We fix this by removing the empty state 3 as later floppy versions do.
//
// Applies to: English Floppy 1.0
// Responsible method: sBlackOut:changeState
// Fixes bug: #11001
static const uint16 qfg4AdAvisCaptureSignature[] = {
0x31, 0x05, // bnt 05 [ state 3 ]
SIG_ADDTOOFFSET(+6),
0x35, SIG_MAGICDWORD, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x05, // bnt 05 [ state 4 ]
SIG_ADDTOOFFSET(+6),
0x35, 0x04, // ldi 04
SIG_ADDTOOFFSET(+83),
0x35, 0x05, // ldi 05
SIG_END
};
static const uint16 qfg4AdAvisCapturePatch[] = {
0x31, 0x10, // bnt 10 [ new state 3 ]
PATCH_ADDTOOFFSET(+17),
0x35, 0x03, // ldi 03 [ state 4 is now state 3 ]
PATCH_ADDTOOFFSET(+83),
0x35, 0x04, // ldi 04 [ state 5 is now state 4 ]
PATCH_END
};
// The character selection screen in room 140 can select the wrong character.
// The showOff script brings each through their door and sets showOff:register
// as they animate so that myChar:doVerb knows which animating character was
// clicked. showOff:register is supposed to be 1 - 3 but showOff sets the wrong
// fighter value and sets the rest at the wrong times.
//
// showOff state 0 sets register to 30 instead of 1 and so clicking the fighter
// door during the first four seconds doesn't select any character. Instead it
// proceeds to the skill screen without updating the character type global.
// This global's initial value is zero, which happens to be the fighter value,
// and so this appears to work unless a different character was first selected
// and cancel was clicked. The magic user and thief register values are correct
// but they're set one state too late, creating 2 - 4 second windows where
// clicking their doors selects the previously animated character.
//
// We fix this by setting showOff:register to the correct fighter value and
// setting the magic user and thief values one state earlier.
//
// Applies to: All versions
// Responsible method: showOff:changeState
// Fixes bug: #11002
static const uint16 qfg4CharacterSelectSignature[] = {
// state 0
0x35, 0x1e, // ldi 1e
0x65, SIG_ADDTOOFFSET(+1), // aTop register
SIG_ADDTOOFFSET(+461),
// state 5
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x031e), // jmp 031e [ end of method ]
0x3c, // dup
SIG_ADDTOOFFSET(+219),
// state 9
0x35, 0x02, // ldi 02
0x65, SIG_ADDTOOFFSET(+1), // aTop seconds
0x32, SIG_UINT16(0x023b), // jmp 023b [ end of method ]
SIG_END
};
static const uint16 qfg4CharacterSelectPatch[] = {
// state 0
0x35, 0x01, // ldi 01
PATCH_ADDTOOFFSET(+463),
// state 5
0x7a, // push2
0x69, PATCH_GETORIGINALBYTE(+3), // sTop register
PATCH_ADDTOOFFSET(+220),
// state 9
0x7a, // push2
0x69, PATCH_GETORIGINALBYTE(+691), // sTop seconds
0x39, 0x03, // pushi 03
0x69, PATCH_GETORIGINALBYTE(+3), // sTop register
PATCH_END
};
// Clicking Look in the dungeon (room 670) responds with the dungeon description
// followed by the generic message for not seeing anything. rm670:doVerb is
// missing a return statement and so it proceeds with generic verb handling.
//
// Applies to: All versions
// Responsible method: rm670:doVerb
static const uint16 qfg4LookDungeonSignature[] = {
0x38, SIG_SELECTOR16(say), // pushi say
0x38, SIG_UINT16(0x0006), // pushi 0006
SIG_MAGICDWORD,
0x76, // push0
0x78, // push1
0x76, // push0
0x76, // push0
0x76, // push0
0x38, SIG_UINT16(0x029e), // pushi 029e
0x81, 0x5b, // lag 5b
0x4a, SIG_UINT16(0x0010), // send 10 [ gloryMessager say: 0 1 0 0 0 670 ]
SIG_END
};
static const uint16 qfg4LookDungeonPatch[] = {
PATCH_ADDTOOFFSET(+11),
0x89, 0x0b, // lsg 0b [ room number, saves a byte ]
0x81, 0x5b, // lag 5b
0x4a, PATCH_UINT16(0x0010), // send 10 [ gloryMessager say: 0 1 0 0 0 670 ]
0x48, // ret
PATCH_END
};
// When approaching the door to the great hall in staircase room 627 at night,
// the message "You hear voices..." continues to occur even after witnessing
// the argument between Katrina and Ad Avis in the floppy version. This is due
// to not testing flag 112, which is set by the argument scene, and was fixed
// in the CD version. We add the missing flag test.
//
// This incomplete logic to determine if Katrina and Ad Avis are in the great
// hall is duplicated throughout this script. Although Sierra fixed this
// instance in the CD version, it's the only one they fixed, while adding more
// that lack the flag test. We fix those bugs in subsequent patches.
//
// Applies to: English Floppy, German Floppy
// Responsible method: sDisplay:changeState(0)
// Fixes bug: #10799
static const uint16 qfg4ArgumentMessageFloppySignature[] = {
SIG_MAGICDWORD,
0x83, 0x02, // lal 02 [ message already said? ]
0x30, SIG_UINT16(0x0013), // bnt 0013 [ say message ]
0x38, SIG_SELECTOR16(handsOn), // pushi handsOn
0x76, // push0
0x81, 0x01, // lag 01
0x4a, SIG_UINT16(0x0004), // send 04 [ Glory handsOn: ]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04
0x32, SIG_UINT16(0x0079), // jmp 0079 [ end of method ]
SIG_ADDTOOFFSET(+38),
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04 [ self dispose: ]
0x32, SIG_UINT16(0x0049), // jmp 0049 [ end of method ]
SIG_END
};
static const uint16 qfg4ArgumentMessageFloppyPatch[] = {
PATCH_ADDTOOFFSET(+2),
0x2f, 0x09, // bt 09 [ skip message if already said ]
0x78, // push1
0x39, 0x70, // pushi 70 [ flag 112 ]
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ has argument occurred? ]
0x31, 0x0b, // bnt 0b [ say message ]
0x38, PATCH_SELECTOR16(handsOn), // pushi handsOn
0x76, // push0
0x81, 0x01, // lag 01
0x4a, PATCH_UINT16(0x0004), // send 04 [ Glory handsOn: ]
0x33, 0x26, // jmp 26 [ self dispose:, end of method ]
PATCH_END
};
// The great hall door options in room 627 are incorrect at night after Katrina
// and Ad Avis argue. rm620Code:init is missing a flag test to prevent the
// argument options from reoccurring. We add the missing flag test.
//
// Applies to: All versions
// Responsible methods: rm620Code:init
// Fixes bug: #10799
static const uint16 qfg4Room627DoorOptionsSignature[] = {
0x89, 0x0b, // lsg 0b [ room number ]
SIG_ADDTOOFFSET(+28),
0x39, 0x05, // pushi 05 [ argument door options ]
0x72, SIG_ADDTOOFFSET(+2), // lofsa doorTopTeller
0x4a, SIG_UINT16(0x000e), // send 0e [ doorTopTeller init: pUpperDoor 620 8 155 5 ]
SIG_MAGICDWORD,
0x33, 0x19, // jmp 19
0x38, SIG_SELECTOR16(init), // pushi init
0x38, SIG_UINT16(0x0005), // pushi 0005
0x72, SIG_ADDTOOFFSET(+2), // lofsa pUpperDoor
0x36, // push
0x38, SIG_UINT16(0x026c), // pushi 026c
0x39, 0x08, // pushi 08
0x38, SIG_UINT16(0x009b), // pushi 009b
0x78, // push1 [ normal door options ]
0x72, SIG_ADDTOOFFSET(+2), // lofsa doorTopTeller
0x4a, SIG_UINT16(0x000e), // send 0e [ doorTopTeller init: pUpperDoor 620 8 155 1 ]
SIG_END
};
static const uint16 qfg4Room627DoorOptionsPatch[] = {
0x33, 0x0a, // jmp 0a
PATCH_ADDTOOFFSET(+28),
0x89, 0x0b, // lsg 0b [ room number ]
0x34, PATCH_UINT16(0x0273), // ldi 627d
0x1a, // eq?
0x31, 0x14, // bnt 14 [ normal door options ]
0x81, 0x79, // lag 79 [ night ]
0x31, 0x10, // bnt 10 [ normal door options ]
0x78, // push1
0x39, 0x70, // pushi 70 [ flag 112 ]
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ has argument occurred? ]
0x2f, 0x07, // bt 07 [ normal door options ]
0x39, 0x05, // pushi 05
0x33, 0x04, // jmp 04 [ argument door options ]
PATCH_END
};
// The responses to the great hall door options in room 627 have problems. The
// floppy version is missing message handlers for Open Door and Knock on Door
// during the argument and so the door doesn't open. The CD version displays
// the wrong Knock on Door message. All versions fail to test flag 112 to see
// if the argument has already occurred.
//
// We fix all of this with a two part patch. First, sListened:register now
// controls which message is displayed before the door opens. This allows
// doorTopTeller:sayMessage to specify the correct message before running it.
// To add flag tests, new message handlers, and set sListened:register, we take
// advantage of identical message handlers in doorTopTeller:sayMessage. These
// provide plenty of room for new code that then jumps into another handler to
// continue and complete the work.
//
// Applies to: All versions
// Responsible methods: sListened:changeState(0), doorTopTeller:sayMessage
// Fixes bug: #10799
static const uint16 qfg4Room627DoorResponsesSignature1[] = {
0x65, SIG_ADDTOOFFSET(+17), // aTop state
0x38, SIG_SELECTOR16(say), // pushi say
0x38, SIG_UINT16(0x0006), // pushi 0006
0x39, 0x08, // pushi 08
0x38, SIG_UINT16(0x009b), // pushi 009b
0x39, SIG_MAGICDWORD, 0x09, // pushi 09
0x78, // push1
0x7c, // pushSelf
0x38, SIG_UINT16(0x026c), // pushi 026c
0x81, 0x5b, // lag 5b
0x4a, SIG_UINT16(0x0010), // send 10 [ gloryMessager say: 8 155 9 1 self 620 ]
0x32, // jmp ... [ end of method ]
SIG_END
};
static const uint16 qfg4Room627DoorResponsesPatch1[] = {
PATCH_ADDTOOFFSET(+21),
0x39, 0x06, // pushi 06
0x39, 0x08, // pushi 08
0x38, PATCH_UINT16(0x009b), // pushi 009b
0x39, 0x09, // pushi 09
0x63, PATCH_GETORIGINALBYTEADJUST(+1, 0x10), // pToa register
0x02, // add
0x36, // push
0x78, // push1
0x7c, // pushSelf
0x38, PATCH_UINT16(0x026c), // pushi 026c
0x81, 0x5b, // lag 5b
0x4a, PATCH_UINT16(0x0010), // send 10 [ gloryMessager say: 8 155 (9 + register) 1 self 620 ]
PATCH_END
};
static const uint16 qfg4Room627DoorResponsesFloppySignature2[] = {
// Pick Lock (no argument) - missing flag check
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x0072), // bnt 0072 [ next message handler ]
0x81, 0x79, // lag 79 [ night ]
0x30, SIG_UINT16(0x0028), // bnt 0028
0x89, 0x0b, // lsg 0b [ room number ]
0x34, SIG_UINT16(0x0273), // ldi 627d
0x1a, // eq?
0x30, SIG_UINT16(0x001f), // bnt 001f
0x38, SIG_UINT16(0x00fe), // pushi clean [ hard-coded for floppy ]
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04
0x78, // push1
0x39, 0x71, // pushi 71
0x45, 0x02, SIG_UINT16(0x0002), // callb proc0_2 02
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, SIG_UINT16(0x0082), // lofsa sListened
0x36, // push
0x72, SIG_UINT16(0x01ae), // lofsa pUpperDoor
0x4a, SIG_UINT16(0x0006), // send 06 [ pUpperDoor setScript: sListened ]
0x32, SIG_UINT16(0x0131), // jmp 0131
0x38, SIG_UINT16(0x0338), // pushi trySkill [ hard-coded for floppy ]
0x7a, // push2
0x39, 0x09, // pushi 09
0x88, SIG_UINT16(0x01a6), // lsg 01a6
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0008), // send 08 [ hero trySkill: 9 global422 ]
SIG_ADDTOOFFSET(+0xe4),
// Open Door (no argument) - missing flag check
0x78, // push1
0x39, 0x71, // pushi 71
0x45, 0x02, SIG_UINT16(0x0002), // callb proc0_2 02
0x38, SIG_UINT16(0x00fe), // pushi clean [ hard-coded for floppy ]
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04
SIG_END
};
static const uint16 qfg4Room627DoorResponsesFloppyPatch2[] = {
// Pick Lock (no argument) - missing flag check
0x30, PATCH_UINT16(0x001a), // bnt 001a [ next message handler ]
PATCH_ADDTOOFFSET(+2),
0x30, PATCH_UINT16(0x00a1), // bnt 00a1 [ normal pick lock code in duplicate handler ]
PATCH_ADDTOOFFSET(+6),
0x30, PATCH_UINT16(0x0098), // bnt 0098 [ normal pick lock code in duplicate handler ]
0x78, // push1
0x39, 0x70, // pushi 70 [ flag 112 ]
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ has argument occurred? ]
0x2e, PATCH_UINT16(0x008e), // bt 008e [ normal pick lock code in duplicate handler ]
0x33, 0x6d, // jmp 6d [ continue argument code in duplicate handler ]
// Open Door (argument) - missing from floppy
0x3c, // dup
0x35, 0x0a, // ldi 0a
0x1a, // eq?
0x31, 0x07, // bnt 07 [ next message handler ]
0x38, PATCH_SELECTOR16(register), // pushi register
0x78, // push1
0x78, // push1 [ "Ignoring the voices, you fling the door open..." ]
0x33, 0x0b, // jmp 0b
// Knock on Door (argument) - missing from floppy
0x3c, // dup
0x35, 0x0b, // ldi 0b
0x1a, // eq?
0x31, 0x45, // bnt 45 [ next message handler ]
0x38, PATCH_SELECTOR16(register), // pushi register
0x78, // push1
0x7a, // push2 [ "Very polite of you. The door opens to your knock..." ]
0x72, PATCH_UINT16(0x0082), // lofsa sListened
0x4a, PATCH_UINT16(0x0006), // send 0006 [ sListened register: 1 or 2 ]
0x32, PATCH_UINT16(0x004c), // jmp 004c [ continue argument code in duplicate handler ]
PATCH_ADDTOOFFSET(+0xe4),
// Open Door (no argument) - missing flag check
0x78, // push1
0x39, 0x70, // pushi 70 [ flag 112 ]
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ has argument occurred? ]
0x2f, 0x16, // bt 16 [ skip argument code if argument occurred ]
0x32, PATCH_UINT16(0xff5c), // jmp ff5c [ continue argument code in duplicate handler ]
PATCH_END
};
static const uint16 qfg4Room627DoorResponsesCDSignature2[] = {
// Pick Lock (no argument) - missing flag check
0x38, SIG_UINT16(0x0101), // pushi clean [ hard-coded for CD ]
0x76, // push0
SIG_MAGICDWORD,
0x54, SIG_UINT16(0x0004), // self 04
0x78, // push1
0x39, 0x71, // pushi 71
0x45, 0x02, SIG_UINT16(0x0002), // callb proc0_2 02
SIG_ADDTOOFFSET(+0x13b),
// Open Door (no argument) - missing flag check
0x78, // push1
0x39, 0x71, // pushi 71
0x45, 0x02, SIG_UINT16(0x0002), // callb proc0_2 02
0x38, SIG_UINT16(0x0101), // pushi clean [ hard-coded for CD ]
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04
SIG_ADDTOOFFSET(+0x7c),
// Knock on Door (argument) - wrong message (CD regression)
0x78, // push1
0x39, 0x71, // pushi 71
0x45, 0x02, SIG_UINT16(0x0002), // callb proc0_2 02
0x38, SIG_UINT16(0x0101), // pushi clean [ hard-coded for CD ]
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04
SIG_END
};
static const uint16 qfg4Room627DoorResponsesCDPatch2[] = {
// Pick Lock (no argument) - missing flag check
0x78, // push1
0x39, 0x70, // pushi 70 [ flag 112 ]
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ has argument occurred? ]
0x2f, 0x16, // bt 16 [ skip argument code if argument occurred ]
0x32, PATCH_UINT16(0x0089), // jmp 0089 [ continue argument code in duplicate handler ]
PATCH_ADDTOOFFSET(+0x13d),
// Open Door (no argument) - missing flag check
0x78, // push1
0x39, 0x70, // pushi 70 [ flag 112 ]
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ has argument occurred? ]
0x2f, 0x16, // bt 16 [ skip argument code if argument occurred ]
0x32, PATCH_UINT16(0xff40), // jmp ff40 [ continue argument code in duplicate handler ]
PATCH_ADDTOOFFSET(+0x7e),
// Knock on Door (argument) - wrong message (CD regression)
0x38, PATCH_SELECTOR16(register), // pushi register
0x78, // push1
0x7a, // push2 [ "Very polite of you. The door opens to your knock..." ]
0x72, PATCH_UINT16(0x00b6), // lofsa sListened
0x4a, PATCH_UINT16(0x0006), // send 0006 [ sListened register: 2 ]
0x32, PATCH_UINT16(0xfeb4), // jmp feb4 [ continue argument code in duplicate handler ]
PATCH_END
};
// When entering the great hall from room 627 while Katrina and Ad Avis argue,
// room 627 says that the door squeaks even if it was oiled. The flag tests are
// incorrect and out of sync with the logic in the great hall that plays the
// squeak that kills ego. This logic had other bugs in the floppy version,
// including setting an incorrect flag, and this patch fixes those too. The end
// result is that the squeak message isn't displayed if the oiled flag is set.
//
// Applies to: All versions
// Responsible methods: sListened:changeState(2), sListened2:changeState(2) (CD)
// Fixes bug: #10799
static const uint16 qfg4Room627SqueakFloppySignature[] = {
0x89, 0x7d, // lsg 7d [ character type ]
0x35, SIG_MAGICDWORD, 0x02, // ldi 02 [ thief ]
0x1a, // eq? [ is thief? ]
0x31, 0x08, // bnt 08 [ skip oil test if thief (incorrect, removed from CD) ]
0x78, // push1
0x39, 0x72, // pushi 72 [ flag 114 ]
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ is door oiled? ]
0x18, // not
0x2f, 0x07, // bt 07 [ squeak message ]
0x78, // push1
0x39, 0x71, // pushi 71 [ flag 113 ]
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ selected action other than listening? (incorrect) ]
0x31, 0x33, // bnt 33 [ skip squeak message ]
SIG_ADDTOOFFSET(+20),
0x78, // push1
0x39, 0x71, // pushi 71 [ flag 113 ]
0x45, 0x02, SIG_UINT16(0x0002), // callb proc0_2 02 [ set flag 113 (incorrect, removed from CD) ]
SIG_END
};
static const uint16 qfg4Room627SqueakFloppyPatch[] = {
0x33, 0x05, // jmp 05 [ skip thief test, always test oil flag ]
PATCH_ADDTOOFFSET(+15),
0x32, PATCH_UINT16(0x0039), // jmp 0039 [ skip squeak message if door has been oiled ]
PATCH_ADDTOOFFSET(+26),
0x32, PATCH_UINT16(0x0004), // jmp 0004 [ don't set flag 113 ]
PATCH_END
};
static const uint16 qfg4Room627SqueakCDSignature[] = {
0x78, // push1
0x39, 0x72, // pushi 72 [ flag 114 ]
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ is door oiled? ]
SIG_MAGICDWORD,
0x18, // not
0x2f, 0x07, // bt 07 [ squeak message ]
0x78, // push1
0x39, 0x71, // pushi 71 [ flag 113 ]
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ selected action other than listening? (incorrect) ]
0x31, 0x2c, // bnt 2c [ skip squeak message ]
SIG_END
};
static const uint16 qfg4Room627SqueakCDPatch[] = {
PATCH_ADDTOOFFSET(+10),
0x32, PATCH_UINT16(0x0032), // jmp 0032 [ skip squeak message if door has been oiled ]
PATCH_END
};
// Looking through the keyhole in room 627 into the great hall responds with a
// generic message instead of the specific room description. sPeepingTom only
// says the great hall message at night, which isn't relevant, and didn't work
// since doorTeller wouldn't offer the keyhole option at night due to a missing
// flag check which we fix. We restore the message by removing the night test.
//
// Applies to: All versions
// Responsible method: sPeepingTom:changeState(1)
// Fixes bug: #10799
static const uint16 qfg4GreatHallKeyholeSignature[] = {
SIG_MAGICDWORD,
0x81, 0x79, // lag 79 [ night ]
0x31, 0x1a, // bnt 1a [ skip keyhole message during day ]
0x38, SIG_SELECTOR16(say), // pushi say
SIG_END
};
static const uint16 qfg4GreatHallKeyholePatch[] = {
0x33, 0x02, // jmp 02 [ say keyhole message regardless of time ]
PATCH_END
};
// You can talk to the Burgomeister in his office when he's not there. Clicking
// Talk on hero shows Burgomeister options even when alone because rm300:init
// initializes heroTeller no matter who is in the room.
//
// We fix this by only initializing heroTeller when someone is in the room. The
// Burgomeister appears when the time of day is 3 or less and Gypsy Davy
// appears during room events 4, 5, and 6.
//
// Applies to: All versions
// Responsible method: rm300:init
// Fixes bug: #10754
static const uint16 qfg4EmptyBurgoRoomSignature[] = {
// start of heroTeller init: ...
0x38, SIG_SELECTOR16(init), // pushi init
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0005), // pushi 0005
0x89, 0x00, // lsg 00 [ hero ]
0x38, SIG_UINT16(0x012c), // pushi 300d [ modNum ]
0x39, 0x19, // pushi 25d [ noun ]
0x38, SIG_UINT16(0x0080), // pushi 128d [ verb ]
0x8b, 0x00, // lsl 00 [ event number ]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x05, // bnt 05
0x35, 0x10, // ldi 10 [ cond ]
0x32, SIG_UINT16(0x0048), // jmp 0048
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x04, // bnt 04
0x35, 0x11, // ldi 11 [ cond ]
0x33, 0x3e, // jmp 3e
0x3c, // dup
0x35, 0x04, // ldi 04
0x1a, // eq?
0x31, 0x04, // bnt 04
0x35, 0x13, // ldi 13 [ cond ]
0x33, 0x34, // jmp 34
0x3c, // dup
0x35, 0x05, // ldi 05
SIG_END
};
static const uint16 qfg4EmptyBurgoRoomPatch[] = {
0x89, 0x7b, // lsg 7b
0x35, 0x03, // ldi 03
0x24, // le? [ time of day <= 3 ]
0x2f, 0x0e, // bt 0e [ burgomeister is here, call heroTeller:init ]
0x8b, 0x00, // lsl 00
0x35, 0x04, // ldi 04
0x22, // lt? [ event number < 4 ]
0x2f, 0x5f, // bt 5f [ no gypsy, skip heroTeller:init ]
0x8b, 0x00, // lsl 00
0x35, 0x06, // ldi 06
0x1e, // gt? [ event number > 6 ]
0x2f, 0x58, // bt 58 [ no gypsy, skip heroTeller:init ]
// start of heroTeller init: ...
0x38, PATCH_SELECTOR16(init), // pushi init
0x39, 0x05, // pushi 05
0x89, 0x00, // lsg 00 [ hero ]
0x89, 0x0b, // lsg 0b [ modNum ]
0x39, 0x19, // pushi 25d [ noun ]
0x38, PATCH_UINT16(0x0080), // pushi 128d [ verb ]
0x83, 0x00, // lal 00 [ event number ]
0x36, // push
0x31, 0x13, // bnt 13 [ event number == 0, next condition ]
0x3c, // dup
0x35, 0x05, // ldi 05
0x1e, // gt?
0x2f, 0x0d, // bt 0d [ event number > 5, next condition ]
0x3c, // dup
0x35, 0x0f, // ldi 0f
0x02, // add [ cond = event number + 15d ]
0x33, 0x31, // jmp 31
PATCH_END
};
// Ad Avis and his necrotaurs chase and catch hero to take him to the dungeon,
// but this one-time event can repeat along with the entire dungeon sequence.
//
// The chase code is complex and spread across many scripts with many flags.
// There is no code that resets all the flags upon capture and no code that
// correctly tests if capture has occurred. This results in many ways to leave
// at least one flag set and repeat the chase. What these code paths all have
// in common is that the player has to walk through the town gate, room 290.
//
// We fix this by adding code to the start of rm290:init that clears all of the
// relevant chase flags if capture has already occurred. Fortunately, this
// method starts with unused debugging code that can be overwritten.
//
// Applies to: All versions
// Responsible method: rm290:init
// Fixes bug: #11056
static const uint16 qfg4ChaseRepeatsSignature[] = {
SIG_MAGICDWORD,
0x81, 0xc9, // lag c9 [ debug mode ]
0x31, 0x4e, // bnt 4e [ skip debug code ]
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa prompt
0x36, // push
0x46, SIG_UINT16(0xfaff), // calle proc64255_1 02
SIG_UINT16(0x0001),
SIG_UINT16(0x0002),
0xa3, 0x02, // sal 02
0x39, 0x05, // pushi 05
0x36, // push
0x78, // push1
0x7a, // push2
0x39, 0x03, // pushi 03
0x39, 0x04, // pushi 04
0x46, SIG_UINT16(0xfde7), // calle proc64999_5 0a
SIG_UINT16(0x0005),
SIG_UINT16(0x000a),
SIG_END
};
static const uint16 qfg4ChaseRepeatsPatch[] = {
0x78, // push1
0x39, 0x6e, // pushi 6e [ flag 110 ]
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ have you been captured? ]
0x31, 0x49, // bnt 49 [ don't clear chase flags ]
0x78, // push1
0x39, 0x50, // pushi 50 [ flag 80 ]
0x45, 0x03, PATCH_UINT16(0x0002), // callb proc0_3 02 [ clear chase flag 80 ]
0x78, // push1
0x39, 0x51, // pushi 51 [ flag 81 ]
0x45, 0x03, PATCH_UINT16(0x0002), // callb proc0_3 02 [ clear chase flag 81 ]
0x78, // push1
0x38, PATCH_UINT16(0x00a4), // pushi 00a4 [ flag 164 ]
0x45, 0x03, PATCH_UINT16(0x0002), // callb proc0_3 02 [ clear chase flag 164 ]
0x33, 0x31, // jmp 31 [ continue room init ]
PATCH_END
};
// When the necrotaurs catch hero in the woods to take him to the dungeon, two
// different script bugs randomly cause interpreter errors. This patch fixes
// calling kUpdateScreenItem on a necrotaur with a deleted screen item.
//
// When hero is caught, the screen turns black before going to the dungeon.
// There is an inconsistent delay and the necrotaurs will sometimes reappear
// briefly on the black screen. These symptoms hint at the script's problems.
// sBlackOut sets a 300 cycle delay but this rarely has an effect. Instead each
// actor is hidden while their motions continue and sBlackOut advances when an
// invisible necrotaur completes its JumpTo motion. JumpTo stores its client's
// signal on initialization and unconditionally restores it upon completion. If
// JumpTo completes after View:hide calls kDeleteScreenItem and sets the hidden
// signal bit then signal is reverted and Actor:doit calls kUpdateScreenItem.
//
// We fix this by disposing of each cast member before painting black instead of
// hiding them. This hides them and terminates their motions. This exposes the
// previously unused 300 cycle delay, which is much longer than normal, so we
// also change that to 4 seconds. This is consistent with existing behavior
// and close to the delay used in room 290's working version of this script.
// The majority of this patch is to free up the single byte needed to change
// the 8-bit hide selector to 16-bit dispose.
//
// Several rooms that sBlackOut takes place in, such as 557, have doit methods
// that can initiate new necrotaur motions after the cast has been disposed,
// which also crashes. We fix this by clearing flag 35 as each of these rooms
// requires it to be set to set a necrotaur motion. This is the "hunt" flag.
// It's okay to clear it here as it gets cleared in the dungeon.
//
// Applies to: All versions
// Responsible method: sBlackOut:changeState(3)
// Fixes bug: #11056
static const uint16 qfg4NecrotaurBlackoutSignature[] = {
0x31, 0x4f, // bnt 4f [ next state ]
SIG_ADDTOOFFSET(+11),
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(hide), // pushi hide
0x81, 0x05, // lag 05
0x4a, SIG_UINT16(0x0006), // send 06 [ cast eachElementDo: hide ]
0x78, // push1 [ kUpdatePlane param count ]
0x39, SIG_SELECTOR8(back), // pushi back
0x78, // push1
0x76, // push0
0x39, SIG_ADDTOOFFSET(+1), // pushi picture
0x78, // push1
0x39, 0xff, // pushi ff
0x38, SIG_ADDTOOFFSET(+2), // pushi yourself [ returns self ]
0x76, // push0
0x76, // push0 [ plane ]
0x76, // push0
0x81, 0x02, // lag 02
0x4a, SIG_UINT16(0x0004), // send 04 [ room plane? ]
0x4a, SIG_UINT16(0x0010), // send 10 [ room:plane back: 0 picture: -1 yourself: ]
0x36, // push [ room:plane for kUpdatePlane ]
SIG_ADDTOOFFSET(+29),
0x34, SIG_UINT16(0x012c), // ldi 012c
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles [ cycles = 300 ]
0x33, 0x1c, // jmp 1c [ end of method ]
0x3c, // dup
0x35, SIG_ADDTOOFFSET(+1), // ldi 04 or 05
0x1a, // eq?
0x31, 0x16, // bnt 16 [ end of method ]
SIG_END
};
static const uint16 qfg4NecrotaurBlackoutPatch[] = {
0x31, 0x55, // bnt 55 [ next state ]
PATCH_ADDTOOFFSET(+11),
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x81, 0x05, // lag 05
0x4a, PATCH_UINT16(0x0006), // send 06 [ cast eachElementDo: dispose ]
0x78, // push1 [ kUpdatePlane param count ]
0x76, // push0 [ plane ]
0x76, // push0
0x81, 0x02, // lag 02
0x4a, PATCH_UINT16(0x0004), // send 04 [ room plane? ]
0x36, // push [ room:plane for kUpdatePlane ]
0x39, PATCH_SELECTOR8(back), // pushi back
0x39, 0x01, // pushi 01
0x39, 0x00, // pushi 00
0x39, PATCH_GETORIGINALBYTE(+26), // pushi picture
0x39, 0x01, // pushi 01
0x39, 0xff, // pushi ff
0x4a, PATCH_UINT16(0x000c), // send 0c [ room:plane back: 0 picture: -1 ]
PATCH_ADDTOOFFSET(+29),
0x35, 0x04, // ldi 04
0x65, PATCH_GETORIGINALBYTEADJUST(+78, +2), // aTop seconds [ seconds = 4 ]
0x78, // push1
0x39, 0x23, // pushi 23
0x45, 0x03, PATCH_UINT16(0x0002), // callb proc0_3 02 [ clear flag 35 ]
0x3a, // toss
0x48, // ret
PATCH_END
};
// When the necrotaurs catch hero in the woods to take him to the dungeon an
// effectively random crash from the Grooper class can occur in the CD version.
// See the inn door's script patch for details on these CD regressions.
//
// The error occurs when sBlackOut sets the motion of a necrotaur while it has
// no cycler. In this case the cycler should still be Walk but CD regressions
// can cause it to be cleared at unexpected times. We prevent this by setting
// necrotaur cyclers to Walk when setting their final PChase motions.
//
// Applies to: PC CD
// Responsible method: sBlackOut:changeState(0)
// Fixes bug: #11056
static const uint16 qfg4NecrotaurCaptureSignature[] = {
SIG_MAGICDWORD,
0x18, // not
0x31, 0x38, // bnt 38
0x38, SIG_ADDTOOFFSET(+2), // pushi distanceTo
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa nec (nec1 or nec2 or nec3)
0x36, // push
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0006), // send 06 [ hero distanceTo: nec ]
0x36, // push
0x35, 0x19, // ldi 19
0x1e, // gt?
0x31, 0x19, // bnt 19
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion
0x38, SIG_UINT16(0x0004), // pushi 0004
0x51, 0x6c, // class PChase
0x36, // push
0x89, 0x00, // lsg 00
0x39, 0x19, // pushi 19
0x72, SIG_ADDTOOFFSET(+2), // lofsa nec
0x36, // push
0x72, // lofsa nec
SIG_END
};
static const uint16 qfg4NecrotaurCapturePatch[] = {
0x2f, 0x39, // bt 39
0x38, PATCH_GETORIGINALUINT16(+4), // pushi distanceTo
0x78, // push1
0x74, PATCH_GETORIGINALUINT16(+8), // lofss nec (nec1 or nec2 or nec3)
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x0006), // send 06 [ hero distanceTo: nec ]
0x39, 0x19, // pushi 19
0x24, // le?
0x31, 0x1c, // bnt 1c
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
0x78, // push1
0x51, 0x17, // class Walk
0x36, // push
0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion
0x39, 0x04, // pushi 04
0x51, 0x6c, // class PChase
0x36, // push
0x89, 0x00, // lsg 00
0x39, 0x19, // pushi 19
0x72, PATCH_GETORIGINALUINT16(+8), // lofsa nec
0x36, // push
PATCH_END
};
// When entering room 600 from the south at night, paladins receive a message
// about the two necrotaurs guarding the gate even when they're not there. The
// necrotaurs' appearance depends on flags, events, and if they've been killed,
// but the message code only tests if it's night.
//
// We fix this by only showing the message if there are at least 4 cast members
// in the room at night, which only occurs when the necrotaurs are present.
//
// Applies to: All versions
// Responsible method: sFromSouth:changeState(1)
// Fixes bug: #11057
static const uint16 qfg4NecrotaurMessageSignature[] = {
0x30, SIG_UINT16(0x0052), // bnt 0052 [ state 1 ]
SIG_ADDTOOFFSET(+0x4f),
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x004b), // jmp 004b [ end of method ]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0044), // bnt 0044 [ end of method ]
0x81, 0x79, // lag 79 [ night ]
0x30, SIG_UINT16(0x0022), // bnt 0022
0x89, 0x7d, // lsg 7d [ character type ]
0x35, 0x03, // ldi 03 [ paladin ]
0x1a, // eq?
0x30, SIG_UINT16(0x0011), // bnt 0011 [ skip message ]
0x38, SIG_SELECTOR16(say), // pushi say
0x38, SIG_UINT16(0x0003), // pushi 0003
SIG_ADDTOOFFSET(+0x31),
0x3a, // toss
SIG_END
};
static const uint16 qfg4NecrotaurMessagePatch[] = {
0x3a, // toss
0x31, 0x50, // bnt 50 [ state 1 ]
PATCH_ADDTOOFFSET(+0x4f),
0x48, // ret
0x81, 0x79, // lag 79 [ night ]
0x31, 0x2c, // bnt 2c
0x7a, // push2
0x81, 0x7d, // lag 7d [ character type ]
0x22, // lt?
0x31, 0x1d, // bnt 1d [ skip message ]
0x39, 0x04, // pushi 04
0x39, PATCH_SELECTOR8(size), // pushi size
0x76, // push0
0x81, 0x05, // lag 05
0x4a, PATCH_UINT16(0x0004), // send 04 [ cast size? ]
0x24, // le? [ at least 4 cast members? ]
0x31, 0x10, // bnt 10 [ skip message ]
0x38, PATCH_SELECTOR16(say), // pushi say
0x39, 0x03, // pushi 03
PATCH_ADDTOOFFSET(+0x31),
0x48, // ret
PATCH_END
};
// When returning to the castle gate (room 600) from the dungeon (room 670) the
// gate options and messages can be out of sync with the gatekeeper's presence.
// Returning from the dungeon is room event 11, which causes rm600:init to
// advance the time to night and hide the gatekeeper, but this happens after
// rm600:init has initialized gateTeller based on whether it was day or night.
//
// We fix this by setting the night global before gateTeller is initialized
// during room event 11. Fortunately, the gateTeller code is preceded by a
// redundant condition which is always false and can be overwritten.
//
// Applies to: All versions
// Responsible method: rm600:init
// Fixes bug: #11044
static const uint16 qfg4GateOptionsSignature[] = {
0x35, 0x0a, // ldi 0a [ event 10 ]
0x1a, // eq? [ always false, tested earlier ]
0x31, SIG_ADDTOOFFSET(+1), // bnt [ gateTeller init ]
0x38, SIG_SELECTOR16(posn), // pushi posn
0x7a, // push2
0x39, SIG_MAGICDWORD, 0xe2, // pushi e2
0x39, 0x69, // pushi 69
0x72, // lofsa aGate
SIG_END
};
static const uint16 qfg4GateOptionsPatch[] = {
0x35, 0x0b, // ldi 0b [ event 11, came from dungeon ]
PATCH_ADDTOOFFSET(+3),
0x35, 0x01, // ldi 01
0xa1, 0x79, // sag 79 [ night = 1 ]
0x33, PATCH_GETORIGINALBYTEADJUST(+4, -6), // jmp [ gateTeller init ]
PATCH_END
};
// Six castle rooms contain a bug where oiling one door in the room effectively
// oils the rest when picking locks. sPickLock doesn't test which door is being
// opened, only their oil flags, and if any are set then it doesn't squeak.
//
// We fix this by adding code to test hero's position to determine which door is
// being opened and then test the correct flag. Ideally we should only need two
// versions of this patch: a two-door version and a three-door. Unfortunately,
// each two-door sPickLock is different. Script 634 adds an unnecessary room
// test, 643 and 644 transpose the left and right door flags, and script 661
// tests a flag lower than 128 which changes a key instruction size. Room 631's
// sPickLock is in script 634 and it is the only room that uses it.
//
// Applies to: All versions
// Responsible method: sPickLock:changeState(1) in scripts 634, 640, 642, 643, 644, 661
// Fixes bug: #10832
static const uint16 qfg4Room631LockSqueakSignature[] = {
0x89, 0x0b, // lsg 0b
0x34, SIG_UINT16(0x0277), // ldi 0277
0x1a, // eq? [ is room 631? (always true) ]
0x31, SIG_MAGICDWORD, 0x14, // bnt 14 [ right flag test ]
0x78, // push1
0x38, SIG_UINT16(0x00d1), // pushi 00d1 [ flag 209 ]
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ is left door oiled? ]
0x31, 0x0a, // bnt 0a [ right flag test ]
0x38, SIG_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04 [ self cue: ]
SIG_ADDTOOFFSET(+21),
0x38, SIG_SELECTOR16(cue), // pushi cue [ no squeak ]
SIG_ADDTOOFFSET(+7),
0x39, SIG_SELECTOR8(play), // pushi play [ squeak ]
SIG_END
};
static const uint16 qfg4Room631LockSqueakPatch[] = {
0x38, PATCH_UINT16(0x00a0), // pushi 00a0
0x78, // push1 [ x ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x0004), // send 04 [ hero x? ]
0x1e, // gt? [ 160 > hero:x ]
0x31, 0x0f, // bnt 0f [ right flag test ]
0x78, // push1
0x38, PATCH_UINT16(0x00d1), // pushi 00d1 [ flag 209 ]
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ is left door oiled? ]
0x31, 0x21, // bnt 21 [ squeak ]
0x33, 0x15, // jmp 15 [ no squeak ]
PATCH_END
};
// rooms 640 and 642 have three doors
static const uint16 qfg4Room640LockSqueakSignature[] = {
0x78, // push1
0x38, SIG_ADDTOOFFSET(+2), // pushi middle flag
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ is middle door oiled? ]
SIG_MAGICDWORD,
0x31, 0x0a, // bnt 0a [ left door flag test ]
0x38, SIG_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04 [ self cue: ]
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
0x78, // push1
0x38, SIG_ADDTOOFFSET(+2), // pushi left flag
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ is left door oiled? ]
0x31, 0x0a, // bnt 0a [ right door flag test ]
0x38, SIG_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04 [ self cue: ]
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
0x78, // push1
0x38, SIG_ADDTOOFFSET(+2), // pushi right flag
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ is right door oiled? ]
0x31, 0x0a, // bnt 0a [ squeak ]
0x38, SIG_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04 [ self cue: ]
SIG_ADDTOOFFSET(+3),
0x39, SIG_SELECTOR8(play), // pushi play [ squeak ]
SIG_ADDTOOFFSET(+28),
0x38, SIG_SELECTOR16(cue), // pushi cue [ no squeak ]
SIG_END
};
static const uint16 qfg4Room640LockSqueakPatch[] = {
0x39, 0x2e, // pushi 2e
0x78, // push1 [ x ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x0004), // send 04 [ hero x? ]
0x1e, // gt? [ 46 > hero:x ]
0x31, 0x0c, // bnt 0c [ middle door test ]
0x78, // push1
0x38, PATCH_GETORIGINALUINT16(+22), // pushi left flag
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ is left door oiled? ]
0x31, 0x26, // bnt 26 [ squeak ]
0x33, 0x42, // jmp 42 [ no squeak ]
0x60, // pprev [ hero:x ]
0x34, PATCH_UINT16(0x00e6), // ldi 00e6
0x22, // lt? [ hero:x < 230 ]
0x31, 0x0c, // bnt 0c [ right flag test ]
0x78, // push1
0x38, PATCH_GETORIGINALUINT16(+2), // pushi middle flag
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ is middle door oiled? ]
0x31, 0x13, // bnt 13 [ squeak ]
0x33, 0x2f, // jmp 2f [ no squeak ]
0x78, // push1
0x38, PATCH_GETORIGINALUINT16(+42), // pushi right flag
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ is right door oiled? ]
0x31, 0x07, // bnt 07 [ squeak ]
0x33, 0x23, // jmp 23 [ no squeak ]
PATCH_END
};
// room 643 has two doors but no room test as in script 634
static const uint16 qfg4Room643LockSqueakSignature[] = {
0x78, // push1
0x38, SIG_ADDTOOFFSET(+2), // pushi flag
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ is door oiled? ]
SIG_MAGICDWORD,
0x31, 0x0a, // bnt 0a [ other door flag test ]
0x38, SIG_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04 [ self cue: ]
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
0x78, // push1
0x38, SIG_ADDTOOFFSET(+2), // pushi flag
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ is other door oiled? ]
0x31, 0x0a, // bnt 0a [ squeak ]
0x38, SIG_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04 [ self cue: ]
SIG_ADDTOOFFSET(+3),
0x39, SIG_SELECTOR8(play), // pushi play [ squeak ]
SIG_ADDTOOFFSET(+28),
0x38, SIG_SELECTOR16(cue), // pushi cue [ no squeak ]
SIG_END
};
static const uint16 qfg4Room643LockSqueakPatch[] = {
0x38, PATCH_UINT16(0x00a0), // pushi 00a0
0x78, // push1 [ x ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x0004), // send 04 [ hero x? ]
0x1e, // gt? [ 160 > hero:x ]
0x31, 0x0c, // bnt 0c [ right flag test ]
0x78, // push1
0x38, PATCH_GETORIGINALUINT16(+22), // pushi left flag
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ is left door oiled? ]
0x31, 0x11, // bnt 11 [ squeak ]
0x33, 0x2d, // jmp 2d [ no squeak ]
0x78, // push1
0x38, PATCH_GETORIGINALUINT16(+2), // pushi right flag
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ is right door oiled? ]
0x31, 0x05, // bnt 05 [ squeak ]
0x33, 0x21, // jmp 21 [ no squeak ]
PATCH_END
};
// room 644 is the same as 643 except the left and right door flags
// were transposed, so at least the 643 signature can be reused
static const uint16 qfg4Room644LockSqueakPatch[] = {
0x38, PATCH_UINT16(0x00a0), // pushi 00a0
0x78, // push1 [ x ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x0004), // send 04 [ hero x? ]
0x1e, // gt? [ 160 > hero:x ]
0x31, 0x0c, // bnt 0c [ right flag test ]
0x78, // push1
0x38, PATCH_GETORIGINALUINT16(+2), // pushi left flag
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ is left door oiled? ]
0x31, 0x11, // bnt 11 [ squeak ]
0x33, 0x2d, // jmp 2d [ no squeak ]
0x78, // push1
0x38, PATCH_GETORIGINALUINT16(+22), // pushi right flag
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ is right door oiled? ]
0x31, 0x05, // bnt 05 [ squeak ]
0x33, 0x21, // jmp 21 [ no squeak ]
PATCH_END
};
// room 661 is the same as 644 but has a different instruction size in the middle
static const uint16 qfg4Room661LockSqueakSignature[] = {
0x78, // push1
0x38, SIG_UINT16(0x00e0), // pushi 00e0 [ left flag ]
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ is left door oiled? ]
SIG_MAGICDWORD,
0x31, 0x0a, // bnt 0a [ other door flag test ]
0x38, SIG_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04 [ self cue: ]
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
0x78, // push1
0x39, 0x76, // pushi 76 [ right flag ]
0x45, 0x04, SIG_UINT16(0x0002), // callb proc0_4 02 [ is right door oiled? ]
0x31, 0x0a, // bnt 0a [ squeak ]
0x38, SIG_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04 [ self cue: ]
SIG_ADDTOOFFSET(+3),
0x39, SIG_SELECTOR8(play), // pushi play [ squeak ]
SIG_ADDTOOFFSET(+28),
0x38, SIG_SELECTOR16(cue), // pushi cue [ no squeak ]
SIG_END
};
static const uint16 qfg4Room661LockSqueakPatch[] = {
0x38, PATCH_UINT16(0x00a0), // pushi 00a0
0x78, // push1 [ x ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x0004), // send 04 [ hero x? ]
0x1e, // gt? [ 160 > hero:x ]
0x31, 0x0c, // bnt 0c [ right flag test ]
0x78, // push1
0x38, PATCH_UINT16(0x00e0), // pushi 00e0 [ left flag ]
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ is left door oiled? ]
0x31, 0x10, // bnt 10 [ squeak ]
0x33, 0x2c, // jmp 2c [ no squeak ]
0x78, // push1
0x39, 0x76, // pushi 76 [ right flag ]
0x45, 0x04, PATCH_UINT16(0x0002), // callb proc0_4 02 [ is right door oiled? ]
0x31, 0x05, // bnt 05 [ squeak ]
0x33, 0x21, // jmp 21 [ no squeak ]
PATCH_END
};
// When exiting the Thieves' Guild secret passage (room 340) to the town bridge
// (room 290), hero appears in an out of bounds area on the far right of the
// screen for 120 ticks and then abruptly teleports to the bridge secret exit.
// This is due to not initializing hero until after the 120 tick delay, causing
// him to be initially visible in his position from the previous room.
//
// We fix this by hiding hero initially so that he appears when emerging from
// the secret exit under the bridge after the delay.
//
// Applies to: All versions
// Responsible method: sThiefEnter:changeState
// Fixes bug: #10774
static const uint16 qfg4BridgeSecretExitSignature[] = {
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
SIG_MAGICDWORD,
0x31, 0x07, // bnt 07 [ state 1 ]
0x35, 0x78, // ldi 78
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks [ ticks = 120 ]
0x32, SIG_UINT16(0x00dd), // jmp 00dd [ end of method ]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0020), // bnt 0020 [ state 2 ]
SIG_END
};
static const uint16 qfg4BridgeSecretExitPatch[] = {
0x2f, 0x0c, // bt 0c [ state 1 ]
0x39, PATCH_SELECTOR8(hide), // pushi hide
0x76, // push0
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x0004), // send 04 [ hero hide: ]
0x35, 0x78, // ldi 78
0x65, PATCH_GETORIGINALBYTE(+9), // aTop ticks [ ticks = 120 ]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x20, // bnt 20 [ state 2 ]
PATCH_END
};
// The bone cage in room 770 has two problems. Clicking Do and selecting Jump
// Out of Cage as a thief leaves the cursor stuck. Selecting Break Cage as a
// fighter allows the player to click during what's supposed to be a handsOff
// script and break the game. Both bugs are due to egoTeller:sayMessage. Its
// Jump handler is missing a call to self:clean and its Break Cage handler
// incorrectly calls self:clean after running sBreakBones instead of before.
//
// We fix this by calling self:clean before running sBreakBones or sJumpOut.
//
// Applies to: All versions
// Responsible method: egoTeller:sayMessage
// Fixes bug: #11238
static const uint16 qfg4BoneCageTellerSignature[] = {
0x30, SIG_UINT16(0x001b), // bnt 001b
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x38, SIG_UINT16(0x0003), // pushi 0003
0x72, SIG_ADDTOOFFSET(+2), // lofsa sBreakBones
0x36, // push
0x76, // push0
0x76, // push0
0x81, 0x02, // lag 02
0x4a, SIG_UINT16(0x000a), // send 0a [ rm770 setScript: sBreakBones 0 0 ]
0x38, SIG_ADDTOOFFSET(+2), // pushi clean
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 04 [ self clean: ]
0x32, SIG_UINT16(0x0021), // jmp 0021 [ end of method ]
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x23, // ldi 23 [ "Jump Out of Cage" ]
0x1a, // eq?
0x30, SIG_UINT16(0x0010), // bnt 0010
SIG_END
};
static const uint16 qfg4BoneCageTellerPatch[] = {
0x31, 0x15, // bnt 15
0x38, PATCH_GETORIGINALUINT16(+21), // pushi clean
0x76, // push0
0x54, PATCH_UINT16(0x0004), // self 0004 [ self clean: ]
0x38, PATCH_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x74, PATCH_GETORIGINALUINT16(+10), // lofss sBreakBones
0x81, 0x02, // lag 02
0x4a, PATCH_UINT16(0x0006), // send 06 [ rm770 setScript: sBreakBones ]
0x3a, // toss
0x48, // ret
0x3c, // dup
0x35, 0x23, // ldi 23 [ "Jump Out of Cage" ]
0x1a, // eq?
0x30, PATCH_UINT16(0x0017), // bnt 0017
0x38, PATCH_GETORIGINALUINT16(+21), // pushi clean
0x76, // push0
0x54, PATCH_UINT16(0x0004), // self 04 [ self clean: ]
PATCH_END
};
// When finding the battle axe in the wraith mound in room 575, the inventory
// view isn't updated from the old sword. theSword:show contains the logic to
// set the loop and cel based on the state property but this code doesn't run.
// hero:get also contains this logic but it also doesn't run since a fighter
// already has the sword at this point.
//
// We fix this by replacing a redundant inventory check with a call to hero:drop
// so that the sword is removed from and re-added to inventory. This causes
// hero:get to update theSword's cel and loop based on the new state property.
// This patch avoids touching the final bnt instruction as that instruction's
// size is different in the NRS fan patch.
//
// Applies to: All versions
// Responsible method: sSearch:changeState(4)
static const uint16 qfg4BattleAxeViewSignature[] = {
0x7a, // push2
SIG_ADDTOOFFSET(+13),
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x13, // pushi 13 [ theSword ]
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0006), // send 06 [ hero has: 19 ]
0x18, // not
SIG_END // bnt [ skips hero get: 19 1 ]
};
static const uint16 qfg4BattleAxeViewPatch[] = {
PATCH_ADDTOOFFSET(+14),
0x38, PATCH_SELECTOR16(drop), // pushi drop [ drop theSword, forcing cel refresh ]
PATCH_ADDTOOFFSET(+8),
0x00, // bnot [ set acc to true, don't skip hero get: 19 1 ]
PATCH_END
};
// When a magic user searches the wraith mound in room 590 they find metal armor
// but the inventory view isn't updated from the leather armor. As with the
// battle axe patch above, theArmor:show and hero:get contain the logic to
// update this view but neither method runs.
//
// We fix this like the battle axe by calling hero:drop and hero:get to update
// the armor's view based on its new state property.
//
// Applies to: All versions
// Responsible method: sSearch:changeState(4)
static const uint16 qfg4MetalArmorViewSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x11, // pushi 11 [ theArmor ]
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0006), // send 06 [ hero has: 17 ]
0x18, // not
SIG_END // bnt [ skips hero get: 17 1 ]
};
static const uint16 qfg4MetalArmorViewPatch[] = {
0x38, PATCH_SELECTOR16(drop), // pushi drop [ drop theArmor, forcing cel refresh ]
PATCH_ADDTOOFFSET(+8),
0x00, // bnot [ set acc to true, don't skip hero get: 17 1 ]
PATCH_END
};
// When finding the magic sword in the wraith mound in room 575, the inventory
// view isn't updated from the old sword. theSword:show contains the logic to
// set the loop and cel based on the state property but this code doesn't run.
//
// We fix this by setting the cel when updating the sword's state. The loop is
// zero for all sword states and doesn't need to be updated.
//
// Applies to: All versions
// Responsible method: sSearch:changeState(4)
static const uint16 qfg4MagicSwordViewSignature[] = {
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x30, SIG_ADDTOOFFSET(+2), // bnt [ end of switch ]
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(state), // pushi state
0x78, // push1
0x39, 0x03, // pushi 03
SIG_ADDTOOFFSET(+10),
0x4a, SIG_UINT16(0x0006), // send 06 [ theSword state: 3 (magic sword) ]
SIG_END
};
static const uint16 qfg4MagicSwordViewPatch[] = {
0x38, PATCH_SELECTOR16(cel), // pushi cel
0x78, // push1
0x38, PATCH_UINT16(0x000e), // pushi 000e
PATCH_ADDTOOFFSET(+15),
0x4a, PATCH_UINT16(0x000c), // send 0c [ theSword cel: 14 state: 3 (magic sword) ]
PATCH_END
};
// When the Burgomeister gives the magic shield, the inventory view isn't
// updated from the old shield. theShield:show contains the logic to set the
// loop and cel based on the state property but this code doesn't run.
//
// We fix this by setting the loop and cel when updating the shield's state.
//
// Applies to: All versions
// Responsible method: sGetShield:changeState(3)
static const uint16 qfg4MagicShieldViewSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(state), // pushi state
0x78, // push1
0x78, // push1
SIG_ADDTOOFFSET(+10),
0x4a, SIG_UINT16(0x0006), // send 06 [ theShield state: 1 (magic shield) ]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x38, SIG_ADDTOOFFSET(+2), // pushi actions
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa burgoMeister
0x4a, SIG_UINT16(0x0004), // send 04 [ burgoMeter actions? (burgoTeller) ]
0x4a, SIG_UINT16(0x0004), // send 04 [ burgoTeller dispose: ]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x38, SIG_ADDTOOFFSET(+2), // pushi actions
0x76, // push0
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0004), // send 04 [ hero actions? (heroTeller) ]
0x4a, SIG_UINT16(0x0004), // send 04 [ heroTeller dispose: ]
SIG_ADDTOOFFSET(+32),
0x72, SIG_ADDTOOFFSET(+2), // lofsa heroTeller
SIG_ADDTOOFFSET(+23),
0x72, SIG_ADDTOOFFSET(+2), // lofsa burgoTeller
SIG_END
};
static const uint16 qfg4MagicShieldViewPatch[] = {
PATCH_ADDTOOFFSET(+14),
0x38, PATCH_SELECTOR16(loop), // pushi loop
0x78, // push1
0x38, PATCH_UINT16(0x0008), // pushi 0008
0x38, PATCH_SELECTOR16(cel), // pushi cel
0x78, // push1
0x39, 0x0d, // pushi 0d
0x4a, PATCH_UINT16(0x0012), // send 12 [ theShield state: 1 (magic shield) loop: 8 cel: 13 ]
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x72, PATCH_GETORIGINALUINT16(+109),// lofsa burgoTeller
0x4a, PATCH_UINT16(0x0004), // send 04 [ burgoTeller dispose: ]
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x72, PATCH_GETORIGINALUINT16(+83), // lofsa heroTeller
0x4a, PATCH_UINT16(0x0004), // send 04 [ heroTeller dispose: ]
PATCH_END
};
// Pressing the up or down arrow keys on the character screen crashes the game.
// There are two character screens: the creation screen in room 140 and the
// read-only screen in script 15 that can be viewed during the game. Both are
// named charInitScreen and are similar. It appears that some event handling
// code from the former was copied into the latter. This code crashes upon
// attempting to select non-existent objects.
//
// We fix this by patching out the direction event handler.
//
// Applies to: All versions
// Responsible method: charInitScreen:dispatchEvent
static const uint16 qfg4CharScreenKeyboardSignature[] = {
SIG_MAGICDWORD,
0x8d, 0x02, // lst 02 [ event type ]
0x35, 0x10, // ldi 10 [ direction ]
0x12, // and
SIG_END
};
static const uint16 qfg4CharScreenKeyboardPatch[] = {
0x39, 0x00, // pushi 00 [ ignore direction events ]
PATCH_END
};
// Pressing arrow keys or tab on the death screen crashes the game. The screen
// has code that attempts to cycle through and select the current control, but
// it's quite confused. DeathControls is an IconBar and all the screen elements
// are DeathIcons, but icons are expected to be clickable things that can be
// selected and highlighted. This doesn't make sense for the static picture and
// text, and they don't have any of the properties necessary to make that work.
// When the common IconBar code attempts to select these, DeathIcon:highlight
// proptly crashes upon trying to use and draw non-existant objects.
//
// We fix this by patching out the broken control cycling on the death screen.
// Note that this code was unable to even highlight the real clickable icons.
//
// Applies to: All versions
// Responsible method: DeathControls:dispatchEvents
static const uint16 qfg4DeathScreenKeyboardSignature1[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(advance), // pushi advance
0x76, // push0
0x54, SIG_UINT16(0x0004), // send 04 [ self advance: ]
SIG_END
};
static const uint16 qfg4DeathScreenKeyboardSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(retreat), // pushi retreat
0x76, // push0
0x54, SIG_UINT16(0x0004), // send 04 [ self retreat: ]
SIG_END
};
static const uint16 qfg4DeathScreenKeyboardPatch[] = {
0x32, PATCH_UINT16(0x0004), // jmp 0004 [ don't cycle control ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg4Signatures[] = {
{ true, 0, "prevent autosave from deleting save games", 1, qfg4AutosaveSignature, qfg4AutosavePatch },
{ true, 0, "fix inventory leaks across restarts", 1, qfg4RestartSignature, qfg4RestartPatch },
{ true, 1, "disable volume reset on startup", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 1, "disable video benchmarking", 1, qfg4BenchmarkSignature, qfg4BenchmarkPatch },
{ true, 7, "fix consecutive moonrises", 1, qfg4MoonriseSignature, qfg4MoonrisePatch },
{ true, 10, "fix setLooper calls (2/2)", 2, qfg4SetLooperSignature2, qfg4SetLooperPatch2 },
{ true, 11, "fix spell effect disposal", 1, qfg4EffectDisposalSignature, qfg4EffectDisposalPatch },
{ true, 11, "fix trigger after summon staff (1/2)", 1, qfg4TriggerStaffSignature1, qfg4TriggerStaffPatch1 },
{ true, 11, "fix trigger after summon staff (2/2)", 1, qfg4TriggerStaffSignature2, qfg4TriggerStaffPatch2 },
{ true, 13, "fix spell effect disposal", 1, qfg4EffectDisposalSignature, qfg4EffectDisposalPatch },
{ true, 15, "fix character screen keyboard crash", 1, qfg4CharScreenKeyboardSignature, qfg4CharScreenKeyboardPatch },
{ true, 26, "fix death screen keyboard crash", 3, qfg4DeathScreenKeyboardSignature1, qfg4DeathScreenKeyboardPatch },
{ true, 26, "fix death screen keyboard crash", 3, qfg4DeathScreenKeyboardSignature2, qfg4DeathScreenKeyboardPatch },
{ true, 28, "fix lingering rations icon after eating", 1, qfg4LeftoversSignature, qfg4LeftoversPatch },
{ true, 31, "fix setScaler calls", 1, qfg4SetScalerSignature, qfg4SetScalerPatch },
{ true, 41, "fix conditional void calls", 3, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 50, "fix random revenant kopeks", 1, qfg4SearchRevenantSignature, qfg4SearchRevenantPatch },
{ true, 51, "Floppy: fix ad avis capture lockup", 1, qfg4AdAvisCaptureSignature, qfg4AdAvisCapturePatch },
{ true, 51, "fix necrotaur blackout", 1, qfg4NecrotaurBlackoutSignature,qfg4NecrotaurBlackoutPatch },
{ true, 51, "CD: fix necrotaur capture", 3, qfg4NecrotaurCaptureSignature, qfg4NecrotaurCapturePatch },
{ true, 53, "NRS: fix wraith lockup", 1, qfg4WraithLockupNrsSignature, qfg4WraithLockupNrsPatch },
{ true, 53, "fix battle axe view", 1, qfg4BattleAxeViewSignature, qfg4BattleAxeViewPatch },
{ true, 53, "fix metal armor view", 1, qfg4MetalArmorViewSignature, qfg4MetalArmorViewPatch },
{ true, 53, "fix magic sword view", 1, qfg4MagicSwordViewSignature, qfg4MagicSwordViewPatch },
{ true, 83, "fix incorrect array type", 1, qfg4TrapArrayTypeSignature, qfg4TrapArrayTypePatch },
{ true, 140, "fix character selection", 1, qfg4CharacterSelectSignature, qfg4CharacterSelectPatch },
{ true, 250, "fix hectapus death lockup", 1, qfg4HectapusDeathSignature, qfg4HectapusDeathPatch },
{ true, 260, "CD: fix inn door crash", 1, qfg4InnDoorCDSignature, qfg4InnDoorCDPatch },
{ true, 270, "fix town gate after a staff dream", 1, qfg4DreamGateSignature, qfg4DreamGatePatch },
{ true, 270, "fix town gate doormat at night", 1, qfg4TownGateDoormatSignature, qfg4TownGateDoormatPatch },
{ true, 290, "fix chase repeating", 1, qfg4ChaseRepeatsSignature, qfg4ChaseRepeatsPatch },
{ true, 290, "fix bridge secret exit", 1, qfg4BridgeSecretExitSignature, qfg4BridgeSecretExitPatch },
{ true, 300, "fix empty burgomeister room teller", 1, qfg4EmptyBurgoRoomSignature, qfg4EmptyBurgoRoomPatch },
{ true, 300, "fix magic shield view", 1, qfg4MagicShieldViewSignature, qfg4MagicShieldViewPatch },
{ true, 320, "fix pathfinding at the inn", 1, qfg4InnPathfindingSignature, qfg4InnPathfindingPatch },
{ true, 320, "fix talking to absent innkeeper", 1, qfg4AbsentInnkeeperSignature, qfg4AbsentInnkeeperPatch },
{ true, 320, "CD: fix domovoi never appearing", 1, qfg4DomovoiInnSignature, qfg4DomovoiInnPatch },
{ true, 324, "CD: fix domovoi never appearing", 1, qfg4DomovoiInnSignature, qfg4DomovoiInnPatch },
{ true, 340, "CD/Floppy: fix guild tunnel access (1/3)", 1, qfg4GuildWalkSignature1, qfg4GuildWalkPatch1 },
{ true, 340, "CD/Floppy: fix guild tunnel access (2/3)", 1, qfg4GuildWalkSignature2, qfg4GuildWalkPatch2 },
{ false, 340, "CD: fix guild tunnel access (3/3)", 1, qfg4GuildWalkCDSignature3, qfg4GuildWalkCDPatch3 },
{ false, 340, "Floppy: fix guild tunnel access (3/3)", 1, qfg4GuildWalkFloppySignature3, qfg4GuildWalkFloppyPatch3 },
{ true, 440, "fix setLooper calls (1/2)", 1, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 475, "fix tarot 3 queen card", 1, qfg4Tarot3QueenSignature, qfg4Tarot3QueenPatch },
{ true, 475, "fix tarot 3 death card", 1, qfg4Tarot3DeathSignature, qfg4Tarot3DeathPatch },
{ true, 475, "fix tarot 3 two of cups placement", 1, qfg4Tarot3TwoOfCupsSignature, qfg4Tarot3TwoOfCupsPatch },
{ true, 475, "fix tarot 3 card priority", 1, qfg4Tarot3PrioritySignature, qfg4Tarot3PriorityPatch },
{ true, 475, "fix tarot 5 card priority", 1, qfg4Tarot5PrioritySignature, qfg4Tarot5PriorityPatch },
{ false, 500, "CD: fix rope during Igor rescue (1/2)", 1, qfg4GraveyardRopeSignature1, qfg4GraveyardRopePatch1 },
{ false, 500, "CD: fix rope during Igor rescue (2/2)", 1, qfg4GraveyardRopeSignature2, qfg4GraveyardRopePatch2 },
{ true, 530, "fix setLooper calls (1/2)", 4, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 535, "fix setLooper calls (1/2)", 4, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 541, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 542, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 543, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 545, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 557, "fix forest 557 entry from east", 1, qfg4Forest557PathfindingSignature, qfg4Forest557PathfindingPatch },
{ true, 600, "fix passable closed gate after geas", 1, qfg4DungeonGateSignature, qfg4DungeonGatePatch },
{ true, 600, "fix gate options after geas", 1, qfg4GateOptionsSignature, qfg4GateOptionsPatch },
{ true, 600, "fix paladin's necrotaur message", 1, qfg4NecrotaurMessageSignature, qfg4NecrotaurMessagePatch },
{ true, 630, "fix great hall entry from barrel room", 1, qfg4GreatHallEntrySignature, qfg4GreatHallEntryPatch },
{ true, 633, "fix stairway pathfinding", 1, qfg4StairwayPathfindingSignature, qfg4StairwayPathfindingPatch },
{ true, 633, "Floppy: fix argument message", 1, qfg4ArgumentMessageFloppySignature, qfg4ArgumentMessageFloppyPatch },
{ true, 633, "fix room 627 door options", 1, qfg4Room627DoorOptionsSignature, qfg4Room627DoorOptionsPatch },
{ true, 633, "fix room 627 door responses (1/2)", 1, qfg4Room627DoorResponsesSignature1, qfg4Room627DoorResponsesPatch1 },
{ true, 633, "Floppy: fix room 627 door responses (2/2)", 1, qfg4Room627DoorResponsesFloppySignature2, qfg4Room627DoorResponsesFloppyPatch2 },
{ true, 633, "CD: fix room 627 door responses (2/2)", 1, qfg4Room627DoorResponsesCDSignature2, qfg4Room627DoorResponsesCDPatch2 },
{ true, 633, "Floppy: fix room 627 door squeak", 1, qfg4Room627SqueakFloppySignature, qfg4Room627SqueakFloppyPatch },
{ true, 633, "CD: fix room 627 door squeak", 2, qfg4Room627SqueakCDSignature, qfg4Room627SqueakCDPatch },
{ true, 633, "fix great hall keyhole message", 1, qfg4GreatHallKeyholeSignature, qfg4GreatHallKeyholePatch },
{ true, 634, "fix room 631 pick lock squeak", 1, qfg4Room631LockSqueakSignature,qfg4Room631LockSqueakPatch },
{ true, 640, "fix room 640 pick lock squeak", 1, qfg4Room640LockSqueakSignature,qfg4Room640LockSqueakPatch },
{ true, 642, "fix room 642 pick lock squeak", 1, qfg4Room640LockSqueakSignature,qfg4Room640LockSqueakPatch },
{ true, 643, "fix room 643 pick lock squeak", 1, qfg4Room643LockSqueakSignature,qfg4Room643LockSqueakPatch },
{ true, 643, "fix iron safe's east door sending hero west", 1, qfg4SafeDoorEastSignature, qfg4SafeDoorEastPatch },
{ true, 643, "fix iron safe's door oil flags", 1, qfg4SafeDoorOilSignature, qfg4SafeDoorOilPatch },
{ true, 644, "fix castle door open message for rogue", 2, qfg4StuckDoorSignature, qfg4StuckDoorPatch },
{ true, 644, "fix peer bats, lower door", 1, qfg4LowerPeerBatsSignature, qfg4LowerPeerBatsPatch },
{ true, 644, "fix room 644 pick lock squeak", 1, qfg4Room643LockSqueakSignature,qfg4Room644LockSqueakPatch },
{ true, 645, "fix extraneous door sound in the castle", 1, qfg4DoubleDoorSoundSignature, qfg4DoubleDoorSoundPatch },
{ true, 661, "fix room 661 pick lock squeak", 1, qfg4Room661LockSqueakSignature,qfg4Room661LockSqueakPatch },
{ false, 663, "CD: fix crest bookshelf", 1, qfg4CrestBookshelfCDSignature, qfg4CrestBookshelfCDPatch },
{ false, 663, "Floppy: fix crest bookshelf", 1, qfg4CrestBookshelfFloppySignature, qfg4CrestBookshelfFloppyPatch },
{ true, 663, "CD/Floppy: fix crest bookshelf motion", 1, qfg4CrestBookshelfMotionSignature, qfg4CrestBookshelfMotionPatch },
{ true, 663, "CD/Floppy: fix peer bats, upper door (1/2)", 1, qfg4UpperPeerBatsSignature1, qfg4UpperPeerBatsPatch1 },
{ false, 663, "CD: fix peer bats, upper door (2/2)", 1, qfg4UpperPeerBatsCDSignature2, qfg4UpperPeerBatsCDPatch2 },
{ false, 663, "Floppy: fix peer bats, upper door (2/2)", 1, qfg4UpperPeerBatsFloppySignature2, qfg4UpperPeerBatsFloppyPatch2 },
{ true, 670, "fix look dungeon message", 1, qfg4LookDungeonSignature, qfg4LookDungeonPatch },
{ true, 710, "fix tentacle wriggle cycler", 1, qfg4TentacleWriggleSignature, qfg4TentacleWrigglePatch },
{ true, 710, "fix tentacle retraction for fighter", 1, qfg4PitRopeFighterSignature, qfg4PitRopeFighterPatch },
{ true, 710, "fix tentacle retraction for mage (1/2)", 1, qfg4PitRopeMageSignature1, qfg4PitRopeMagePatch1 },
{ true, 710, "NRS: fix tentacle retraction for mage (1/2)", 1, qfg4PitRopeMageNrsSignature1, qfg4PitRopeMageNrsPatch1 },
{ true, 710, "fix tentacle retraction for mage (2/2)", 1, qfg4PitRopeMageSignature2, qfg4PitRopeMagePatch2 },
{ true, 730, "fix ad avis timeout", 1, qfg4AdAvisTimeoutSignature, qfg4AdAvisTimeoutPatch },
{ true, 730, "Floppy: fix casting spells at ad avis", 1, qfg4AdAvisSpellsFloppySignature, qfg4AdAvisSpellsFloppyPatch },
{ true, 730, "CD: fix casting spells at ad avis", 2, qfg4AdAvisSpellsCDSignature, qfg4AdAvisSpellsCDPatch },
{ true, 730, "NRS: fix casting spells at ad avis", 2, qfg4AdAvisSpellsNrsSignature, qfg4AdAvisSpellsNrsPatch },
{ true, 730, "fix casting last spell at ad avis", 1, qfg4AdAdvisLastSpellSignature, qfg4AdAdvisLastSpellPatch },
{ true, 730, "fix ad avis projectile message", 1, qfg4AdAvisMessageSignature, qfg4AdAvisMessagePatch },
{ true, 730, "fix throwing weapons at ad avis", 1, qfg4AdAvisThrowWeaponSignature,qfg4AdAvisThrowWeaponPatch },
{ true, 730, "fix fighter's spear animation", 1, qfg4FighterSpearSignature, qfg4FighterSpearPatch },
{ true, 770, "fix bone cage teller", 1, qfg4BoneCageTellerSignature, qfg4BoneCageTellerPatch },
{ true, 800, "fix setScaler calls", 1, qfg4SetScalerSignature, qfg4SetScalerPatch },
{ true, 800, "fix grapnel removing hero's scaler", 1, qfg4RopeScalerSignature, qfg4RopeScalerPatch },
{ true, 801, "fix runes puzzle (1/2)", 1, qfg4RunesPuzzleSignature1, qfg4RunesPuzzlePatch1 },
{ true, 801, "fix runes puzzle (2/2)", 1, qfg4RunesPuzzleSignature2, qfg4RunesPuzzlePatch2 },
{ true, 803, "CD: fix sliding down slope", 1, qfg4SlidingDownSlopeCDSignature, qfg4SlidingDownSlopeCDPatch },
{ true, 803, "CD: fix walking up slippery slope", 1, qfg4WalkUpSlopeCDSignature, qfg4WalkUpSlopeCDPatch },
{ true, 803, "CD: fix walking down slippery slope", 1, qfg4WalkDownSlopeCDSignature, qfg4WalkDownSlopeCDPatch },
{ true, 803, "NRS: fix walking down slippery slope", 1, qfg4WalkDownSlopeNrsSignature, qfg4WalkDownSlopeNrsPatch },
{ true, 820, "fix rabbit combat", 1, qfg4RabbitCombatSignature, qfg4RabbitCombatPatch },
{ true, 810, "fix conditional void calls", 1, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 830, "fix conditional void calls", 2, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 835, "fix conditional void calls", 3, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 840, "fix conditional void calls", 2, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 855, "fix conditional void calls", 1, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 870, "fix conditional void calls", 5, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 59, "GloryTalker lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// Space Quest 3
// In an early version of SQ3, the end credits get stuck before the last three
// screens of text. The credits script is missing state 16 and never advances
// to state 17. We fix this by incrementing the state property.
//
// Responsible method: endScript:changeState
// Applies to: English PC 1.0P
static const uint16 sq3EndCreditsSignature[] = {
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x0f, // ldi 0f [ state 15 ]
0x1a, // eq?
SIG_ADDTOOFFSET(+21),
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
0x3c, // dup
0x35, 0x11, // ldi 11 [ state 17 ]
0x1a, // eq?
SIG_END
};
static const uint16 sq3EndCreditsPatch[] = {
PATCH_ADDTOOFFSET(+25),
0x6a, PATCH_UINT16(0x000a), // ipToa state [ state = 16 ]
PATCH_END
};
// In the ScumSoft office there are two announcement messages which randomly
// appear at most once per game, but they never appear in the later versions.
// This is due to a script bug that was exposed when Sierra upgraded the Script
// class in SQ3 version 1.018. The messages are displayed by the `announce`
// Script object, but announce is never properly initialized with setScript.
// This happened to work at first, but the newer Script:cue requires the client
// property to be set. This prevents announce:changeState from ever running.
//
// We fix this by setting announce:client when initializing the scumSoft region
// so that announce:changeState runs in all versions. We set announce as its
// own client since any object will do and this ensures there are no conflicts.
//
// Responsible method: scumSoft:init
// Applies to: English PC 1.018, German PC, German Amiga, Macintosh
// Fixes bug: #13318
static const uint16 sq3AnnouncementsSignature[] = {
0x39, SIG_SELECTOR8(state), // pushi state
SIG_MAGICDWORD,
0x78, // push1
0x89, 0xf2, // lsg f2
0x72, SIG_ADDTOOFFSET(+2), // lofsa announce
0x4a, 0x06, // send 06 [ announce state: global242 ]
0x81, 0xe9, // lag e9
0x30, SIG_ADDTOOFFSET(+2), // bnt [ end of method ]
0x89, 0x0c, // lsg 0c
0x35, 0x5a, // ldi 5a
0x1a, // eq?
0x30, SIG_UINT16(0x000f), // bnt 000f
0x35, 0x00, // ldi 00
0xa1, 0xe9, // sag e9
0x35, 0x00, // ldi 00 [ redundant ]
SIG_END
};
static const uint16 sq3AnnouncementsPatch[] = {
PATCH_ADDTOOFFSET(+8),
0x39, PATCH_SELECTOR8(client), // pushi client
0x78, // push1
0x36, // push
0x4a, 0x0c, // send 0c [ announce state: global242, client: announce ]
0x81, 0xe9, // lag e9
0x30, PATCH_GETORIGINALUINT16ADJUST(+13, -04), // bnt [ end of method ]
0x89, 0x0c, // lsg 0c
0x35, 0x5a, // ldi 5a
0x1a, // eq?
0x31, 0x0c, // bnt 0c
0x18, // not [ acc = 0 ]
0xa1, 0xe9, // sag e9
PATCH_END
};
// In the navigation computer, selecting your current location is supposed to
// display COURSE ALREADY ACHIEVED but the message doesn't appear in ScummVM.
// This occurs in later versions of SQ3.
//
// The navigation computer was changed in version 1.018 to return to the main
// screen when selecting the current location. It appears that there was some
// confusion though; the new script incorrectly attempts to disable the scan
// button and sets a three second pause after requesting a room change. The
// result is that the pause doesn't occur and the text is drawn and then erased
// on the same game cycle. By the time ScummVM updates the window from the
// screen buffer it's too late. In Sierra's interpreter the text only flickers
// on the screen, even on slow machines.
//
// We fix this by calling kScummVMSleep with the script's three second delay so
// that the screen updates and the message is displayed. The button states
// don't matter because no input is processed when sleeping and the script sets
// a new room immediately afterwards.
//
// Applies to: English PC 1.018, German PC, German Amiga, Macintosh
// Responsible method: courseScript:changeState(1)
// Fixes bug: #13114
static const uint16 sq3CourseAchievedSignature[] = {
0x39, SIG_MAGICDWORD, // pushi state
SIG_SELECTOR8(state),
0x78, // push1
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa scanBut
0x4a, 0x06, // send 06 [ scanBut state: 0 (has no effect) ]
SIG_END
};
static const uint16 sq3CourseAchievedPatch[] = {
0x38, PATCH_UINT16(0x0001), // pushi 0001
0x38, PATCH_UINT16(0x00b4), // pushi 00b4
0x43, kScummVMSleepId, 0x02, // callk kScummVMSleep 02 [ 180 ticks ]
PATCH_END
};
// Space Quest 3 has some strings hard coded in the scripts file
// We need to patch them for the Hebrew translation
// Replace "Enter input" prompt with Hebrew
static const uint16 sq3HebrewEnterInputSignature[] = {
SIG_MAGICDWORD,
0x45, 0x6e, 0x74, 0x65, 0x72, 0x20, 0x69, 0x6e, 0x70, 0x75, 0x74, 0,
SIG_END
};
static const uint16 sq3HebrewEnterInputPatch[] = {
0xe4, 0xf7, 0xf9, 0x20, 0xf4, 0xf7, 0xe5, 0xe3, 0xe4, 0x3a, 0,
PATCH_END
};
// Replace "Space Quest ]I[" in status bar with Hebrew
static const uint16 sq3HebrewStatusBarNameSignature[] = {
SIG_MAGICDWORD,
0x53, 0x70, 0x61, 0x63, 0x65, 0x20, 0x51, 0x75, 0x65, 0x73, 0x74, 0x20, 0x0b, // "Space Quest " + special ]I[ char
SIG_END
};
static const uint16 sq3HebrewStatusBarNamePatch[] = {
0xee, 0xf1, 0xf2, 0x20, 0xe1, 0xe7, 0xec, 0xec, 0x20, 0x0b, 0x20, 0x20, 0x20, // 'Space Quest' in Hebrew: 'Masa Bahalal ' + special ]I[ char
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq3Signatures[] = {
{ false, 0, "Hebrew: Replace name in status bar", 1, sq3HebrewStatusBarNameSignature, sq3HebrewStatusBarNamePatch },
{ true, 19, "Fix course achieved message", 1, sq3CourseAchievedSignature, sq3CourseAchievedPatch },
{ true, 117, "Fix end credits", 1, sq3EndCreditsSignature, sq3EndCreditsPatch },
{ true, 702, "Fix scumsoft announcements", 1, sq3AnnouncementsSignature, sq3AnnouncementsPatch },
{ true, 777, "disable speed test", 1, sci0EarlySpeedTestSignature, sci0EarlySpeedTestPatch },
{ true, 777, "disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
{ false, 996, "Hebrew: Replace 'Enter input' prompt", 1, sq3HebrewEnterInputSignature, sq3HebrewEnterInputPatch },
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, so that
// the game does not increment nest::x. The problem is that the script also
// checks if x exceeds nest::x. We never reach that of course, so the
// incorrect property means that the pterodactyl flight will continue
// endlessly. We could either calculate the property count differently,
// thereby fixing this bug, but I think that 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. In Sierra SCI, it'd crash the
// whole game - or, when the Sierra "patch" got applied, display garbage.
//
// All of this is caused by a typo in the script. Right after the code for
// showing the textbox, there is 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!"
//
// A copy of this script exists in the arcade when the sequel police arrive, but
// it has an additional typo that adds another broken function call to the ATM
// card message. Originally these arcade bugs couldn't be triggered because the
// police didn't respond to clicks due to their description property not being
// set. This Feature behavior was changed in later versions, exposing the bug
// on Mac and Amiga until the script was eventually rewritten for localization.
//
// We properly fix it by removing the faulty code from both scripts, preventing
// crashes in all versions, and by setting an arbitrary sp2:description in
// English PC floppy so that the arcade police respond to clicks as intended.
//
// Applies to: English PC Floppy, English Mac Floppy, English Amiga Floppy
// Responsible methods: sp1::doVerb, heap in script 376
// Fixes bug: found by SCI developer
static const uint16 sq4FloppySignatureThrowStuffAtSequelPolice[] = {
0x47, 0xff, 0x00, 0x02, // calle [export 0 of script 255], 2
0x3a, // toss
SIG_MAGICDWORD,
0x36, // push
0x47, 0xff, 0x00, 0x02, // calle [export 0 of script 255], 2
SIG_END
};
static const uint16 sq4FloppyPatchThrowStuffAtSequelPolice[] = {
PATCH_ADDTOOFFSET(+5),
0x32, PATCH_UINT16(0x0002), // jmp 0002
PATCH_END
};
static const uint16 sq4FloppySignatureClickAtmCardOnSequelPolice[] = {
0x47, 0xff, 0x00, 0x02, // calle [export 0 of script 255], 2
SIG_MAGICDWORD,
0x36, // push
0x47, 0xff, 0x00, 0x02, // calle [export 0 of script 255], 2
SIG_END
};
static const uint16 sq4FloppyPatchClickAtmCardOnSequelPolice[] = {
PATCH_ADDTOOFFSET(+4),
0x32, PATCH_UINT16(0x0002), // jmp 0002
PATCH_END
};
// set an arbitrary sp2:description so that sp2:doVerb can run.
// the description isn't used, it just has to be non-zero.
static const uint16 sq4FloppySignatureSequelPoliceDescription[] = {
SIG_UINT16(0x0000), // description = 0
SIG_UINT16(0x005a), // sighAngle = 90
SIG_UINT16(0x6789), // actions = 26505
SIG_UINT16(0x6789), // onMeCheck = 26505
SIG_UINT16(0x0000), // lookStr = 0
SIG_UINT16(0x0002), // yStep = 2
SIG_MAGICDWORD,
SIG_UINT16(0x0179), // view = 377
SIG_UINT16(0x0004), // view = 4
SIG_END
};
static const uint16 sq4FloppyPatchSequelPoliceDescription[] = {
PATCH_UINT16(0x2b21), // description = "It's one of Vohaul's Sequel Policemen!"
PATCH_END
};
// Right at the start of Space Quest 4 CD, when walking up in the first room, ego will
// immediately walk down just after entering the upper room.
//
// This is caused by the scripts setting ego's vertical coordinate to 189 (BDh), which is the
// trigger in rooms to walk to the room below it. Sometimes this isn't triggered, because
// the scripts also initiate a motion to vertical coordinate 188 (BCh). When you lower the game's speed,
// this bug normally always triggers. And it triggers of course also in the original interpreter.
//
// It doesn't happen in PC floppy, because nsRect is not the same as in CD.
//
// We fix it by setting ego's vertical coordinate to 188 and we also initiate a motion to 187.
//
// Applies to at least: English PC CD
// Responsible method: rm045::doit
// Fixes bug: #5468
static const uint16 sq4CdSignatureWalkInFromBelowRoom45[] = {
0x76, // push0
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x00bd), // pushi 00BDh
0x38, SIG_ADDTOOFFSET(+2), // pushi [setMotion selector]
0x39, 0x03, // pushi 3
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
0x36, // push
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 04 -> get ego::x
0x36, // push
0x38, SIG_UINT16(0x00bc), // pushi 00BCh
SIG_END
};
static const uint16 sq4CdPatchWalkInFromBelowRoom45[] = {
PATCH_ADDTOOFFSET(+2),
0x38, PATCH_UINT16(0x00bc), // pushi 00BCh
PATCH_ADDTOOFFSET(+15),
0x38, PATCH_UINT16(0x00bb), // pushi 00BBh
PATCH_END
};
// Sierra seems to have forgotten to include code to play the audio
// describing the "Universal Remote Control" inside the "Hz So good" store.
//
// We add it, so that the audio is now playing.
//
// Applies to at least: English PC CD
// Responsible method: doCatalog::changeState(1Ch) in script 391
// Implements enhancement: #10227
static const uint16 sq4CdSignatureMissingAudioUniversalRemote[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x00b1), // bnt [skip over state 1Ch code]
0x35, 0x1c, // ldi 1Ch
0x39, 0x0c, // pushi 0Ch
SIG_ADDTOOFFSET(+127), // skip over to substate 1 code of state 1Ch code
0x32, SIG_UINT16(0x0028), // jmp [to toss/ret, substate 0-code]
// substate 1 code
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0021), // bnt [skip over substate 1 code]
0x39, SIG_SELECTOR8(number), // pushi number
0x78, // push1
0x7a, // push2
0x38, SIG_UINT16(0x0188), // pushi 188h
0x38, SIG_UINT16(0x018b), // pushi 18Bh
0x43, 0x3c, 0x04, // callk Random, 4
0x36, // push
0x39, SIG_SELECTOR8(play), // pushi play
0x76, // push0
0x81, 0x64, // lag global[64h]
0x4a, 0x0a, // send 0Ah
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, SIG_UINT16(0x0488), // lofsa startTerminal
0x36, // push
0x63, 0x12, // pToa client
0x4a, 0x06, // send 06
0x3a, // toss
0x33, 0x14, // jmp [to toss/ret]
// state 1Dh, called when returning back to main menu from catalog sub menu
0x3c, // dup
0x35, 0x1d, // ldi 1Dh
0x1a, // eq?
0x31, 0x0e, // bnt [skip last state and toss/ret]
0x35, 0x1d, // ldi 1Dh
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, SIG_UINT16(0x0488), // lofsa startTerminal
0x36, // push
0x63, 0x12, // pToa client
0x4a, 0x06, // send 06
0x3a, // toss
0x48, // ret
SIG_END
};
static const uint16 sq4CdPatchMissingAudioUniversalRemote[] = {
0x30, PATCH_UINT16(0x00b7), // bnt [directly to last state code, saving 6 bytes]
0x32, PATCH_UINT16(0x009a), // jmp 154d [to our new code]
// 1 not used byte here
PATCH_ADDTOOFFSET(+128), // skip over to substate 1 code of state 1Ch code
0x32, PATCH_UINT16(0x003f), // substate 0 code, jumping to toss/ret
// directly start with substate 1 code, saving 7 bytes
0x39, PATCH_SELECTOR8(number), // pushi number
0x78, // push1
0x7a, // push2
0x38, PATCH_UINT16(0x0188), // pushi 188h
0x38, PATCH_UINT16(0x018b), // pushi 18Bh
0x43, 0x3c, 0x04, // callk Random, 4
0x36, // push
0x39, PATCH_SELECTOR8(play), // pushi play
0x76, // push0
0x81, 0x64, // lag global[64h]
0x4a, 0x0a, // send 0Ah
0x33, 0x1a, // jmp [state 1Dh directly, saving 12 bytes]
// additional code for playing missing audio (18 bytes w/o jmp back)
0x89, 0x5a, // lsg global[5Ah]
0x35, 0x01, // ldi 1
0x1c, // ne?
0x31, 0x0b, // bnt [skip play audio]
0x38, PATCH_SELECTOR16(say), // pushi say (0123h)
0x78, // push1
0x39, 0x14, // pushi 14h
0x72, PATCH_UINT16(0x0850), // lofsa newRob
0x4a, 0x06, // send 06
// now get back
0x39, 0x0c, // pushi 0Ch
0x32, PATCH_UINT16(0xff50), // jmp back
PATCH_END
};
// It seems that Sierra forgot to set a script flag when cleaning out the bank
// account in Space Quest 4 CD. This was probably caused by the whole bank
// account interaction getting a rewrite and polish in the CD version.
//
// Because of this bug, points for changing back clothes will not get awarded,
// which makes it impossible to get a perfect point score in the CD version of
// the game. The points are awarded by rm371::doit in script 371.
//
// We fix this. PC floppy does not have this bug.
//
// Note: Some Let's Plays on YouTube show points are in fact awarded. But those
// Let's Plays were of a hacked Space Quest 4 version. It was part Floppy,
// part CD version. We consider it to be effectively pirated and not a
// canonical CD version of Space Quest 4. It's easy to identify for having
// both voices and a store called "Radio Shock" instead of "Hz. So Good".
//
// Applies to at least: English PC CD
// Responsible method: but2Script::changeState(2)
// Fixes bug: #6866
static const uint16 sq4CdSignatureGetPointsForChangingBackClothes[] = {
0x35, 0x02, // ldi 02
SIG_MAGICDWORD,
0x1a, // eq?
0x30, SIG_UINT16(0x006a), // bnt [state 3]
0x76,
SIG_ADDTOOFFSET(+46), // jump over "withdraw funds" code
0x33, 0x33, // jmp [end of state 2, set cycles code]
SIG_ADDTOOFFSET(+51), // jump over "clean bank account" code
0x35, 0x02, // ldi 02
0x65, 0x1a, // aTop cycles
0x33, 0x0b, // jmp [toss/ret]
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x05, // bnt [toss/ret]
SIG_END
};
static const uint16 sq4CdPatchGetPointsForChangingBackClothes[] = {
PATCH_ADDTOOFFSET(+3),
0x30, PATCH_UINT16(0x0070), // bnt [state 3]
PATCH_ADDTOOFFSET(+47), // "withdraw funds" code
0x33, 0x39, // jmp [end of state 2, set cycles code]
PATCH_ADDTOOFFSET(+51),
0x78, // push1
0x39, 0x1d, // pushi 1Dh
0x45, 0x07, 0x02, // callb [export 7 of script 0], 02 (set flag 1Dh - located at global[73h] bit 2)
0x35, 0x02, // ldi 02
0x65, 0x1c, // aTop cycles
0x33, 0x05, // jmp [toss/ret]
// check for state 3 code removed to save 6 bytes
PATCH_END
};
// The English Amiga version contains curious changes to the dress logic in
// Sock's which break the game and weren't included in later versions:
//
// 1. Purchasing the dress is recorded in flag 90 instead of mall:rFlag3
// 2. Flag 90 is cleared when changing clothes after clearing out the ATM
//
// Game flags are global while mall flags are reset upon leaving the mall, which
// makes this look like a bug fix, but Sock's is closed when returning so this
// shouldn't change game logic. Unfortunately Sierra forgot to update the other
// scripts which query mall:rFlag3 and so they never see the dress purchase.
// This creates scenarios where exiting Sock's (room 371) after paying causes
// room 370 to kick Roger out for not paying, preventing game completion.
//
// Clearing the dress-purchase flag has no effect other than to allow purchasing
// the dress a second time as if it never happened, leaving the player without
// enough money to complete the game, having paid for the dress twice.
//
// We fix both bugs by updating the mall scripts so that they all test flag 90
// and never clear it. It's possible the flag change was an optimization, which
// many Amiga tweaks are, since it eliminated a message send in rm371:doit.
//
// Applies to: English Amiga Floppy
// Responsible methods: rm371:doit, rm370:init, warningScript:changeState(1)
// Fixes bug #11004
static const uint16 sq4AmigaSignatureDressPurchaseFlagClear[] = {
SIG_MAGICDWORD,
0x78, // push1
0x39, 0x5a, // pushi 5a
0x45, 0x08, 0x02, // callb proc0_8 02 [ clear flag 90 ]
SIG_END
};
static const uint16 sq4AmigaPatchDressPurchaseFlagClear[] = {
0x32, PATCH_UINT16(0x0003), // jmp 0003 [ don't clear flag 90 ]
PATCH_END
};
static const uint16 sq4AmigaSignatureDressPurchaseFlagCheck[] = {
SIG_MAGICDWORD,
0x36, // push [ mall ]
0x38, SIG_UINT16(0x0228), // pushi rFlag3
0x39, 0x04, // pushi 04
0x46, SIG_UINT16(0x02bc), // calle proc700_3 06 [ is mall:rFlag3 flag 4 set? ]
SIG_UINT16(0x0003), 0x06,
SIG_END
};
static const uint16 sq4AmigaPatchDressPurchaseFlagCheck[] = {
0x78, // push1
0x39, 0x5a, // pushi 5a
0x45, 0x06, 0x02, // callb proc0_6 02 [ is flag 90 set? ]
0x32, PATCH_UINT16(0x0003), // jmp 0003
PATCH_END
};
// The Big And Tall store (room 381) doesn't display its Look message in the CD
// version. We add the missing super:doVerb call to theStore:doVerb.
//
// Applies to: English PC CD
// Responsible method: theStore:doVerb
static const uint16 sq4CdSignatureBigAndTallDescription[] = {
0x3c, // dup
0x35, 0x06, // ldi 06
0x1a, // eq? [ verb == smell ]
0x30, SIG_UINT16(0x0013), // bnt 0013
0x38, SIG_SELECTOR16(modNum), // pushi modNum [ redundant when set to room number ]
0x78, // push1
0x38, SIG_UINT16(0x017d), // pushi 017d
0x38, SIG_SELECTOR16(say), // pushi say
0x78, // push1
0x39, 0x0a, // pushi 0a
0x81, 0x59, // lag 59
0x4a, 0x0c, // send 0c [ sq4GlobalNarrator modNum: 381 say: 10 ]
SIG_MAGICDWORD,
0x33, 0x02, // jmp 02
0x35, 0x00, // ldi 00
0x3a, // toss
SIG_END
};
static const uint16 sq4CdPatchBigAndTallDescription[] = {
0x35, 0x06, // ldi 06
0x1a, // eq? [ verb == smell ]
0x31, 0x0a, // bnt 0a
0x38, PATCH_SELECTOR16(say), // pushi say
0x78, // push1
0x39, 0x0a, // pushi 0a
0x81, 0x59, // lag 59
0x4a, 0x06, // send 06 [ sq4GlobalNarrator say: 10 ]
0x87, 0x01, // lap 01
0x78, // push1
0x1a, // eq? [ verb == look ]
0x31, 0x08, // bnt 08
0x38, PATCH_SELECTOR16(doVerb), // pushi doVerb
0x78, // push1
0x78, // push1
0x57, 0x7a, 0x06, // super Sq4Feature 06 [ super doVerb: 1 ]
PATCH_END
};
// Clicking Do on the Monolith Burger door responds with the message for looking
// at the boss and clicking Taste responds with the taste message for the bush.
// The verb handler is missing the modNum for both and also sets the wrong cond
// for the second.
//
// Applies to: English PC CD
// Responsible method: door:doVerb(4)
// Fixes bug #10976
static const uint16 sq4CdSignatureMonolithBurgerDoor[] = {
SIG_MAGICDWORD,
0x31, 0x13, // bnt 13
0x38, SIG_SELECTOR16(modNum), // pushi modNum
0x78, // push1
0x38, SIG_UINT16(0x0177), // pushi 0177
0x38, SIG_SELECTOR16(say), // pushi say
0x78, // push1
0x78, // push1
0x81, 0x59, // lag 59
0x4a, 0x0c, // send 0c [ Sq4GlobalNarrator modNum 375: say: 1 ]
SIG_ADDTOOFFSET(+9),
0x38, SIG_SELECTOR16(say), // pushi say
0x78, // push1
0x7a, // push2
0x81, 0x59, // lag 59
0x4a, 0x06, // send 06 [ Sq4GlobalNarrator say: 2 ]
SIG_ADDTOOFFSET(+25),
0x38, SIG_SELECTOR16(say), // pushi say
0x78, // push1
0x39, 0x0b, // pushi 0b
0x81, 0x59, // lag 59
0x4a, 0x06, // send 06 [ Sq4GlobalNarrator say: 11 ]
SIG_END
};
static const uint16 sq4CdPatchMonolithBurgerDoor[] = {
PATCH_ADDTOOFFSET(+13),
0x36, // push
PATCH_ADDTOOFFSET(+13),
0x35, 0x02, // ldi 02
0x33, 0xe3, // jmp e3 [ Sq4GlobalNarrator modNum 375: say: 2 ]
PATCH_ADDTOOFFSET(+30),
0x35, 0x04, // ldi 04
0x33, 0xc1, // jmp c1 [ Sq4GlobalNarrator modNum 375: say: 4 ]
PATCH_END
};
// For Space Quest 4 CD, Sierra added a pick up animation for Roger when he
// picks up the rope.
//
// When the player is detected by the zombie right at the start of the game,
// while picking up the rope, scripts bomb out.
//
// This is caused by code intended to make Roger face the arriving drone. We
// fix it by checking if ego::cycler is actually set before calling that code.
//
// Applies to at least: English PC CD
// Responsible method: droidShoots::changeState(3)
// Fixes bug: #6076
static const uint16 sq4CdSignatureGettingShotWhileGettingRope[] = {
0x35, 0x02, // ldi 02
0x65, 0x1a, // aTop cycles
0x32, SIG_UINT16(0x02fa), // jmp [end]
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x0b, // bnt [state 3 check]
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable controls)
0x35, 0x02, // ldi 02
0x65, 0x1a, // aTop cycles
0x32, SIG_UINT16(0x02e9), // jmp [end]
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x1e, // bnt [state 4 check]
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable controls again??)
0x7a, // push2
0x89, 0x00, // lsg global[0]
0x72, SIG_UINT16(0x0242), // lofsa deathDroid
0x36, // push
0x45, 0x0d, 0x04, // callb [export 13 of script 0], 04 (set heading of ego to face droid)
SIG_END
};
static const uint16 sq4CdPatchGettingShotWhileGettingRope[] = {
PATCH_ADDTOOFFSET(+11),
// this makes state 2 only do the 2 cycles wait, controls should always be disabled already at this point
0x2f, 0xf3, // bt [previous state aTop cycles code]
// Now we check for state 3, this change saves us 11 bytes
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x29, // bnt [state 4 check]
// new state 3 code
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable controls, actually not needed)
0x38, PATCH_SELECTOR16(cycler), // pushi cycler
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 04 (get ego::cycler)
0x30, PATCH_UINT16(0x000a), // bnt [skip the heading call]
PATCH_END
};
// During the SQ4 introduction logo, EGA versions increase the number of calls
// to kPaletteAnimate by 40x. This was probably to achieve the same delay as
// VGA even though no palette animation occurred. This adjustment interferes
// with our kPaletteAnimate speed throttling for SQ4 scripts such as this, bug
// #6057. We remove the EGA delay, making all versions consistent, otherwise
// the logo is displayed for over 3 minutes instead of 5 seconds.
//
// Applies to: English PC EGA Floppy, Japanese PC-98
// Responsible method: rmScript:changeState
// Fixes bug #6193
static const uint16 sq4SignatureEgaIntroDelay[] = {
SIG_MAGICDWORD,
0x89, 0x69, // lsg 69 [ system colors ]
0x35, 0x10, // ldi 10
0x1e, // gt? [ system colors > 16 ]
0x30, // bnt [ use EGA delay ]
SIG_END
};
static const uint16 sq4PatchEgaIntroDelay[] = {
0x33, 0x06, // jmp 06 [ don't use EGA delay ]
PATCH_END
};
// Talking to the red shopper in the mall has a 5% chance of a funny message but
// this script is broken in the CD version. After the first time the wrong
// message tuple is attempted by the narrator as its modNum value is cleared.
// The message text is also accidentally repeated in a message box.
//
// We fix this by specifying the modNum when saying the message and removing
// the erroneous message box call.
//
// Applies to: English PC CD
// Responsible method: shopper3:doVerb(2)
// Fixes bug #10911
static const uint16 sq4CdSignatureRedShopperMessageFix[] = {
0x38, SIG_SELECTOR16(say), // pushi say
0x78, // push1
SIG_MAGICDWORD,
0x78, // push1
0x72, SIG_UINT16(0x057a), // lofsa wierdNar
0x4a, 0x06, // send 06 [ wierdNar say: 1 ]
0x78, // push1
0x72, SIG_UINT16(0x0660), // lofsa "Mr. Carlos sent me..."
0x36, // push
0x46, SIG_UINT16(0x0399), // calle proc921_0 [ message box ]
SIG_UINT16(0x0000), 0x02,
SIG_END
};
static const uint16 sq4CdPatchRedShopperMessageFix[] = {
0x38, PATCH_SELECTOR16(modNum), // pushi modNum
0x38, PATCH_UINT16(0x0001), // pushi 0001
0x38, PATCH_UINT16(0x02bc), // pushi 02bc
0x38, PATCH_SELECTOR16(say), // pushi say
0x39, 0x01, // pushi 01
0x39, 0x01, // pushi 01
0x72, PATCH_UINT16(0x057a), // lofsa wierdNar
0x4a, 0x0c, // send 0c [ wierdNar modNum: 700 say: 1 ]
PATCH_END
};
// When swimming in zero gravity in the mall, the game can lock up if the Sequel
// Police shoot while ego swims past the edge of the screen.
//
// When the Sequel Police shoot, the object "blast" animates near ego. blast is
// an obstacle that ego can collide with. If ego is shot at while going beyond
// the edge of the screen and blast is in the right position then stayInScript
// can lock up due to ego getting stuck on the invisible blast object and never
// reaching his destination.
//
// We fix this by setting blast's ignore-actors flag so that ego can't collide
// with it and get stuck. This does not affect whether or not ego gets shot.
//
// Applies to at least: English PC Floppy, English PC CD, probably all versions
// Responsible method: Heap in scripts 405, 406, 410, and 411
// Fixes bug #10912
static const uint16 sq4SignatureZeroGravityBlast[] = {
SIG_MAGICDWORD, // blast
SIG_UINT16(0x0002), // yStep = 2
SIG_UINT16(0x001c), // view = 128
SIG_UINT16(0x0000), // loop = 0
SIG_UINT16(0x0000), // cel = 0
SIG_UINT16(0x0000), // priority = 0
SIG_UINT16(0x0000), // underBits = 0
SIG_UINT16(0x0000), // signal = 0
SIG_END
};
static const uint16 sq4PatchZeroGravityBlast[] = {
PATCH_ADDTOOFFSET(+12),
PATCH_UINT16(0x4000), // signal = $4000 [ set ignore-actors flag ]
PATCH_END
};
// Cedric the owl from KQ5 appears in the CD version of Ms. Astro Chicken, but a
// bug in this easter egg makes it a much rarer occurrence than intended.
//
// Every 50 ticks there's a 1 in 21 chance of Cedric appearing if there's no
// rock on screen and he hasn't already been killed by colliding with the
// player or getting shot by the farmer. The problem is that unless Cedric
// appears before the farmer, which is very unlikely, then the farmer's first
// bullet will kill Cedric off-screen due to incorrect collision testing.
// buckShot:doit tests for collision by calling cedric:onMe, but Cedric isn't
// initialized until he first appears, and View:onMe always returns true no
// matter what coordinates are being tested if its rectangle isn't initialized.
//
// We fix this by initializing Cedric's actor-hidden signal flag on the heap.
// This prevents View:onMe from returning true before Cedric is initialized.
// The flag is later cleared by cedric:init when he is placed on screen.
//
// Applies to: English PC CD
// Responsible method: Heap in script 290
// Fixes bug #10920
static const uint16 sq4CdSignatureCedricEasterEgg[] = {
SIG_MAGICDWORD, // cedric
SIG_UINT16(0x0110), // view = 272
SIG_UINT16(0x0000), // loop = 0
SIG_UINT16(0x0000), // cel = 0
SIG_UINT16(0x000d), // priority = 13
SIG_UINT16(0x0000), // underBits = 0
SIG_UINT16(0x0810), // signal = $0810
SIG_END
};
static const uint16 sq4CdPatchCedricEasterEgg[] = {
PATCH_ADDTOOFFSET(+10),
PATCH_UINT16(0x0890), // signal = $0890 [ set actor-hidden flag ]
PATCH_END
};
// Colliding with Cedric in Ms. Astro Chicken after colliding with an obstacle
// locks up the game. cedric:doit doesn't check if the player has been hit
// before running killCedricScript. This interferes with the collision scripts'
// animations and prevents them from continuing.
//
// We fix this by not running killCedricScript if the player has been hit.
// Unfortunately there's no single property that can be tested as each
// collision script does things differently, so this is a two-part patch.
// First, ScrollActor:doChicken is patched to set User:canControl to 0, making
// it consistent with the other collision scripts. Second, cedric:doit is
// patched to test this value. To make room for this we replace testing
// killCedricScript with testing the flag that killCedricScript sets.
//
// Applies to: English PC CD
// Responsible methods: ScrollActor:doChicken, cedric:doit
// Fixes bug #10920
static const uint16 sq4CdSignatureCedricLockup1[] = {
SIG_MAGICDWORD,
0x18, // not
0x30, SIG_UINT16(0x0049), // bnt 0049 [ end of method ]
0x63, 0x84, // pToa deathLoop
0x30, SIG_UINT16(0x0044), // bnt 0044 [ end of method ]
0x38, SIG_SELECTOR16(stop), // pushi stop
0x76, // push0
0x81, 0x64, // lag 64
0x4a, 0x04, // send 04 [ longSong2 stop: ]
0x38, SIG_SELECTOR16(stop), // pushi stop
0x76, // push0
0x72, SIG_UINT16(0x0108), // lofsa eggSplatting
0x4a, 0x04, // send 04 [ eggSplatting stop: ]
0x39, SIG_SELECTOR8(number), // pushi number
0x78, // push1
0x67, 0x86, // pTos deathMusic
0x39, SIG_SELECTOR8(loop), // pushi loop
0x78, // push1
0x78, // push1 [ unnecessary, loop is initialized to 1 on heap ]
SIG_ADDTOOFFSET(+7),
0x4a, 0x12, // send 12 [ theSound number: deathMusic loop: 1 play: self ]
SIG_END
};
static const uint16 sq4CdPatchCedricLockup1[] = {
0x2f, 0x4b, // bt 4b [ end of method ]
0x63, 0x84, // pToa deathLoop
0x31, 0x47, // bnt 47 [ end of method ]
0x38, PATCH_SELECTOR16(stop), // pushi stop
0x3c, // dup
0x76, // push0
0x81, 0x64, // lag 64
0x4a, 0x04, // send 04 [ longSong2 stop: ]
0x76, // push0
0x72, PATCH_UINT16(0x0108), // lofsa eggSplatting
0x4a, 0x04, // send 04 [ eggSplatting stop: ]
0x39, PATCH_SELECTOR8(number), // pushi number
0x78, // push1
0x67, 0x86, // pTos deathMusic
0x38, PATCH_SELECTOR16(canControl), // pushi canControl
0x78, // push1
0x76, // push0
0x81, 0x50, // lag 50
0x4a, 0x06, // send 06 [ User canControl: 0 ]
PATCH_ADDTOOFFSET(+7),
0x4a, 0x0c, // send 0c [ theSound number: deathMusic play: self ]
PATCH_END
};
static const uint16 sq4CdSignatureCedricLockup2[] = {
SIG_MAGICDWORD,
0x31, 0x17, // bnt 17 [ end of method ]
0x38, SIG_SELECTOR16(script), // pushi script
0x76, // push0
0x51, 0x9c, // class astroChicken
0x4a, 0x04, // send 04 [ astroChicken script? ]
0x18, // not [ acc = 1 if killCedricScript not running ]
0x31, 0x0c, // bnt 0c [ end of method ]
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, SIG_UINT16(0x0f7c), // lofsa killCedricScript
0x36, // push
0x51, 0x9c, // class astroChicken
0x4a, 0x06, // send 06 [ astroChicken setScript: killCedricScript ]
0x48, // ret
0x48, // ret
SIG_END
};
static const uint16 sq4CdPatchCedricLockup2[] = {
0x31, 0x18, // bnt 18 [ end of method ]
0x38, PATCH_SELECTOR16(canControl), // pushi canControl
0x76, // push0
0x81, 0x50, // lag 50
0x4a, 0x04, // send 04 [ User canControl? ]
0x8b, 0x21, // lsl 21 [ local33 = 0 if cedric is alive, 1 if dead ]
0x22, // lt? [ acc = 1 if cedric is alive and user has control ]
0x31, 0x0b, // bnt 0b [ end of method ]
0x38, PATCH_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x74, PATCH_UINT16(0x0f7c), // lofss killCedricScript
0x51, 0x9c, // class astroChicken
0x4a, 0x06, // send 06 [ astroChicken setScript: killCedricScript ]
PATCH_END
};
// Dodging a biker in Ulence Flats before they've reached their first checkpoint
// causes the player to prematurely regain control, allowing them to break the
// game by walking to another room before the dodge sequence completes. This is
// due to the biker scripts in each room having an unnecessary handsOn call, so
// we remove it. This does not reduce the time that the player has to react,
// the scripts theDodgeL and theDodgeR call handsOn when ego crouches.
//
// Biker bugs like this only occur in the CD version due to its slower bikes.
//
// Applies to: English PC CD
// Responsible methods: runOverScript1-3:changeState, runOver:changeState,
// runOver2:changeState, runOverScript:changeState
// Fixes bug #9806
static const uint16 sq4CdSignatureBikerHandsOn[] = {
0x38, SIG_UINT16(0x02bb), // pushi status [ hard-coded for CD ]
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x04, // pushi 04
0x51, 0x98, // class ulence
0x4a, 0x06, // send 06 [ ulence status: 4 ]
0x76, // push0
0x45, 0x03, 0x00, // callb proc0_3 [ handsOn ]
SIG_END
};
static const uint16 sq4CdPatchBikerHandsOn[] = {
PATCH_ADDTOOFFSET(+10),
0x33, 0x02, // jmp 02 [ skip handsOn ]
PATCH_END
};
// Clicking Look/Do/etc on an object in Ulence Flats while a biker approaches
// can bring ego out of crouch-mode and allow the player to break the game by
// walking to another room before the dodge sequence completes. This occurs if
// ego isn't facing the object. Ego's heading will be changed and ultimately
// stopGroop:doit will reset ego's view to walking.
//
// We fix this by clearing ego:looper when placing ego into crouch mode. This
// causes Actor:setHeading to instead use kDirLoop which respects the flag
// kSignalDoesntTurn. ego:looper is automatically restored after dodging.
//
// Applies to: English PC CD
// Responsible methods: theDodgeR:changeState, theDodgeL:changeState
// Fixes bug #9806
static const uint16 sq4CdSignatureBikerCrouchVerb[] = {
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x1a, // bnt 1a [ state 2 ]
0x76, // push0
SIG_MAGICDWORD,
0x45, 0x03, 0x00, // callb proc0_3 [ handsOn ]
0x7a, // push2 [ view ]
0x78, // push1
0x38, SIG_UINT16(0x027b), // pushi 027b [ crouch ]
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
SIG_ADDTOOFFSET(+1), // push0 in theDodgeR, push1 in theDodgeL
0x38, SIG_SELECTOR16(setCel), // pushi setCel
0x78, // push1
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x12, // send 12 [ ego view: 635 setLoop: * setCel: 0 ]
0x32, // jmp [ end of method ]
SIG_END
};
static const uint16 sq4CdPatchBikerCrouchVerb[] = {
0x18, // not [ save a byte ]
0x1a, // eq?
0x31, 0x1b, // bnt 1b [ state 2 ]
0x76, // push0
0x39, PATCH_SELECTOR8(looper), // pushi looper
0x78, // push1
0x76, // push0
PATCH_ADDTOOFFSET(+17),
0x4a, 0x18, // send 18 [ ego looper: 0 view: 635 setLoop: * setCel: 0 ]
0x45, 0x03, 0x00, // callb proc0_3 [ handsOn ]
PATCH_END
};
// Clicking Do on the Ulence Flats bar door in room 610 while a biker approaches
// causes ego to enter the bar before the dodge sequence completes, breaking
// the game. Sierra forgot to test ulence:egoBusy as they did when clicking on
// the timepod in room 613.
//
// We fix this by testing ulence:egoBusy before running enterBar in door:doVerb.
// Fortunately there is already an unnecessary script test we can overwrite.
// This script test was copied from rm610:doit where it is necessary.
//
// Applies to: English PC CD
// Responsible method: door:doVerb(4)
// Fixes bug #9806
static const uint16 sq4CdSignatureBikerBarDoor[] = {
0x38, SIG_SELECTOR16(script), // pushi script
0x76, // push0
0x81, 0x02, // lag 02
0x4a, 0x04, // send 04 [ rm610 script? ]
0x36, // push
0x72, SIG_UINT16(0x014a), // lofsa enterBar
SIG_MAGICDWORD,
0x1a, // eq? [ rm610:script == enterBar ]
0x18, // not
0x30, SIG_UINT16(0x0019), // bnt 0019 [ don't run enterBar ]
SIG_END
};
static const uint16 sq4CdPatchBikerBarDoor[] = {
0x38, PATCH_UINT16(0x02cc), // pushi egoBusy [ hard-coded for CD ]
0x76, // push0
0x51, 0x98, // class ulence
0x4a, 0x04, // send 04 [ ulence egoBusy? ]
0x18, // not
0x32, PATCH_UINT16(0x0002), // jmp 0002
PATCH_END
};
// Clicking Do on the timepod in room 613 while a biker approaches always shows
// "Not now!" in a message box, even in speech mode. It seems that Sierra
// thought they didn't have audio for this message and created a text resource
// just for it, but it also appears in room 90 with audio, so we use that.
//
// Applies to: English PC CD
// Responsible method: ship:doVerb(4)
// Fixes bug #10922
static const uint16 sq4CdSignatureBikerTimepodMessage[] = {
0x36, // push
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x0d, // bnt 0d [ skip if ulence:egoBusy != 1 ]
0x7a, // push2
0x38, SIG_UINT16(0x0265), // pushi 0265
0x76, // push0
SIG_MAGICDWORD,
0x46, SIG_UINT16(0x0330), // calle proc816_1 04 [ message box ]
SIG_UINT16(0x0001), 0x04,
SIG_END
};
static const uint16 sq4CdPatchBikerTimepodMessage[] = {
0x31, 0x11, // bnt 11 [ skip if ulence:egoBusy == 0 ]
0x38, PATCH_SELECTOR16(modNum), // pushi modNum
0x78, // push1
0x39, 0x5a, // pushi 5a
0x38, PATCH_SELECTOR16(say), // pushi say
0x78, // push1
0x7a, // push2
0x81, 0x59, // lag 59
0x4a, 0x0c, // send 0c [ Sq4GlobalNarrator modNum: 90 say: 2 ]
PATCH_END
};
// Hiding from the Sequel Police in the electronics store (room 390) locks up
// the CD version and has a subsequent animation bug.
//
// This scene is triggered by going east to the escalator after the police
// arrive and then back to the electronics store. Police appear on both sides
// and the only way to survive is to hide in the store while they talk before
// splitting up. Their first message fails to set a caller, locking up the
// game, and their other messages contain typos and newline characters left
// over from floppy versions.
//
// We fix the lockup by passing the missing "self" parameter so that the script
// proceeds. This exposes the next bug, where the police walk to the beltways
// and instead of standing, shoot wildly into the mall. The script doesn't
// remove their Walk cyclers and so they continue to animate. This worked in
// floppy versions but the Cycle classes were upgraded in CD with different
// behavior. We fix this by removing the Walk cyclers.
//
// Applies to: English PC CD
// Responsible method: sp1Squeeze:changeState
// Fixes bug #10977
static const uint16 sq4CdSignatureHzSoGoodSequelPoliceLockup[] = {
0x38, SIG_SELECTOR16(say), // pushi say
0x78, // push1
SIG_MAGICDWORD,
0x78, // push1
0x72, SIG_UINT16(0x0630), // lofsa tSP1
0x4a, 0x06, // send 06 [ tSP1 say: 1 ]
0x32, SIG_UINT16(0x01c1), // jmp 01c1 [ end of method ]
SIG_END
};
static const uint16 sq4CdPatchHzSoGoodSequelPoliceLockup[] = {
PATCH_ADDTOOFFSET(+3),
0x7a, // push2
PATCH_ADDTOOFFSET(+4),
0x7c, // pushSelf
0x4a, 0x08, // send 06 [ tSP1 say: 1 self ]
0x3a, // toss
0x48, // ret
PATCH_END
};
static const uint16 sq4CdSignatureHzSoGoodSequelPoliceCycler[] = {
0x31, 0x20, // bnt 20 [ state 12 ]
SIG_ADDTOOFFSET(+29),
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x00a9), // jmp 00a9 [ end of method ]
0x3c, // dup
0x35, 0x0c, // ldi 0c
0x1a, // eq?
0x30, SIG_UINT16(0x0030), // bnt 0030 [ state 13 ]
0x7a, // push2 [ view ]
0x78, // push1
0x39, 0x0d, // pushi 0d
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
SIG_ADDTOOFFSET(+32),
0x4a, 0x24, // send 24 [ sp1 view: 13 setLoop: ... ]
SIG_ADDTOOFFSET(+11),
0x31, 0x21, // bnt 21 [ state 14 ]
SIG_ADDTOOFFSET(+30),
0x32, SIG_UINT16(0x004b), // jmp 004b [ end of method ]
0x3c, // dup
0x35, 0x0e, // ldi 0e
0x1a, // eq?
0x30, SIG_UINT16(0x0030), // bnt 0030 [ state 15 ]
0x7a, // push2 [ view ]
0x78, // push1
0x39, 0x0d, // pushi 0d
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
SIG_ADDTOOFFSET(+37),
0x4a, 0x26, // send 26 [ sp2 view: 13 setLoop: ... ]
SIG_END
};
static const uint16 sq4CdPatchHzSoGoodSequelPoliceCycler[] = {
0x31, 0x1d, // bnt 1d [ state 12 ]
PATCH_ADDTOOFFSET(+29),
0x3c, // dup
0x35, 0x0c, // ldi 0c
0x1a, // eq?
0x31, 0x34, // bnt 34 [ state 13 ]
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
0x78, // push1
0x76, // push0
0x7a, // push2 [ view ]
0x78, // push1
0x39, 0x0d, // pushi 0d
0x39, PATCH_SELECTOR8(loop), // pushi loop
PATCH_ADDTOOFFSET(+32),
0x4a, 0x2a, // send 2a [ sp1 setCycle: 0 view: 13 loop: ... ]
PATCH_ADDTOOFFSET(+11),
0x31, 0x1e, // bnt 1e [ state 14 ]
PATCH_ADDTOOFFSET(+30),
0x3c, // dup
0x35, 0x0e, // ldi 0e
0x1a, // eq?
0x31, 0x34, // bnt 34 [ state 15 ]
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
0x78, // push1
0x76, // push0
0x7a, // push2 [ view ]
0x78, // push1
0x39, 0x0d, // pushi 0d
0x39, PATCH_SELECTOR8(loop), // pushi loop
PATCH_ADDTOOFFSET(+37),
0x4a, 0x2c, // send 2c [ sp2 setCycle: 0 view: 13 loop: ... ]
PATCH_END
};
// Room 370 in front of Sock's is missing a flag check and runs a lethal Sequel
// Police script when escaping the Skate-O-Rama after hiding in the electronics
// store. A lockup bug in the CD version prevented getting this far. As this is
// the wrong time to run the script, the police are drawn as if they're still
// swimming in zero gravity.
//
// Flag 23 is set when the police pursue in escalator room 400 and triggers the
// squeeze scripts that force entering the Skate-O-Rama in rooms 370 and 390.
// Flag 22 is set when exiting the Skate-O-Rama after dodging the police. The
// two rooms handle these flags differently and are out of sync. Room 370
// clears flag 23 and doesn't test 22 while room 390 doesn't clear 23 and does
// test 22. The result is that room 370 doesn't see that you've escaped the
// Skate-O-Rama and assumes the police are still pursuing from room 400.
//
// We fix this by only running sp1Squeeze in room 370 when coming from room 400.
// This is equivalent to adding the missing flag 22 check but can be done in
// the available bytes. To make room we use the clear-flag method's return
// value, which is the previous flag value, and only test if the previous room
// number is even, which only room 400 is. This patch is split into two parts
// to surround a bnt instruction whose operand size changed between versions.
//
// Applies to: All versions
// Responsible method: rm570:init
// Fixes bug #10977
static const uint16 sq4SignatureSocksSequelPoliceFlag1[] = {
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x17, // pushi 17
0x45, 0x06, 0x02, // callb proc0_6 [ is flag 23 set? ]
SIG_END
};
static const uint16 sq4PatchSocksSequelPoliceFlag1[] = {
PATCH_ADDTOOFFSET(+3),
0x45, 0x08, 0x02, // callb proc0_8 [ clear flag 23, was flag set? ]
PATCH_END
};
static const uint16 sq4SignatureSocksSequelPoliceFlag2[] = {
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x17, // pushi 17
0x45, 0x08, 0x02, // callb proc0_8 [ clear flag 23 ]
SIG_ADDTOOFFSET(+0x27),
0x38, SIG_SELECTOR16(setRegions), // pushi setRegions
SIG_END
};
static const uint16 sq4PatchSocksSequelPoliceFlag2[] = {
0x81, 0x0c, // lag 0c
0x78, // push1
0x12, // and [ is previous room number odd? ]
0x2f, 0x27, // bt 27 [ skip sp1Squeeze ]
PATCH_END
};
// Clicking Walk while getting shot by the Sequel Police outside of Sock's in
// room 370 crashes the CD version. This causes an Oops! error in the original.
// The lookupSelector error comes from within the Grooper and Grycler classes
// but the real bug is that this room's script fails to call handsOff, allowing
// movement during ego's death animation, unlike all the other laser scripts.
//
// We prevent the crash by adding the missing handsOff call.
//
// Applies to: English PC CD
// Responsible method: sp2Squeeze:changeState(3)
// Fixes bug #10974
static const uint16 sq4CdSignatureSocksSequelPoliceHandsOff[] = {
0x76, // push0 [ y ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego y? ]
SIG_MAGICDWORD,
0x36, // push
0x35, 0x20, // ldi 20
0x04, // sub
0xa3, 0x00, // sal 00 [ local0 = ego:y ]
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion
0x78, // push1
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego setMotion: 0 ]
SIG_END
};
static const uint16 sq4CdPatchSocksSequelPoliceHandsOff[] = {
0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion
0x78, // push1
0x76, // push0
0x76, // push0 [ y ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x0a, // send 0a [ ego setMotion: 0 y?, saves 4 bytes ]
0x36, // push
0x35, 0x20, // ldi 20
0x04, // sub
0xa3, 0x00, // sal 00 [ local0 = ego:y ]
0x76, // push0
0x45, 0x02, 0x00, // callb proc0_2 00 [ handsOff ]
PATCH_END
};
// The door to Sock's is immediately disposed of in the CD version, breaking its
// Look message and preventing it from being drawn when restoring a saved game.
// We remove the incorrect dispose call along with a redundant addToPic.
//
// Applies to: English PC CD
// Responsible method: rm370:init
// Fixes bug #10914
static const uint16 sq4CdSignatureSocksDoor[] = {
0x38, SIG_SELECTOR16(addToPic), // pushi addToPic
0x76, // push0
0x39, SIG_SELECTOR8(dispose), // pushi dispose
0x76, // push0
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x0176), // lofsa door
0x4a, 0x08, // send 08 [ door addToPic: dispose: ]
SIG_END
};
static const uint16 sq4CdPatchSocksDoor[] = {
0x32, PATCH_UINT16(0x0009), // jmp 0009
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[] = {
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x20, // bnt 20
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0xa1, 0x53, // sag global[53]
0x39, SIG_SELECTOR8(loop), // pushi loop
0x78, // push1
0x39, 0x09, // pushi 09 "Text"
0x54, 0x06, // self 06 [ self loop: 9 ]
SIG_END
};
static const uint16 sq4CdPatchTextOptionsButton[] = {
PATCH_ADDTOOFFSET(+13),
0x39, 0x0b, // pushi 0b "Both"
PATCH_END
};
// Patch 2: Adjust a check in babbleIcon::init (the two guys from Andromeda),
// shown when dying/quitting.
//
// Responsible method: babbleIcon::init
// Fixes bug: #6068
static const uint16 sq4CdSignatureBabbleIcon[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x26, // bnt 26 [02a7]
SIG_END
};
static const uint16 sq4CdPatchBabbleIcon[] = {
0x89, 0x5a, // lsg global[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.
//
// Responsible method: iconTextSwitch::doit
static const uint16 sq4CdSignatureTextOptions[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[90]
0x3c, // dup
0x35, 0x01, // ldi 0x01
0x1a, // eq?
0x31, 0x06, // bnt 0x06 (0x0691)
0x35, 0x02, // ldi 0x02
0xa1, 0x5a, // sag global[90]
0x33, 0x0a, // jmp 0x0a (0x69b)
0x3c, // dup
0x35, 0x02, // ldi 0x02
0x1a, // eq?
0x31, 0x04, // bnt 0x04 (0x069b)
0x35, 0x01, // ldi 0x01
0xa1, 0x5a, // sag global[90]
0x3a, // toss
0x38, SIG_SELECTOR16(show), // pushi show (0x00d9)
0x76, // push0
0x54, 0x04, // self 0x04
0x48, // ret
SIG_END
};
static const uint16 sq4CdPatchTextOptions[] = {
0x89, 0x5a, // lsg global[90]
0x3c, // dup
0x35, 0x03, // ldi 0x03 (acc = 3)
0x1a, // eq? (global[90] == 3)
0x2f, 0x07, // bt 0x07
0x89, 0x5a, // lsg global[90]
0x35, 0x01, // ldi 0x01 (acc = 1)
0x02, // add (acc = global[90] + 1)
0x33, 0x02, // jmp 0x02
0x35, 0x01, // ldi 0x01 (reset acc to 1)
0xa1, 0x5a, // sag 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
};
// Vohaul's scene on the PocketPal (room 545) is incompatible with our dual
// text+speech mode and reportedly has MIDI timing issues in text mode.
//
// This is an unusual scene in that it uses three empty MIDI songs to control
// its text delays, which is probably why Sierra didn't fully upgrade it to
// use a Narrator in the CD version. Instead the tVOHAUL Narrator is only used
// in speech mode without the formatting it would need to display text. In text
// mode the original floppy code handles that.
//
// We heavily patch this script to support text+speech mode and remove the MIDIs
// from the equation. The trick to using tVOHAUL in dual mode is to set its
// nMsgType to 2. This causes Sq4Narrator to change the game's message mode to
// speech while it says a message, preventing it from displaying text in a
// message box since it wasn't provided formatting. Our code needs to know the
// real message mode while tVOHAUL is speaking so we store that in the script's
// register for later use.
//
// The audio and text for Vohaul's messages aren't the same. The audio for the
// second message also contains the third, and the third has no audio resource
// at all. We work around this by setting a three second timer and displaying
// the third text while the audio is already playing.
//
// Applies to: English PC CD
// Responsible method: vohaulScript:changeState
// Fixes bug #10241
static const uint16 sq4CdSignatureVohaulPocketPalTextSpeech[] = {
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x26, // bnt 26 [ state 1 ]
SIG_ADDTOOFFSET(+49),
0x1a, // eq? [ is speech mode? ]
0x31, 0x22, // bnt 22
SIG_ADDTOOFFSET(+13),
0x38, SIG_SELECTOR16(modNum), // pushi modNum [ unnecessary when modNum is room number ]
0x78, // push1
0x38, SIG_UINT16(0x0221), // pushi 0221
SIG_ADDTOOFFSET(11),
0x32, SIG_UINT16(0x00d1), // jmp 00d1 [ end of method ]
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
SIG_ADDTOOFFSET(+9),
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
0x78, // push1
0x51, 0x59, // class RandCycle
0x36, // push
0x72, SIG_UINT16(0x0578), // lofsa vohaulEyes
0x4a, 0x06, // send 06
0x39, 0x04, // pushi 04
SIG_MAGICDWORD,
0x76, // push0
0x72, SIG_UINT16(0x0740), // lofsa "Take a good look, Roger:"
0x36, // push
0x38, SIG_UINT16(0x0353), // pushi 0353
0x7c, // pushSelf
0x40, SIG_UINT16(0xf93e), 0x08, // call localproc_0062 08 [ display text until midi 851 finishes ]
0x32, SIG_UINT16(0x00a7), // jmp 00a7 [ end of method ]
SIG_ADDTOOFFSET(+10),
0x1a, // eq? [ is text mode? ]
SIG_ADDTOOFFSET(+52),
0x1a, // eq? [ is speech mode? ]
0x31, 0x0e, // bnt 0e
SIG_ADDTOOFFSET(+11),
0x32, SIG_UINT16(0x0057), // jmp 0057 [ end of method ]
0x39, 0x04, // pushi 04
0x76, // push0
0x72, SIG_UINT16(0x0760), // lofsa "Remember this poor wretched soul..."
0x36, // push
0x38, SIG_UINT16(0x0354), // pushi 0354
0x7c, // pushSelf
0x40, SIG_UINT16(0xf8dc), 0x08, // call localproc_0062 08 [ display text until midi 852 finishes ]
0x32, SIG_UINT16(0x0045), // jmp 0045 [ end of method ]
SIG_ADDTOOFFSET(+6),
0x89, 0x5a, // lsg 5a
0x35, 0x01, // ldi 01
0x1a, // eq? [ is text mode? ]
0x31, 0x17, // bnt 17 [ skip text, set cycles = 1 ]
0x78, // push1
0x8b, 0x00, // lsl 00
0x45, 0x0c, 0x02, // call proc0_12 02 [ unnecessary, localproc_0062 calls this ]
0x39, 0x04, // pushi 04
0x76, // push0
0x72, SIG_UINT16(0x0784), // lofsa "...for he is your SON!"
0x36, // push
0x38, SIG_UINT16(0x0355), // pushi 0355
0x7c, // pushSelf
0x40, SIG_UINT16(0xf8b7), 0x08, // call localproc_0062 08 [ display text until midi 853 finishes ]
0x33, 0x21, // jmp 21 [ end of method ]
0x35, 0x01, // ldi 01
0x65, 0x1a, // aTop cycles [ cycles = 1, speech completed or dismissed by user ]
0x33, 0x1b, // jmp 1b [ end of method ]
SIG_END
};
static const uint16 sq4CdPatchVohaulPocketPalTextSpeech[] = {
0x2f, 0x2a, // bt 26 [ state 1 ]
0x81, 0x5a, // lag 5a
0x65, 0x24, // aTop register [ register = message mode ]
PATCH_ADDTOOFFSET(+49),
0x12, // and [ is speech or dual mode? ]
0x31, 0x21, // bnt 21
PATCH_ADDTOOFFSET(+13),
0x38, PATCH_SELECTOR16(nMsgType), // pushi nMsgType
0x78, // push1
0x38, PATCH_UINT16(0x0002), // pushi 0002 [ speech ]
PATCH_ADDTOOFFSET(+11),
0x33, 0x1a, // jmp 1a
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
0x3c, // dup [ save 2 bytes ]
PATCH_ADDTOOFFSET(+9),
0x78, // push1
0x51, 0x59, // class RandCycle
0x36, // push
0x72, PATCH_UINT16(0x0578), // lofsa vohaulEyes
0x4a, 0x06, // send 06
0x35, 0x02, // ldi 02
0x65, 0x1c, // aTop seconds [ 2 second delay in text mode ]
0x63, 0x24, // pToa register
0x78, // push1
0x12, // and [ is text or dual mode? ]
0x31, 0x0b, // bnt 0b [ don't display text ]
0x39, 0x03, // pushi 03
0x76, // push0
0x74, PATCH_UINT16(0x0740), // lofss "Take a good look, Roger:"
0x76, // push0
0x40, PATCH_UINT16(0xf93b), 0x06, // call localproc_0062 06 [ display text without midi ]
PATCH_ADDTOOFFSET(+10),
0x12, // and [ is text or dual mode? ]
PATCH_ADDTOOFFSET(+52),
0x12, // and [ is speech or dual mode? ]
0x31, 0x0b, // bnt 0b
PATCH_ADDTOOFFSET(+11),
0x63, 0x24, // pToa register
0x78, // push1
0x12, // and [ is text or dual mode? ]
0x31, 0x0f, // bnt 0f [ don't display text ]
0x39, 0x03, // pushi 03
0x76, // push0
0x74, PATCH_UINT16(0x0760), // lofss "Remember this poor wretched soul..."
0x76, // push0
0x40, PATCH_UINT16(0xf8dd), 0x06, // call localproc_0062 06 [ display text without midi ]
0x35, 0x03, // ldi 03
0x65, 0x1c, // aTop seconds [ 3 second delay in text or dual mode ]
PATCH_ADDTOOFFSET(+6),
0x63, 0x1c, // pToa seconds
0x2f, 0x1d, // bnt 1d [ speech dismissed by user, set cycles = 1 ]
0x63, 0x24, // pToa register
0x78, // push1
0x1a, // eq? [ is text mode? ]
0x31, 0x04, // bnt 04 [ don't set text delay ]
0x35, 0x03, // ldi 03
0x65, 0x1c, // aTop seconds [ 3 second delay in text mode ]
0x63, 0x24, // pToa register
0x78, // push1
0x12, // and [ is text or dual mode? ]
0x31, 0x0d, // bnt 0d [ skip text, set cycles = 1 ]
0x39, 0x03, // pushi 03
0x76, // push0
0x74, PATCH_UINT16(0x0784), // lofss "...for he is your SON!"
0x76, // push0
0x40, PATCH_UINT16(0xf8b4), 0x06, // call localproc_0062 06 [ display text without midi ]
0x33, 0x03, // jmp 03
0x78, // push1
0x69, 0x1a, // sTop cycles [ cycles = 1, speech completed ]
PATCH_END
};
// Walking around the sewer tunnels in the following sequence locks up the game:
//
// 1. Enter the ladder room (90) from the center room (95) while the slime is
// just below the middle of the screen
// 2. Enter the southwest room (105) from the ladder room (90)
//
// The script enterNorth has a code path which fails to advance the state and so
// it gets stuck in handsOff mode. If sewer:status is 3, meaning the slime is
// moving north or south, then enterNorth assumes that sewer:location, the room
// the slime is in, must be room 105 or 90, but in the sequence above it is 95.
//
// We fix this by setting enterNorth:state to 1 in the problematic code path so
// that the script advances. Sierra fixed this bug after the English PC floppy
// versions but forgot to include the fix in the CD version over a year later.
//
// Applies to: English PC Floppy, English PC CD
// Responsible method: enterNorth:changeState(0)
// Fixes bug #10970
static const uint16 sq4FloppySignatureSewerLockup[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0x65, 0x0a, // aTop state [ state = 1 ]
0x32, SIG_UINT16(0x002e), // jmp 002e [ end of switch ]
0x3c, // dup
0x35, 0x5a, // ldi 5a [ ladder room ]
0x1a, // eq?
0x30, SIG_UINT16(0x0027), // bnt 0027 [ end of switch without setting state ]
SIG_END
};
static const uint16 sq4FloppyPatchSewerLockup[] = {
PATCH_ADDTOOFFSET(+11),
0x30, PATCH_UINT16(0xfff2), // bnt fff2 [ set state before end of switch ]
PATCH_END
};
static const uint16 sq4CDSignatureSewerLockup[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0x65, 0x14, // aTop state [ state = 1 ]
0x33, 0x2c, // jmp 2c [ end of switch ]
0x3c, // dup
0x35, 0x5a, // ldi 5a [ ladder room ]
0x1a, // eq?
0x31, 0x26, // bnt 26 [ end of switch without setting state ]
SIG_END
};
static const uint16 sq4CDPatchSewerLockup[] = {
PATCH_ADDTOOFFSET(+10),
0x31, 0xf4, // bnt f4 [ set state before end of switch ]
PATCH_END
};
// SQ4CD had an easter egg room of things removed from Sierra games for legal
// reasons, but the room itself was removed from the game. Instead the room's
// pic (570) and messages (271) were left in along with the 18 digit timepod
// code that attempts to load the missing room 271 and of course crashes.
//
// This wouldn't be a problem except that the code is publicly known due to NRS'
// modified version of the game which includes a script 271 that recreates the
// room. The code appears in easter egg lists, and players who don't realize it
// only applies to a modified version attempt it and crash, so we disable it
// unless script 271 is present.
//
// Applies to: English PC CD
// Responsible method: timeToTimeWarpS:changeState(1)
// Fixes bug #11006
static const uint16 sq4CdSignatureRemovedRoomTimepodCode[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01 [ 1 == room 271 code was entered ]
0xa3, 0x72, // sal 72
SIG_END
};
static const uint16 sq4CdPatchRemovedRoomTimepodCode[] = {
0x35, 0x00, // ldi 00
PATCH_END
};
// The NRS modified version of SQ4 contains an impressive script restoration of
// the Stuff Taken Out for Legal Reasons easter egg room, but clicking on most
// items underflows the stack. The doVerb methods in script 271 jump into the
// middle of pod:doVerb to display their messages, but pod:doVerb pushes its
// parameter on the stack at the start and tosses it at the end.
//
// We fix this by making pod:doVerb safe to jump into by removing the copy of
// the parameter that it stores on the stack.
//
// Applies to: SQ4 Update by NRS
// Responsible method: pod:doVerb
static const uint16 sq4NrsSignatureRemovedRoomItems[] = {
0x8f, SIG_MAGICDWORD, 0x01, // lsp 01
0x3c, // dup
0x35, 0x01, // ldi 01
SIG_ADDTOOFFSET(+15),
0x3c, // dup
SIG_ADDTOOFFSET(+27),
0x3a, // toss
0x48, // ret
SIG_END
};
static const uint16 sq4NrsPatchRemovedRoomItems[] = {
0x86, PATCH_UINT16(0x0001), // lap 0001
0x39, 0x01, // pushi 01
PATCH_ADDTOOFFSET(+15),
0x60, // pprev
PATCH_ADDTOOFFSET(+27),
0x48, // ret
PATCH_END
};
// Walking into Sock's dressing room (room 371) can cause ego to escape obstacle
// boundaries and get stuck behind the wall or counter. Similar problems occur
// in the original. The dressing room has no obstacle bounding the edge of the
// screen. Instead, rm371:doit detects if ego has hit the edge and moves him
// back to x coordinate 173 but doesn't change ego:y. If ego hits the edge on a
// diagonal pathfinding move then this can place ego around the corner of one
// of the obstacles that bound the top and bottom of the dressing room.
// rm371:doit will then move ego within the obstacle and out of bounds.
//
// We fix this by extending the two obstacles an additional 10 pixels past the
// edge of the screen so that ego can't get around their corners and get stuck.
// Sierra reduced one of these coordinates in later floppy versions, and it's
// not clear why, but this change wasn't included in the CD version.
//
// Applies to: All versions
// Responsible method: rm371:init
// Fixes bug #11055
static const uint16 sq4SignatureSocksDressingRoomObstacles[] = {
0x38, SIG_ADDTOOFFSET(+2), // pushi 321d or 319d [ x ]
0x39, 0x46, // pushi 70d [ y ]
SIG_ADDTOOFFSET(+125),
0x38, SIG_MAGICDWORD, // pushi 321d [ x ]
SIG_UINT16(0x0141),
0x39, 0x49, // pushi 73d [ y ]
SIG_END
};
static const uint16 sq4PatchSocksDressingRoomObstacles[] = {
0x38, PATCH_UINT16(0x014b), // pushi 331d [ x ]
PATCH_ADDTOOFFSET(+127),
0x38, PATCH_UINT16(0x014b), // pushi 331d [ x ]
PATCH_END
};
// SQ4CD lets you keep the unstable ordnance and its points for the entire game.
//
// The bomb in room 40 is a joke item with joke points which kills you when
// entering the sewer, therefore you're not allowed to pick it up after leaving
// the sewer. This was originally enforced in the floppy version by setting a
// short timer which summons the Sequel Police to kill you. The shootEgo script
// was refactored in the CD version and this code no longer works. Rather than
// fix this, Sierra left the broken code in place, and added new code to kill
// you when interacting with the tank if the previous room was the sewer. This
// is incorrect since you can walk right to room 45 and return to room 40,
// which defeats both checks and allows you to get and keep the bomb.
//
// We fix this by replacing the previous room test with a flag test. Flag 0 is
// set when the police are on the streets and is what the original code tested.
//
// Applies to: English PC CD
// Responsible method: tankScript:changeState(2)
// Fixes bug #11077
static const uint16 sq4CdSignatureUnstableOrdnance[] = {
SIG_MAGICDWORD,
0x31, 0x2b, // bnt 2b
0x89, 0x0c, // lsg 0c [ previous room ]
0x35, 0x48, // ldi 48 [ sewer manhole ]
0x1a, // eq? [ came from sewer? ]
SIG_END
};
static const uint16 sq4CdPatchUnstableOrdnance[] = {
PATCH_ADDTOOFFSET(+2),
0x78, // push1
0x76, // push0 [ flag 0, set when police are on streets ]
0x45, 0x06, 0x02, // callb proc0_6 02 [ is flag 0 set? ]
PATCH_END
};
// When entering the software store, there's a 1/3 chance that the clerk's
// second message isn't displayed in some floppy versions. The script calls
// kRandom(0,2) to pick which text to print but it tests the result against
// three instead of two. When kRandom returns two, zero gets passed to kDisplay
// instead of a string address and an out of bounds read occurs. We fix the
// test so that the message is displayed.
//
// Applies to: English PC VGA Floppy
// Responsible method: clerkScript:changeState(1)
static const uint16 sq4FloppySignatureSoftwareClerkMessage[] = {
0x35, SIG_MAGICDWORD, 0x03, // ldi 03
0x1a, // eq?
0x30, SIG_UINT16(0x0003), // bnt 0003
0x72, // lofsa "If you're here to return something..."
SIG_END
};
static const uint16 sq4FloppyPatchSoftwareClerkMessage[] = {
0x35, 0x02, // ldi 02
PATCH_END
};
// Floppy versions have two easter eggs in the software store which can lockup
// the game if run at the same time. One is activated by smelling an area in
// the upper left of room 397 and the other by tasting the same area on the
// right side. Both eggs are room scripts and the latter can interrupt the
// former and prevent the player from regaining control.
//
// We fix this as Sierra did in the English Amiga version by switching the
// taste easter egg from a room script to an ego script.
//
// Applies to: English PC Floppy, German PC Floppy, Macintosh, PC-98
// Responsible method: box:doVerb
static const uint16 sq4FloppySignatureSoftwareStoreEasterEggs[] = {
0x35, SIG_MAGICDWORD, 0x0a, // ldi 0a [ taste ]
0x1a, // eq?
0x30, SIG_UINT16(0x0018), // bnt 0018
0x38, SIG_SELECTOR16(script), // pushi script
0x76, // push0
0x81, 0x02, // lag 02 [ rm397 ]
0x4a, 0x04, // send 04 [ rm397 script? ]
SIG_ADDTOOFFSET(+12),
0x81, 0x02, // lag 02 [ rm397 ]
SIG_END
};
static const uint16 sq4FloppyPatchSoftwareStoreEasterEggs[] = {
PATCH_ADDTOOFFSET(+10),
0x81, 0x00, // lag 00 [ ego ]
PATCH_ADDTOOFFSET(+14),
0x81, 0x00, // lag 00 [ ego ]
PATCH_END
};
// In the laser beam hallway, the beams don't initialize their Look message
// correctly in the CD version. Instead of setting their lookStr property based
// on their loop, they set their noun property to the value it already has.
// This prevents the invisible beam message from ever occurring and prevents
// the visible beam message when re-entering the room.
//
// We fix this by setting the lookStr property for the correct message.
//
// Applies to: English PC CD
// Responsible methods: beam0:init, beam1:init, beam2:init
static const uint16 sq4CdSignatureLaserBeamMessages[] = {
SIG_MAGICDWORD,
0x63, 0x38, // pToa loop [ 1 if visible, 0 if invisible ]
0x31, 0x06, // bnt 06
0x35, 0x00, // ldi 00
0x65, 0x1a, // aTop noun [ noun = 0 (redundant) ]
0x33, 0x04, // jmp 04
0x35, 0x00, // ldi 00
0x65, 0x1a, // aTop noun [ noun = 0 (redundant) ]
SIG_END
};
static const uint16 sq4CdPatchLaserBeamMessages[] = {
PATCH_ADDTOOFFSET(+6),
0x35, 0x01, // ldi 01 [ "The laser beams glow in the smoky air." ]
0x33, 0x02, // jmp 02
0x35, 0x02, // ldi 02 [ "You see what looks like beam emitters, but no beams." ]
0x65, 0x66, // aTop lookStr
PATCH_END
};
// In the laser beam hallway in the CD version, the keypad doesn't rotate the
// beams by the correct amount at high CPU speeds. The faster the CPU speed,
// the less the beams rotate relative to the number entered by the user. This
// is a regression due to significant changes in the underlying Cycle class.
// Normally our speed throttler would take care of this, but the CD version
// also introduces an inner loop when the keypad is displayed.
//
// We fix this by calling kGameIsRestarting from within the keypad's inner
// loop so that speed throttling occurs and the rotation degrees are accurate.
//
// Applies to: English PC CD
// Responsible method: keyPad:doit
static const uint16 sq4CdSignatureLaserBeamSpeedThrottle[] = {
0x85, 0x00, // lat 00 [ redundant ]
SIG_MAGICDWORD,
0x4a, 0x04, // send 04 [ temp0 localize: ]
0x81, 0x4d, // lag 4d [ PseudoMouse ]
0x31, 0x11, // bnt 11 [ branch never taken ]
0x39, SIG_ADDTOOFFSET(+1), // pushi contains
0x78, // push1
0x36, // push [ PseudoMouse ]
SIG_END
};
static const uint16 sq4CdPatchLaserBeamSpeedThrottle[] = {
0x4a, 0x04, // send 04 [ temp0 localize: ]
0x78, // push1
0x76, // push0
0x43, 0x2c, 0x02, // callk GameIsRestarting 02
0x39, PATCH_GETORIGINALBYTE(+9), // pushi contains
0x78, // push1
0x89, 0x4d, // lsg 4d [ PseudoMouse ]
PATCH_END
};
// The Skate-O-Rama is well known for timer bugs in the CD version. Originally,
// the speed setting in SCI games controlled the speed of the entire game.
// In between the floppy and CD versions of SQ4 this was changed to control
// just ego's speed along with any specific actors that were programmed to use
// the speed value. This changed the fundamental nature of time from what SQ4
// had been developed against, but the Skate-O-Rama scripts weren't adjusted.
// As a result, most delays are instantaneous at high CPU speeds. But even at
// slow CPU speeds, the chase can't be completed unless the game speed is
// increased so that ego can move fast enough to escape the Sequel Police.
//
// The first problem is solved by the speed throttling we apply to all SCI games
// in kGameIsRestarting. The second problem is that Skate-O-Rama delays are in
// game cycles, which were originally relative to ego's speed, but now take a
// constant amount of time. New Rising Sun solved both problems by changing all
// all the cycle delays to tick delays (1/60th of a second) and multiplying
// them by the game speed global. (Speed is 1 to 15 with 1 being the fastest.)
// This makes the delays relative to ego as they were in the floppy version.
//
// We fix this by using NRS' solution of converting Skate-O-Rama cycle delays
// to tick delays relative to the game speed global. There are a *lot* of these
// delays and they're not all relevant so to keep things manageable only the
// practical chase delays are patched. This requires quite a few signatures
// even though most only differ by a constant. The code pattern we're targeting
// is just too short to have four common consecutive bytes for SIG_MAGICDWORD.
//
// Applies to: English PC CD
// Responsible methods: enterScript:changeState, enterAndShootEgo:changeState,
// shootEgo:changeState, swimAfterEgo:changeState,
// landScript:changeState, swimAndShoot:changeState,
// and egoFollowed:changeState in rooms 405, 406, 410, 411
// Fixes bug: #11038
static const uint16 sq4CdSignatureSkateORamaChaseDelays1[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0x65, 0x1a, // aTop cycles [ cycles = 1 ]
SIG_END
};
static const uint16 sq4CdPatchSkateORamaChaseDelays1[] = {
0x89, 0xc7, // lsg c7 [ game speed ]
0x69, 0x20, // sTop ticks [ ticks = 1 * game speed ]
PATCH_END
};
static const uint16 sq4CdSignatureSkateORamaChaseDelays2[] = {
SIG_MAGICDWORD,
0x35, 0x10, // ldi 10
0x65, 0x1a, // aTop cycles [ cycles = 16 ]
0x32, // jmp [ toss / ret ]
SIG_END
};
static const uint16 sq4CdSignatureSkateORamaChaseDelays3[] = {
SIG_MAGICDWORD,
0x35, 0x0e, // ldi 0e
0x65, 0x1a, // aTop cycles [ cycles = 14 ]
0x32, // jmp [ toss / ret ]
SIG_END
};
static const uint16 sq4CdSignatureSkateORamaChaseDelays4[] = {
SIG_MAGICDWORD,
0x35, 0x14, // ldi 14
0x65, 0x1a, // aTop cycles [ cycles = 20 ]
0x32, // jmp [ toss / ret ]
SIG_END
};
static const uint16 sq4CdSignatureSkateORamaChaseDelays5[] = {
SIG_MAGICDWORD,
0x35, 0x78, // ldi 78
0x65, 0x1a, // aTop cycles [ cycles = 120 ]
0x32, // jmp [ toss / ret ]
SIG_END
};
static const uint16 sq4CdPatchSkateORamaChaseDelays2_5[] = {
PATCH_ADDTOOFFSET(+2),
0x89, 0xc7, // lsg c7 [ game speed ]
0x06, // mul
0x65, 0x20, // aTop ticks [ ticks = acc * game speed ]
PATCH_END
};
static const uint16 sq4CdSignatureSkateORamaChaseDelays6[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 00
0x65, 0x14, // aTop state [ state = 0]
0x7a, // push2
0x39, 0x10, // pushi 10
0x39, 0x18, // pushi 18
0x43, 0x3c, 0x04, // callk Random 04
0x65, 0x1a, // aTop cycles [ cycles = Random(16, 24) ]
SIG_END // jmp [ toss / ret. room 405: 33 0e room 410: 32 0f 00 ]
};
static const uint16 sq4CdPatchSkateORamaChaseDelays6[] = {
0x76, // push0
0x69, 0x14, // sTop state [ state = 0 ]
0x7a, // push2
0x39, 0x10, // pushi 10
0x39, 0x18, // pushi 18
0x43, 0x3c, 0x04, // callk Random 04
0x89, 0xc7, // lsg c7 [ game speed ]
0x06, // mul
0x65, 0x20, // aTop ticks [ ticks = Random(16, 24) * game speed ]
PATCH_END
};
// During the Skate-O-Rama chase, leaving via the west exit (room 405) is almost
// impossible when the game speed is turned up in the CD version. When entering
// from the north (room 406) the Sequel Police appear almost instantly at which
// point ego can't escape. Although this scene is known for timer bugs, this is
// also caused by an inconsistent y coordinate between room 405 and the more
// commonly used east exit (room 410) which does not have this problem.
//
// In 410 the police aren't eligible to arrive until ego is below 70 but in 405
// the script sets that limit to only 30. Both rooms initialize ego to swim to
// 50 and their exits are symmetrical to each other. At high speeds, the timer
// in swimAfterEgo state 0 expires as the player gains control. In 405 this
// instantly kills the player because they're already below the threshold.
//
// We fix this by patching room 405's swimAfterEgo y coordinate to match the one
// in room 410. This isn't the only bug due to inconsistencies between these
// two rooms scripts. It appears that the east exit received more testing.
//
// This bug was originally reported as a crash due to ego being shot as they
// used the exit. It was addressed with extra speed throttling for the entire
// Skate-O-Rama, but I think that just made the conflict less likely. Now we
// patch the CD delays to be relative to game speed so that Skate-O-Rama can be
// completed at all speeds. There may still be a rare crash to reproduce and
// fix, although there have been many mall fixes since then.
//
// Applies to: All versions
// Responsible method: swimAfterEgo:changeState(1)
// Fixes bug: #5514
static const uint16 sq4SignatureSkateORamaChaseWestExit[] = {
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego y? ]
SIG_MAGICDWORD,
0x36, // push
0x35, 0x1e, // ldi 1e [ 30 ]
0x1e, // gt? [ ego:y > 30 ]
SIG_END
};
static const uint16 sq4PatchSkateORamaChaseWestExit[] = {
PATCH_ADDTOOFFSET(+5),
0x35, 0x46, // ldi 46 [ 70 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq4Signatures[] = {
{ true, 1, "Floppy: EGA intro delay fix", 2, sq4SignatureEgaIntroDelay, sq4PatchEgaIntroDelay },
{ true, 298, "Floppy: endless flight", 1, sq4FloppySignatureEndlessFlight, sq4FloppyPatchEndlessFlight },
{ true, 376, "Floppy: set sequel police description", 1, sq4FloppySignatureSequelPoliceDescription, sq4FloppyPatchSequelPoliceDescription },
{ true, 376, "Floppy: click atm card on sequel police fix", 1, sq4FloppySignatureClickAtmCardOnSequelPolice, sq4FloppyPatchClickAtmCardOnSequelPolice },
{ true, 376, "Floppy: throw stuff at sequel police fix", 1, sq4FloppySignatureThrowStuffAtSequelPolice, sq4FloppyPatchThrowStuffAtSequelPolice },
{ true, 700, "Floppy: throw stuff at sequel police fix", 1, sq4FloppySignatureThrowStuffAtSequelPolice, sq4FloppyPatchThrowStuffAtSequelPolice },
{ true, 40, "CD: unstable ordnance fix", 1, sq4CdSignatureUnstableOrdnance, sq4CdPatchUnstableOrdnance },
{ true, 45, "CD: walk in from below for room 45 fix", 1, sq4CdSignatureWalkInFromBelowRoom45, sq4CdPatchWalkInFromBelowRoom45 },
{ true, 105, "Floppy: sewer lockup fix", 1, sq4FloppySignatureSewerLockup, sq4FloppyPatchSewerLockup },
{ true, 105, "CD: sewer lockup fix", 1, sq4CDSignatureSewerLockup, sq4CDPatchSewerLockup },
{ true, 271, "NRS: removed room items fix", 1, sq4NrsSignatureRemovedRoomItems, sq4NrsPatchRemovedRoomItems },
{ true, 290, "CD: cedric easter egg fix", 1, sq4CdSignatureCedricEasterEgg, sq4CdPatchCedricEasterEgg },
{ true, 290, "CD: cedric lockup fix (1/2)", 1, sq4CdSignatureCedricLockup1, sq4CdPatchCedricLockup1 },
{ true, 290, "CD: cedric lockup fix (2/2)", 1, sq4CdSignatureCedricLockup2, sq4CdPatchCedricLockup2 },
{ true, 370, "CD: sock's sequel police hands-off fix", 1, sq4CdSignatureSocksSequelPoliceHandsOff, sq4CdPatchSocksSequelPoliceHandsOff },
{ true, 370, "CD: sock's door restore and message fix", 1, sq4CdSignatureSocksDoor, sq4CdPatchSocksDoor },
{ true, 370, "CD/Floppy: sock's sequel police flag fix (1/2)", 1, sq4SignatureSocksSequelPoliceFlag1, sq4PatchSocksSequelPoliceFlag1 },
{ true, 370, "CD/Floppy: sock's sequel police flag fix (2/2)", 1, sq4SignatureSocksSequelPoliceFlag2, sq4PatchSocksSequelPoliceFlag2 },
{ true, 371, "CD/Floppy: sock's dressing room obstacles fix", 1, sq4SignatureSocksDressingRoomObstacles, sq4PatchSocksDressingRoomObstacles },
{ false, 370, "Amiga: dress purchase flag check fix", 1, sq4AmigaSignatureDressPurchaseFlagCheck, sq4AmigaPatchDressPurchaseFlagCheck },
{ false, 371, "Amiga: dress purchase flag clear fix", 1, sq4AmigaSignatureDressPurchaseFlagClear, sq4AmigaPatchDressPurchaseFlagClear },
{ false, 386, "Amiga: dress purchase flag check fix", 1, sq4AmigaSignatureDressPurchaseFlagCheck, sq4AmigaPatchDressPurchaseFlagCheck },
{ true, 381, "CD: big and tall room description", 1, sq4CdSignatureBigAndTallDescription, sq4CdPatchBigAndTallDescription },
{ true, 385, "CD: monolith burger door message fix", 1, sq4CdSignatureMonolithBurgerDoor, sq4CdPatchMonolithBurgerDoor },
{ true, 390, "CD: hz so good sequel police lockup fix", 1, sq4CdSignatureHzSoGoodSequelPoliceLockup, sq4CdPatchHzSoGoodSequelPoliceLockup },
{ true, 390, "CD: hz so good sequel police cycler fix", 1, sq4CdSignatureHzSoGoodSequelPoliceCycler, sq4CdPatchHzSoGoodSequelPoliceCycler },
{ true, 391, "CD: missing Audio for universal remote control", 1, sq4CdSignatureMissingAudioUniversalRemote, sq4CdPatchMissingAudioUniversalRemote },
{ true, 396, "CD: get points for changing back clothes fix", 1, sq4CdSignatureGetPointsForChangingBackClothes, sq4CdPatchGetPointsForChangingBackClothes },
{ true, 397, "Floppy: software clerk message fix", 1, sq4FloppySignatureSoftwareClerkMessage, sq4FloppyPatchSoftwareClerkMessage },
{ true, 397, "Floppy: software store easter eggs fix", 1, sq4FloppySignatureSoftwareStoreEasterEggs, sq4FloppyPatchSoftwareStoreEasterEggs },
{ true, 405, "skate-o-rama chase west exit", 1, sq4SignatureSkateORamaChaseWestExit, sq4PatchSkateORamaChaseWestExit },
{ true, 405, "CD: skate-o-rama chase delays", 7, sq4CdSignatureSkateORamaChaseDelays1, sq4CdPatchSkateORamaChaseDelays1 },
{ true, 405, "CD: skate-o-rama chase delays", 1, sq4CdSignatureSkateORamaChaseDelays2, sq4CdPatchSkateORamaChaseDelays2_5 },
{ true, 405, "CD: skate-o-rama chase delays", 1, sq4CdSignatureSkateORamaChaseDelays3, sq4CdPatchSkateORamaChaseDelays2_5 },
{ true, 405, "CD: skate-o-rama chase delays", 1, sq4CdSignatureSkateORamaChaseDelays4, sq4CdPatchSkateORamaChaseDelays2_5 },
{ true, 405, "CD: skate-o-rama chase delays", 1, sq4CdSignatureSkateORamaChaseDelays5, sq4CdPatchSkateORamaChaseDelays2_5 },
{ true, 405, "CD: skate-o-rama chase delays", 1, sq4CdSignatureSkateORamaChaseDelays6, sq4CdPatchSkateORamaChaseDelays6 },
{ true, 406, "CD: skate-o-rama chase delays", 3, sq4CdSignatureSkateORamaChaseDelays1, sq4CdPatchSkateORamaChaseDelays1 },
{ true, 410, "CD: skate-o-rama chase delays", 7, sq4CdSignatureSkateORamaChaseDelays1, sq4CdPatchSkateORamaChaseDelays1 },
{ true, 410, "CD: skate-o-rama chase delays", 1, sq4CdSignatureSkateORamaChaseDelays2, sq4CdPatchSkateORamaChaseDelays2_5 },
{ true, 410, "CD: skate-o-rama chase delays", 1, sq4CdSignatureSkateORamaChaseDelays3, sq4CdPatchSkateORamaChaseDelays2_5 },
{ true, 410, "CD: skate-o-rama chase delays", 1, sq4CdSignatureSkateORamaChaseDelays4, sq4CdPatchSkateORamaChaseDelays2_5 },
{ true, 410, "CD: skate-o-rama chase delays", 1, sq4CdSignatureSkateORamaChaseDelays5, sq4CdPatchSkateORamaChaseDelays2_5 },
{ true, 410, "CD: skate-o-rama chase delays", 1, sq4CdSignatureSkateORamaChaseDelays6, sq4CdPatchSkateORamaChaseDelays6 },
{ true, 411, "CD: skate-o-rama chase delays", 3, sq4CdSignatureSkateORamaChaseDelays1, sq4CdPatchSkateORamaChaseDelays1 },
{ true, 405, "CD/Floppy: zero gravity blast fix", 1, sq4SignatureZeroGravityBlast, sq4PatchZeroGravityBlast },
{ true, 406, "CD/Floppy: zero gravity blast fix", 1, sq4SignatureZeroGravityBlast, sq4PatchZeroGravityBlast },
{ true, 410, "CD/Floppy: zero gravity blast fix", 1, sq4SignatureZeroGravityBlast, sq4PatchZeroGravityBlast },
{ true, 411, "CD/Floppy: zero gravity blast fix", 1, sq4SignatureZeroGravityBlast, sq4PatchZeroGravityBlast },
{ false, 531, "CD: disable timepod code for removed room", 1, sq4CdSignatureRemovedRoomTimepodCode, sq4CdPatchRemovedRoomTimepodCode },
{ true, 541, "CD: laser beam messages", 3, sq4CdSignatureLaserBeamMessages, sq4CdPatchLaserBeamMessages },
{ true, 541, "CD: laser beam speed throttle", 1, sq4CdSignatureLaserBeamSpeedThrottle, sq4CdPatchLaserBeamSpeedThrottle },
{ true, 545, "CD: vohaul pocketpal text+speech fix", 1, sq4CdSignatureVohaulPocketPalTextSpeech, sq4CdPatchVohaulPocketPalTextSpeech },
{ true, 610, "CD: biker bar door fix", 1, sq4CdSignatureBikerBarDoor, sq4CdPatchBikerBarDoor },
{ true, 610, "CD: biker hands-on fix", 3, sq4CdSignatureBikerHandsOn, sq4CdPatchBikerHandsOn },
{ true, 611, "CD: biker hands-on fix", 1, sq4CdSignatureBikerHandsOn, sq4CdPatchBikerHandsOn },
{ true, 612, "CD: biker hands-on fix", 2, sq4CdSignatureBikerHandsOn, sq4CdPatchBikerHandsOn },
{ true, 613, "CD: biker hands-on fix", 2, sq4CdSignatureBikerHandsOn, sq4CdPatchBikerHandsOn },
{ true, 614, "CD: biker hands-on fix", 1, sq4CdSignatureBikerHandsOn, sq4CdPatchBikerHandsOn },
{ true, 613, "CD: biker timepod message fix", 1, sq4CdSignatureBikerTimepodMessage, sq4CdPatchBikerTimepodMessage },
{ true, 700, "CD: red shopper message fix", 1, sq4CdSignatureRedShopperMessageFix, sq4CdPatchRedShopperMessageFix },
{ true, 701, "CD: getting shot, while getting rope", 1, sq4CdSignatureGettingShotWhileGettingRope, sq4CdPatchGettingShotWhileGettingRope },
{ true, 706, "CD: biker crouch verb fix", 2, sq4CdSignatureBikerCrouchVerb, sq4CdPatchBikerCrouchVerb },
{ true, 0, "CD: Babble icon speech and subtitles fix", 1, sq4CdSignatureBabbleIcon, sq4CdPatchBabbleIcon },
{ true, 803, "disable speed test", 1, sci01SpeedTestLocalSignature, sci01SpeedTestLocalPatch },
{ true, 818, "CD: Speech and subtitles option", 1, sq4CdSignatureTextOptions, sq4CdPatchTextOptions },
{ true, 818, "CD: Speech and subtitles option button", 1, sq4CdSignatureTextOptionsButton, sq4CdPatchTextOptionsButton },
{ true, 928, "CD: Narrator lockup fix", 1, ecoquest1Sq4CdNarratorLockupSignature, ecoquest1Sq4CdNarratorLockupPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// When you leave Ulence Flats, another timepod is supposed to appear.
// On fast machines, that timepod appears fully immediately and then
// starts to appear like it should be. That first appearance is caused
// by the scripts setting an invalid cel number and the machine being
// so fast that there is no time for another script to actually fix
// the cel number. On slower machines, the cel number gets fixed
// by the cycler and that's why only fast machines are affected.
// The same issue happens in Sierra SCI.
// We simply set the correct starting cel number to fix the bug.
// Responsible method: robotIntoShip::changeState(9)
static const uint16 sq1vgaSignatureUlenceFlatsTimepodGfxGlitch[] = {
0x39,
SIG_MAGICDWORD, SIG_SELECTOR8(cel), // pushi cel
0x78, // push1
0x39, 0x0a, // pushi 0x0a (set ship::cel to 10)
0x38, SIG_UINT16(0x00a0), // pushi 0x00a0 (ship::setLoop)
SIG_END
};
static const uint16 sq1vgaPatchUlenceFlatsTimepodGfxGlitch[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x09, // pushi 0x09 (set ship::cel to 9)
PATCH_END
};
// In Ulence Flats, there is a space ship that you will use in room 45.
// Near that space ship are 2 force field generators. When you look at the top
// of those generators, the game will crash. This happens also in Sierra SCI.
// It's caused by a branch that goes out of bounds.
//
// This was due to a compiler bug that produced bogus bnt targets when the body
// of the last switch or cond condition was empty. These appear in other games
// but in each case the final condition always evaluated to true, or was never
// reached, and so the bug went unnoticed. In this case it appears that the
// intended body of the else statement was a call to super:doVerb but instead
// it was entered as the final condition. This created an empty body and a
// condition which happened to evaluate to zero, and so a bogus branch was
// finally taken and crashed. The script was fixed in later versions and the
// compiler was fixed to no longer emit these broken bnt instructions.
//
// We fix this by patching out the bogus branch instruction.
//
// Applies to: English PC VGA
// Responsible method: radar1::doVerb
// Fixes bug: #6816
static const uint16 sq1vgaSignatureUlenceFlatsGeneratorGlitch[] = {
SIG_MAGICDWORD, 0x1a, // eq?
0x30, SIG_UINT16(0xcdf4), // bnt [absolute 0xf000]
SIG_END
};
static const uint16 sq1vgaPatchUlenceFlatsGeneratorGlitch[] = {
PATCH_ADDTOOFFSET(+1),
0x32, PATCH_UINT16(0x0000), // jmp 0x0000 (waste bytes)
PATCH_END
};
// Showing the Sarien droid the ID card three times is supposed to kill you,
// but the script is missing a line and compares the number three against the
// DeltaurRegion class instead of its timesShownID property. In SSCI this
// comparison happened to pass and you would never be killed. In ScummVM,
// comparing this object to an integer fails and you're killed the first time.
//
// We fix this by re-ordering the instructions so that timesShownID is tested
// correctly. Sierra fixed this in later versions.
//
// Applies to at least: English PC VGA
// Responsible method: egoShowsCard:changeState(2)
static const uint16 sq1vgaSignatureEgoShowsCard[] = {
0x38, SIG_ADDTOOFFSET(+2), // pushi timesShownID
0x78, // push1
0x38, SIG_ADDTOOFFSET(+2), // pushi 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, SIG_MAGICDWORD, 0x06, // send 0x06 (set timesShownID)
0x36, // push (wrong, acc clobbered by class, above)
0x35, 0x03, // ldi 0x03
0x22, // lt?
SIG_END
};
static const uint16 sq1vgaPatchEgoShowsCard[] = {
0x38, PATCH_GETORIGINALUINT16(+1), // pushi 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_GETORIGINALUINT16(+1), // pushi timesShownID
0x78, // push1
0x36, // push
0x51, 0x7c, // class DeltaurRegion
0x4a, 0x06, // send 0x06 (set timesShownID)
0x35, 0x03, // ldi 0x03
0x22, // lt?
PATCH_END
};
// The spider droid on planet Korona has a fixed movement speed,
// which is way faster than the default movement speed of ego.
// This means that the player would have to turn up movement speed,
// otherwise it will be impossible to escape it.
// We fix this issue by making the droid move a bit slower than ego
// does (relative to movement speed setting).
//
// Applies to at least: English PC floppy
// Responsible method: spider::doit
static const uint16 sq1vgaSignatureSpiderDroidTiming[] = {
SIG_MAGICDWORD,
0x63, 0x4e, // pToa script
0x30, SIG_UINT16(0x0005), // bnt [further method code]
0x35, 0x00, // ldi 00
0x32, SIG_UINT16(0x0062), // jmp [super-call]
0x38, SIG_UINT16(0x0088), // pushi 0088h (script)
0x76, // push0
0x81, 0x02, // lag global[2] (current room)
0x4a, 0x04, // send 04 (get room script)
0x30, SIG_UINT16(0x0005), // bnt [further method code]
0x35, 0x00, // ldi 00
0x32, SIG_UINT16(0x0052), // jmp [super-call]
0x89, 0xa6, // lsg global[a6] (set to 1 when ego went up the skeleton tail, set to 2 when going down)
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0012), // bnt [PChase set code] (when global[A6] != 1)
0x81, 0xb5, // lag global[b5]
0x30, SIG_UINT16(0x000d), // bnt [PChase set code] (when global[B5] == 0)
0x38, SIG_UINT16(0x008c), // pushi 008c
0x78, // push1
0x72, SIG_UINT16(0x1cb6), // lofsa moveToPath
0x36, // push
0x54, 0x06, // self 06
0x32, SIG_UINT16(0x0038), // jmp [super-call]
// PChase set call
0x81, 0xb5, // lag global[B5]
0x18, // not
0x30, SIG_UINT16(0x0032), // bnt [super-call] (when global[B5] != 0)
// followed by:
// is spider in current room
// is global[A6h] == 2? -> set PChase
SIG_END
}; // 58 bytes)
// global[A6h] != 1 (did NOT went up the skeleton)
// global[B5h] = 0 -> set PChase
// global[B5h] != 0 -> do not do anything
// global[A6h] = 1 (did went up the skeleton)
// global[B5h] = 0 -> set PChase
// global[B5h] != 0 -> set moveToPath
static const uint16 sq1vgaPatchSpiderDroidTiming[] = {
0x63, 0x4e, // pToa script
0x2f, 0x68, // bt [super-call]
0x38, PATCH_UINT16(0x0088), // pushi 0088 (script)
0x76, // push0
0x81, 0x02, // lag global[2] (current room)
0x4a, 0x04, // send 04
0x2f, 0x5e, // bt [super-call]
// --> 12 bytes saved
// new code
0x38, PATCH_UINT16(0x0176), // pushi 0176 (egoMoveSpeed)
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04 - sq1::egoMoveSpeed
0x36, // push
0x36, // push
0x35, 0x03, // ldi 03
0x0c, // shr
0x02, // add --> egoMoveSpeed + (egoMoveSpeed >> 3)
0x39, 0x01, // pushi 01 (waste 1 byte)
0x02, // add --> egoMoveSpeed++
0x65, 0x4c, // aTop cycleSpeed
0x65, 0x5e, // aTop moveSpeed
// new code end
0x81, 0xb5, // lag global[B5]
0x31, 0x13, // bnt [PChase code chunk]
0x89, 0xa6, // lsg global[A6]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x3e, // bnt [super-call]
0x38, PATCH_UINT16(0x008c), // pushi 008c
0x78, // push1
0x72, PATCH_UINT16(0x1cb6), // lofsa moveToPath
0x36, // push
0x54, 0x06, // self 06 - spider::setScript(movePath)
0x33, 0x32, // jmp [super-call]
// --> 9 bytes saved
PATCH_END
};
// In room 28, Orat's sounds are re-played on every game cycle and interrupt
// themselves, causing stuttering effects. There are two sounds that doit
// methods play depending on their actor's current cel: Orat growling and ego
// getting bounced. orat:doit and noticeEgo:doit attempt to only play their
// sounds once per cel change but they both use the same local variable to
// store the previous cel and overwrite each other's value on every cycle.
//
// We fix this by patching noticeEgo to use its register property instead of the
// local variable that orat also uses.
//
// Applies to: All versions
// Responsible method: noticeEgo::doit
static const uint16 sq1vgaSignatureOratSounds[] = {
SIG_MAGICDWORD,
0x8b, 0x07, // lsl 07
0x39, SIG_SELECTOR8(cel), // pushi cel
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego cel? ]
0x1c, // ne?
SIG_ADDTOOFFSET(+177),
0x39, SIG_SELECTOR8(cel), // pushi cel
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego cel? ]
0xa3, 0x07, // sal 07
SIG_END
};
static const uint16 sq1vgaPatchOratSounds[] = {
0x67, 0x1a, // pTos register
PATCH_ADDTOOFFSET(+192),
0x65, 0x1a, // aTop register
PATCH_END
};
// In room 64 on the Sarien ship with the star generator, most objects don't
// display their Look messages. Their doVerb methods have a structure that
// fails to call super:doVerb when the verb isn't inventory.
//
// We fix this by patching out the inventory tests in the broken doVerb methods.
// Note that this technique only works because these doVerb methods don't have
// handlers for item zero: the data cartridge. This patch must not be applied
// to the Spanish version as it doesn't use the lookStr properties and instead
// displays messages with extra code.
//
// Applies to: All versions except Spanish
// Responsible methods: rm64:doVerb, upperLanding:doVerb, emitter:doVerb, tubes:doVerb,
// space:doVerb, leftShieldEmitter:doVerb, rightShieldEmitter:doVerb
static const uint16 sq1vgaSignatureRoom64Verbs[] = {
SIG_MAGICDWORD,
0x8f, 0x01, // lsp 01 [ verb ]
0x35, 0x04, // ldi 04 [ inventory ]
0x1a, // eq?
0x30, SIG_ADDTOOFFSET(+2), // bnt [ end of method ]
0x8f, 0x02, // lsp 02 [ item number ]
SIG_END
};
static const uint16 sq1vgaPatchRoom64Verbs[] = {
0x33, 0x06, // jmp 06 [ skip inventory verb check ]
PATCH_END
};
// Room 46 at the back of Droids B Us doesn't display the Look messages for its
// building or or signs. All three of these objects omit passing the verb to
// super:doVerb. store:doVerb has an extra bug and does this even after
// responding to other verbs, causing the red X cursor after their message.
//
// We fix this by patching the &rest instructions to include all the parameters
// and patching store:doVerb to only call super:doVerb if it hasn't already
// printed a message.
//
// Applies to: All versions, although the store and giraffe were later fixed.
// Responsible methods: store:doVerb, giraffe:doVerb, pickupSign:doVerb
static const uint16 sq1vgaSignatureRoom46Verbs1[] = {
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x0009), // jmp 0009
0x38, SIG_SELECTOR16(doVerb), // pushi doVerb
0x76, // push0
0x59, 0x02, // &rest 02 [ bug: skips first parameter ]
0x57, SIG_ADDTOOFFSET(+1), 0x04, // super Feature 04
SIG_END
};
static const uint16 sq1vgaPatchRoom46Verbs1[] = {
PATCH_ADDTOOFFSET(+7),
0x59, 0x01, // &rest 01 [ include all parameters ]
PATCH_END
};
static const uint16 sq1vgaSignatureRoom46Verbs2[] = {
0x30, SIG_UINT16(0x0009), // bnt 0009
SIG_ADDTOOFFSET(+9),
SIG_MAGICDWORD,
0x3a, // toss
0x38, SIG_SELECTOR16(doVerb), // pushi doVerb [ bug: always called ]
0x76, // push0
0x59, 0x02, // &rest 02 [ bug: skips first parameter ]
0x57, SIG_ADDTOOFFSET(+1), 0x04, // super Feature 04
0x48, // ret
SIG_ADDTOOFFSET(+0xb4),
0x38, SIG_SELECTOR16(doVerb), // pushi doVerb
0x76, // push0
0x59, 0x01, // &rest 01 [ patched ]
0x57, SIG_ADDTOOFFSET(+1), 0x04, // super Feature 04
0x3a, // toss
0x48, // ret
SIG_END
};
static const uint16 sq1vgaPatchRoom46Verbs2[] = {
0x30, PATCH_UINT16(0x00c8), // bnt 00c8 [ super doVerb: &rest, toss, ret ]
PATCH_ADDTOOFFSET(+10),
0x48, // ret
PATCH_END
};
// Clicking Do on the smallest of the three boxes of robot parts outside of
// Droids B Us will sometimes send ego walking off into the forcefield instead
// of opening the box. The script sets box1:approachVerbs on the second click
// for no reason. We fix this as Sierra did by removing the approachVerbs.
//
// Applies to: English PC VGA
// Responsible method: box1:doVerb
static const uint16 sq1vgaSignatureRobotBoxApproachVerbs[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(approachVerbs),// pushi approachVerbs
0x7a, // push2
0x39, 0x03, // pushi 03 [ Do ]
0x39, 0x04, // pushi 04 [ Inventory ]
0x54, 0x08, // self 08 [ self approachVerbs: 3 4 ]
SIG_END
};
static const uint16 sq1vgaPatchRobotBoxApproachVerbs[] = {
0x32, PATCH_UINT16(0x0007), // jmp 0007 [ skip setting approachVerbs ]
PATCH_END
};
// The message for tasting the pink ship in room 40 doesn't display because the
// function name was forgotten in the script. This was fixed in later versions.
//
// Applies to: English PC VGA
// Responsible method: pinkShip:doVerb
static const uint16 sq1vgaSignatureTastePinkShip[] = {
0x47, 0xff, 0x00, 0x04, // calle proc255_0 04 [ Print ]
SIG_ADDTOOFFSET(+10),
SIG_MAGICDWORD,
0x39, 0x28, // pushi 28
0x35, 0x10, // ldi 10
0x32, SIG_UINT16(0x000b), // jmp 000b
SIG_END
};
static const uint16 sq1vgaPatchTastePinkShip[] = {
PATCH_ADDTOOFFSET(+14),
0x7a, // push2
0x39, 0x28, // pushi 28
0x39, 0x10, // pushi 10
0x33, 0xeb, // jmp eb [ Print ]
PATCH_END
};
// Looking at Tiny's sign causes the animated part of the sign to teleport to
// the cursor position. The Features in this game that are defined by control
// areas tend to update their coordinates to the click position so that ego
// will always turn to face the exact spot that was clicked. tinysign is a Prop
// with a view and shouldn't have this code in its doVerb method.
//
// We fix this as Sierra did by removing the coordinate code from tinysign.
//
// Applies to: English PC VGA
// Responsible method: tinysign:doVerb
static const uint16 sq1vgaSignatureTinysSign[] = {
0x39, SIG_SELECTOR8(x), // pushi x
0x76, // push0
0x38, SIG_SELECTOR16(curEvent), // pushi curEvent
SIG_ADDTOOFFSET(+20),
0x4a, 0x04, // send 04 [ Event y? ]
0x65, 0x0a, // aTop y
SIG_ADDTOOFFSET(+10),
SIG_MAGICDWORD,
0x39, 0x28, // pushi 28
0x76, // push0
0x47, 0xff, 0x00, 0x04, // calle proc0_255 04 [ Print 28 0 ]
SIG_END
};
static const uint16 sq1vgaPatchTinysSign[] = {
0x33, 0x1c, // jmp 1c [ skip changing coordinates ]
PATCH_END
};
// The two bar patrons on the right are supposed to animate when the detail
// slider is set to highest, but the detail test is wrong. Instead they do
// the opposite and animate at every detail setting except highest.
//
// We fix the test to match the detailLevel of triGirl and slugGuy (three).
//
// Applies to: All versions
// Responsible method: rm43:init
static const uint16 sq1vgaSignatureBarPatronAnimation[] = {
0x38, SIG_ADDTOOFFSET(+2), // pushi detailLevel
0x76, // push0
0x81, 0x01, // lag 01
0x4a, 0x04, // send 04 [ sq1 detailLevel? ]
SIG_MAGICDWORD,
0x36, // push
0x35, 0x02, // ldi 02
0x24, // le? [ sq1:detailLevel <= 2 ]
SIG_END
};
static const uint16 sq1vgaPatchBarPatronAnimation[] = {
PATCH_ADDTOOFFSET(+11),
0x1e, // gt? [ sq1:detailLevel > 2 ]
PATCH_END
};
// On the Deltaur, clicking Look or Do or Taste on various things cycles through
// a different message each time, but repeated off-by-one errors prevent the
// last message from displaying. We fix the off-by-one errors.
//
// Applies to: All versions
// Responsible method: RegionFeature:doVerb
static const uint16 sq1vgaSignatureDeltaurMessages1[] = {
SIG_MAGICDWORD,
0xc3, 0xc3, // +al c3
0x36, // push
0x35, 0x06, // ldi 06 [ should be 7 ]
SIG_END
};
static const uint16 sq1vgaSignatureDeltaurMessages2[] = {
SIG_MAGICDWORD,
0xc3, 0xc6, // +al c6
0x36, // push
0x35, 0x04, // ldi 04 [ should be 5 ]
SIG_END
};
static const uint16 sq1vgaSignatureDeltaurMessages3[] = {
SIG_MAGICDWORD,
0xc3, 0xc2, // +al c2
0x36, // push
0x35, 0x05, // ldi 05 [ should be 6 ]
SIG_END
};
static const uint16 sq1vgaPatchDeltaurMessages[] = {
PATCH_ADDTOOFFSET(+3),
0x35, PATCH_GETORIGINALBYTEADJUST(+4, +1), // ldi XX + 1
PATCH_END
};
// The Russian version of SQ1VGA has mangled class names in its scripts. This
// isn't a problem in Sierra's interpreter since this is just metadata, but our
// feature detection code looks up several classes by name and requires them to
// exist. We fix this by patching the Motion, Rm, and Sound strings back to
// their original values.
//
// Applies to: Russian PC Floppy
// Fixes bug: #10156
static const uint16 sq1vgaSignatureRussianMotionName[] = {
SIG_MAGICDWORD,
0x2A, 0x4D, 0x6F, 0x74, 0x69, // *Motion.
0x6F, 0x6E, 0x20,
SIG_END
};
static const uint16 sq1vgaPatchRussianMotionName[] = {
0x4D, 0x6F, 0x74, 0x69, 0x6F, // Motion
0x6E, 0x00,
PATCH_END
};
static const uint16 sq1vgaSignatureRussianRmName[] = {
SIG_MAGICDWORD,
0x2a, 0x52, 0x6d, 0x00, // *Rm
SIG_END
};
static const uint16 sq1vgaPatchRussianRmName[] = {
0x52, 0x6d, 0x00, // Rm
PATCH_END
};
static const uint16 sq1vgaSignatureRussianSoundName[] = {
SIG_MAGICDWORD,
0x87, 0xa2, 0xe3, 0xaa, 0x00, 0x00, // ....
SIG_END
};
static const uint16 sq1vgaPatchRussianSoundName[] = {
0x53, 0x6f, 0x75, 0x63, 0x64, // Sound
PATCH_END
};
// The Spanish version of SQ1VGA introduces the same script bug forty times.
// Clicking Look on things throughout the game displays their message followed
// by the wrong message or a red X cursor.
//
// Originally, SQ1VGA stored most Look messages in the lookStr property of each
// Feature. These messages are automatically shown by Feature:doVerb and don't
// require explicit handling in individual doVerb methods, unlike other verbs.
// In the Spanish version almost every Look message was removed from lookStr.
// Explicit checks were added to the doVerbs to test for Look and print the
// message. Forty of these were done incorrectly. Instead of integrating a Look
// handler into the existing code, "if Look then Print" was added to the start
// of the doVerb method without returning, allowing the rest of the existing
// code to run as if nothing had happened. This results in default handlers
// being called after the Look message and displaying a second message that
// doesn't apply, or some other unexpected behavior.
//
// We fix this by adding the missing return statement to every broken doVerb.
// This is a messy problem because some of these were written with switch
// statements, others with if, and different instruction sizes necessitate
// different versions of each signature and patch. Still, we can narrow this
// down to five patches: three for switch statements and two for if statements.
// Out of caution, we only enable these patches on the Spanish version since
// the signatures are somewhat generic and touch a lot of scripts.
//
// Applies to: Spanish PC only
// Responsible methods: Far too many doVerb methods to list
static const uint16 sq1vgaSignatureSpanishMessages1[] = {
0x8f, 0x01, // lsp 01
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x30, SIG_UINT16(0x0008), // bnt 0008
0x7a, // push2
SIG_ADDTOOFFSET(+3),
0x47, SIG_MAGICDWORD, 0xff, 0x00, 0x04, // calle proc255_0 04 [ Print ]
0x3a, // toss
SIG_END
};
static const uint16 sq1vgaPatchSpanishMessages1[] = {
0x8e, PATCH_UINT16(0x0001), // lsp 0001
PATCH_ADDTOOFFSET(+3),
0x30, PATCH_UINT16(0x0009), // bnt 0009
PATCH_ADDTOOFFSET(+8),
0x48, // ret [ return after Print ]
PATCH_END
};
static const uint16 sq1vgaSignatureSpanishMessages2[] = {
0x8f, 0x01, // lsp 01
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x30, SIG_UINT16(0x0009), // bnt 0009
0x7a, // push2
SIG_ADDTOOFFSET(+4),
0x47, SIG_MAGICDWORD, 0xff, 0x00, 0x04, // calle proc255_0 04 [ Print ]
0x3a, // toss
SIG_END
};
static const uint16 sq1vgaPatchSpanishMessages2[] = {
0x8e, PATCH_UINT16(0x0001), // lsp 0001
PATCH_ADDTOOFFSET(+3),
0x30, PATCH_UINT16(0x000a), // bnt 000a
PATCH_ADDTOOFFSET(+9),
0x48, // ret [ return after Print ]
PATCH_END
};
static const uint16 sq1vgaSignatureSpanishMessages3[] = {
0x8f, 0x01, // lsp 01
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x30, SIG_UINT16(0x000a), // bnt 000a
0x7a, // push2
SIG_ADDTOOFFSET(+5),
0x47, SIG_MAGICDWORD, 0xff, 0x00, 0x04, // calle proc255_0 04 [ Print ]
0x3a, // toss
SIG_END
};
static const uint16 sq1vgaPatchSpanishMessages3[] = {
0x8e, PATCH_UINT16(0x0001), // lsp 0001
PATCH_ADDTOOFFSET(+3),
0x30, PATCH_UINT16(0x000b), // bnt 000b
PATCH_ADDTOOFFSET(+10),
0x48, // ret [ return after Print ]
PATCH_END
};
static const uint16 sq1vgaSignatureSpanishMessages4[] = {
SIG_MAGICDWORD,
0x8f, 0x01, // lsp 01
0x35, 0x02, // ldi 02
0x1a, // eq?
0x30, SIG_UINT16(0x0008), // bnt 0008
0x7a, // push2
SIG_ADDTOOFFSET(+3),
0x47, 0xff, 0x00, 0x04, // calle proc255_0 04 [ Print ]
SIG_END
};
static const uint16 sq1vgaPatchSpanishMessages4[] = {
PATCH_ADDTOOFFSET(+5),
0x31, 0x09, // bnt 09
0x7a, // push2
PATCH_GETORIGINALBYTE(+9),
PATCH_GETORIGINALBYTE(+10),
PATCH_GETORIGINALBYTE(+11),
0x47, 0xff, 0x00, 0x04, // calle proc255_0 04 [ Print ]
0x48, // ret [ return after Print ]
PATCH_END
};
static const uint16 sq1vgaSignatureSpanishMessages5[] = {
SIG_MAGICDWORD,
0x8f, 0x01, // lsp 01
0x35, 0x02, // ldi 02
0x1a, // eq?
0x30, SIG_UINT16(0x0009), // bnt 0009
0x7a, // push2
SIG_ADDTOOFFSET(+4),
0x47, 0xff, 0x00, 0x04, // calle proc255_0 04 [ Print ]
SIG_END
};
static const uint16 sq1vgaPatchSpanishMessages5[] = {
PATCH_ADDTOOFFSET(+5),
0x31, 0x0a, // bnt 0a
0x7a, // push2
PATCH_GETORIGINALBYTE(+9),
PATCH_GETORIGINALBYTE(+10),
PATCH_GETORIGINALBYTE(+11),
PATCH_GETORIGINALBYTE(+12),
0x47, 0xff, 0x00, 0x04, // calle proc255_0 04 [ Print ]
0x48, // ret [ return after Print ]
PATCH_END
};
// The PC EGA and Amiga versions contain an active debugging hotkey, ALT+N,
// which either crashes the game by trying to load the missing sysLogger script
// or brings up a series of unskippable bug-reporting dialogs and crashes in
// other ways. As in GK2, we just patch this out.
//
// Applies to: English PC EGA, Amiga
// Responsible method: sq1:handleEvent
static const uint16 sq1vgaSysLoggerHotKeySignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x3100), // ldi 3100 [ ALT+N ]
0x1a, // eq?
0x30, // bnt
SIG_END
};
static const uint16 sq1vgaSysLoggerHotKeyPatch[] = {
PATCH_ADDTOOFFSET(+4),
0x32, // jmp
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq1vgaSignatures[] = {
{ true, 0, "remove alt+n syslogger hotkey", 1, sq1vgaSysLoggerHotKeySignature, sq1vgaSysLoggerHotKeyPatch },
{ true, 28, "orat sounds", 1, sq1vgaSignatureOratSounds, sq1vgaPatchOratSounds },
{ true, 40, "taste pink ship", 1, sq1vgaSignatureTastePinkShip, sq1vgaPatchTastePinkShip },
{ true, 40, "tiny's sign", 1, sq1vgaSignatureTinysSign, sq1vgaPatchTinysSign },
{ true, 43, "bar patron animation", 1, sq1vgaSignatureBarPatronAnimation, sq1vgaPatchBarPatronAnimation },
{ true, 45, "Ulence Flats: timepod graphic glitch", 1, sq1vgaSignatureUlenceFlatsTimepodGfxGlitch, sq1vgaPatchUlenceFlatsTimepodGfxGlitch },
{ true, 45, "Ulence Flats: force field generator glitch", 1, sq1vgaSignatureUlenceFlatsGeneratorGlitch, sq1vgaPatchUlenceFlatsGeneratorGlitch },
{ true, 46, "room 46 verbs", 2, sq1vgaSignatureRoom46Verbs1, sq1vgaPatchRoom46Verbs1 },
{ true, 46, "room 46 verbs", 1, sq1vgaSignatureRoom46Verbs2, sq1vgaPatchRoom46Verbs2 },
{ true, 46, "robot box approach verbs", 1, sq1vgaSignatureRobotBoxApproachVerbs, sq1vgaPatchRobotBoxApproachVerbs },
{ true, 58, "Sarien armory droid zapping ego first time", 1, sq1vgaSignatureEgoShowsCard, sq1vgaPatchEgoShowsCard },
{ true, 64, "room 64 verbs", 7, sq1vgaSignatureRoom64Verbs, sq1vgaPatchRoom64Verbs },
{ true, 703, "deltaur messages", 1, sq1vgaSignatureDeltaurMessages1, sq1vgaPatchDeltaurMessages },
{ true, 703, "deltaur messages", 1, sq1vgaSignatureDeltaurMessages2, sq1vgaPatchDeltaurMessages },
{ true, 703, "deltaur messages", 1, sq1vgaSignatureDeltaurMessages3, sq1vgaPatchDeltaurMessages },
{ true, 704, "spider droid timing issue", 1, sq1vgaSignatureSpiderDroidTiming, sq1vgaPatchSpiderDroidTiming },
{ true, 803, "disable speed test", 1, sci01SpeedTestLocalSignature, sci01SpeedTestLocalPatch },
{ true, 989, "rename russian Sound class", 1, sq1vgaSignatureRussianSoundName, sq1vgaPatchRussianSoundName },
{ true, 992, "rename russian Motion class", 1, sq1vgaSignatureRussianMotionName, sq1vgaPatchRussianMotionName },
{ true, 994, "rename russian Rm class", 1, sq1vgaSignatureRussianRmName, sq1vgaPatchRussianRmName },
{ false, 3, "spanish messages", 7, sq1vgaSignatureSpanishMessages2, sq1vgaPatchSpanishMessages2 },
{ false, 13, "spanish messages", 1, sq1vgaSignatureSpanishMessages1, sq1vgaPatchSpanishMessages1 },
{ false, 13, "spanish messages", 5, sq1vgaSignatureSpanishMessages2, sq1vgaPatchSpanishMessages2 },
{ false, 37, "spanish messages", 2, sq1vgaSignatureSpanishMessages2, sq1vgaPatchSpanishMessages2 },
{ false, 40, "spanish messages", 1, sq1vgaSignatureSpanishMessages5, sq1vgaPatchSpanishMessages5 },
{ false, 41, "spanish messages", 1, sq1vgaSignatureSpanishMessages2, sq1vgaPatchSpanishMessages2 },
{ false, 46, "spanish messages", 1, sq1vgaSignatureSpanishMessages5, sq1vgaPatchSpanishMessages5 },
{ false, 58, "spanish messages", 1, sq1vgaSignatureSpanishMessages4, sq1vgaPatchSpanishMessages4 },
{ false, 60, "spanish messages", 3, sq1vgaSignatureSpanishMessages5, sq1vgaPatchSpanishMessages5 },
{ false, 64, "spanish messages", 2, sq1vgaSignatureSpanishMessages4, sq1vgaPatchSpanishMessages4 },
{ false, 64, "spanish messages", 6, sq1vgaSignatureSpanishMessages5, sq1vgaPatchSpanishMessages5 },
{ false, 702, "spanish messages", 3, sq1vgaSignatureSpanishMessages3, sq1vgaPatchSpanishMessages3 },
{ false, 704, "spanish messages", 1, sq1vgaSignatureSpanishMessages2, sq1vgaPatchSpanishMessages2 },
{ false, 704, "spanish messages", 6, sq1vgaSignatureSpanishMessages3, sq1vgaPatchSpanishMessages3 },
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 as the current mouse cursor.
// The bug report says items may get lost when exiting the toolbox screen,
// That was not reproduced.
// This is caused by the mouse-click event getting reprocessed (which wouldn't
// be a problem by itself). Reprocessing treats coordinates differently from
// 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 results in the game thinking the user didn't click on the button and
// also results in the "not here" message.
// We fix it by combining state 0 + 1 of takeTool::changeState and so stopping
// the event from being reprocessed... without touching SCI system scripts.
// 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 global[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
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm
// After entering the drive bay (room 1000) through the hallway, clicking walk
// in most places causes ego to automatically turn around and return to the
// previous room. This is due to differences in our pathfinding algorithm from
// Sierra's which results in ego first walking backwards into the control area
// that triggers the script sExitToHall.
//
// We work around this by adjusting ego's initial MoveTo position by a few
// pixels to one which doesn't cause pathfinding to send ego backwards.
//
// Applies to: PC Floppy
// Responsible method: sEnterFromHall:changeState(0)
// Fixes bug: #7155
static const uint16 sq5SignatureDriveBayPathfindingFix[] = {
SIG_MAGICDWORD,
0x39, 0x0e, // pushi 0e [ x = 14d ]
0x39, 0x6e, // pushi 6e [ y = 110d ]
SIG_END
};
static const uint16 sq5PatchDriveBayPathfindingFix[] = {
0x39, 0x10, // pushi 10 [ x = 16d ]
0x39, 0x6f, // pushi 6f [ y = 111d ]
PATCH_END
};
// Sitting in the captain's chair while Droole plays paddle ball randomly locks
// up the game. Upon sitting, sTakeCommand plays a sound using theMusic3 and
// waits for it to complete. This is the same object that's used to play the
// paddle ball sound. If ego sits before a paddle ball sound starts or Droole
// stops paddling and disposes the sound then sTakeCommand is never cued.
//
// We fix this conflict by using a different Sound object for the chair.
// theMusic4 is only used once while meeting the crew in sNewCaptain.
//
// Applies to: All versions
// Responsible method: sTakeCommand:changeState
// Fixes bug: #6130
static const uint16 sq5SignatureCaptainChairFix[] = {
SIG_MAGICDWORD,
0x76, // push0
0x72, SIG_UINT16(0x0018), // lofsa theMusic4
SIG_ADDTOOFFSET(+947),
0x72, SIG_UINT16(0x02ec), // lofsa theMusic3
SIG_ADDTOOFFSET(+26),
0x72, SIG_UINT16(0x02ec), // lofsa theMusic3
SIG_END
};
static const uint16 sq5PatchCaptainChairFix[] = {
PATCH_ADDTOOFFSET(+951),
0x72, PATCH_UINT16(0x0018), // lofsa theMusic4
PATCH_ADDTOOFFSET(+26),
0x72, PATCH_UINT16(0x0018), // lofsa theMusic4
PATCH_END
};
// When using the fruit on WD40 in room 305, she can take off before ego's
// animation completes and lock up the game. WD40 remains on the log for five
// seconds but ego's animation runs at the game speed setting and the scripts
// don't coordinate. At slow speeds, ego's animation can take all five seconds.
//
// We fix this by not allowing WD40 to take off while ego has a script running.
// To do this we use existing code in sWD40LandOverRog that retries the current
// state after 10 ticks. This preserves the scene's timing unless WD40 would
// have gotten stuck, in which case she now waits for sFruitUpWD40 to complete.
//
// Applies to: All versions
// Responsible method: sWD40LandOverRog:changeState
// Fixes bug: #5162
static const uint16 sq5SignatureWd40FruitFix[] = {
0x6d, 0x14, // dpToa state [ state-- ]
0x35, 0x0a, // ldi 0a
SIG_MAGICDWORD,
0x65, 0x20, // aTop ticks [ ticks = 10 ]
0x32, SIG_UINT16(0x0106), // jmp 0106 [ end of method ]
SIG_ADDTOOFFSET(+57),
0x31, 0x28, // bnt 28 [ state 5 ]
SIG_ADDTOOFFSET(+7),
0x31, 0x18, // bnt 18
0x78, // push1
SIG_ADDTOOFFSET(+20),
0x32, SIG_UINT16(0x00aa), // jmp 00aa [ end of method ]
0x35, 0x01, // ldi 01
0x65, 0x1a, // aTop cycles
0x32, SIG_UINT16(0x00a3), // jmp 00a3 [ end of method ]
0x3c, // dup
0x35, 0x05, // ldi 05
0x1a, // eq?
0x31, 0x11, // bnt 11 [ state 6 ]
0x39, SIG_SELECTOR8(play), // pushi play
0x78, // push1
0x39, 0x4b, // pushi 4b
0x72, SIG_UINT16(0x096e), // lofsa theMusic3
0x4a, 0x06, // send 06 [ theMusic3 play: 75 ]
0x35, 0x05, // ldi 05
0x65, 0x1c, // aTop seconds [ seconds = 5 ]
0x32, SIG_UINT16(0x008c), // jmp 008c [ end of method ]
0x3c, // dup
0x35, 0x06, // ldi 06
0x1a, // eq?
0x30, SIG_UINT16(0x0053), // bnt 0053 [ state 7 ]
SIG_END
};
static const uint16 sq5PatchWd40FruitFix[] = {
PATCH_ADDTOOFFSET(+66),
0x31, 0x22, // bnt 22 [ state 5 ]
PATCH_ADDTOOFFSET(+7),
0x78, // push1
0x31, 0x16, // bnt 16
PATCH_ADDTOOFFSET(+20),
0x3a, // toss
0x48, // ret
0x69, 0x1a, // sTop cycles [ cycles = 1 ]
0x3c, // dup
0x35, 0x05, // ldi 05
0x1a, // eq?
0x31, 0x0d, // bnt 0d [ state 6 ]
0x39, PATCH_SELECTOR8(play), // pushi play
0x78, // push1
0x39, 0x4b, // pushi 4b
0x72, PATCH_UINT16(0x096e), // lofsa theMusic3
0x4a, 0x06, // send 06 [ theMusic3 play: 75 ]
0x69, 0x1c, // sTop seconds [ seconds = 5 ]
0x48, // ret
0x3c, // dup
0x35, 0x06, // ldi 06
0x1a, // eq?
0x31, 0x5e, // bnt 5e [ state 7 ]
0X38, PATCH_SELECTOR16(script), // pushi script
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego script? ]
0x2e, PATCH_UINT16(0xff76), // bt ff76 [ state--, ticks = 10 ]
PATCH_END
};
// In the first release of SQ5, when the cloaking device alarm countdown on
// WD40's ship expires, a script enters an infinite loop and the interpreter
// stops responding.
//
// We fix this as Sierra did in later versions by adding a call to SQ5:handsOn
// and removing the call to sCountDown:dispose before going to deathRoom.
//
// Applies to: English PC 1.03
// Responsible method: sCountDown:changeState(3)
// Fixes bug: #11255
static const uint16 sq5SignatureWd40AlarmCountdownFix[] = {
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x0b, // bnt 0b [ end of method ]
0x78, // push1
0x39, 0x15, // pushi 15
SIG_MAGICDWORD,
0x45, 0x09, 0x02, // callb proc0_9 02 [ go to deathRoom ]
0x39, SIG_SELECTOR8(dispose), // pushi dispose
0x76, // push0
0x54, 0x04, // self 04 [ self dispose: ]
SIG_END
};
static const uint16 sq5PatchWd40AlarmCountdownFix[] = {
0x38, PATCH_SELECTOR16(handsOn),// pushi handsOn
0x76, // push0
0x81, 0x01, // lag 01
0x4a, 0x04, // send 04 [ SQ5 handsOn: ]
0x78, // push1
0x39, 0x15, // pushi 15
0x45, 0x09, 0x02, // callb proc0_9 02 [ go to deathRoom ]
0x3a, // toss
0x48, // ret
PATCH_END
};
// In the transporter room, several scripts attempt to temporarily set ego's
// speed to 6 but instead change the game speed. This prevents ego's speed from
// being restored. The user must then do this manually in the control panel.
// These bugs are due to calling ego:setSpeed instead of ego:cycleSpeed, which
// we fix. This occurs when randomly beaming in with the funnyBeam script and
// when talking to Cliffy about Bea before curing her.
//
// Applies to: All versions
// Responsible methods: funnyBeam:changeState, talkAboutBea:changeState
// Fixes bug: #11264
static const uint16 sq5SignatureTransporterRoomSpeedFix[] = {
0x38, SIG_MAGICDWORD, // pushi setSpeed
SIG_SELECTOR16(setSpeed),
0x78, // push1
0x39, 0x06, // pushi 06
SIG_END
};
static const uint16 sq5PatchTransporterRoomSpeedFix[] = {
0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed
PATCH_END
};
// When the elevator doors close in room 250, sElevatorDoors makes an extra
// call to handsOn which allows ego to walk around and interact with the room
// during room transitions, and this can lock up the game by running unexpected
// scripts such as the chicken closet. We patch out this code since all of
// sElevatorDoors' callers either call handsOn afterwards or change rooms.
//
// Applies to: All versions
// Responsible method: sElevatorDoors:changeState(2)
// Fixes bug: #11605
static const uint16 sq5SignatureElevatorHandsOn[] = {
0x67, 0x12, // pTos client
0x72, SIG_ADDTOOFFSET(+2), // lofsa sOpenElev
SIG_MAGICDWORD,
0x1c, // ne?
0x31, 0x08, // bnt 08
0x38, SIG_SELECTOR16(handsOn), // pushi handsOn
0x76, // push0
0x81, 0x01, // lag 01
0x4a, 0x04, // send 04 [ SQ5 handsOn: ]
SIG_END
};
static const uint16 sq5PatchElevatorHandsOn[] = {
0x33, 0x0e, // jmp 0e [ skip SQ5 handsOn: ]
PATCH_END
};
// When walking to Genetix room 730 from the bridge in room 760, clicking Walk
// while ego enters the room interrupts the room script, breaks the exits, and
// prevents WD-40 from returning the communicator. This can make it impossible
// to leave. The script sHuman760 is missing a call to handsOff which the other
// entrance scripts have. We fix this by calling handsOff before starting
// sHuman760. We make room for this by overwriting a redundant handsOn call.
//
// Applies to: All versions
// Responsible method: rm730:init
// Fixes bug: #11620
static const uint16 sq5SignatureGenetixBridgeHandsOn[] = {
0x31, 0x16, // bnt 16 [ skip fly code if human ]
0x7a, // push2
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00e6), // pushi 00e6
0x38, SIG_UINT16(0x0096), // pushi 0096
0x47, 0x1f, 0x01, 0x04, // calle proc31_1 [ fly to 230, 150 ]
0x38, SIG_SELECTOR16(handsOn), // pushi handsOn
0x76, // push0
0x81, 0x01, // lag 01
0x4a, 0x04, // send 04 [ SQ5 handsOn: (redundant) ]
0x32, SIG_UINT16(0x00b1), // jmp 00b1 [ end of method ]
SIG_END
};
static const uint16 sq5PatchGenetixBridgeHandsOn[] = {
0x31, 0x0e, // bnt 0e [ skip fly code if human ]
PATCH_ADDTOOFFSET(+0x0b),
0x32, PATCH_UINT16(0x00b9), // jmp 00b9 [ end of method ]
0x38, PATCH_SELECTOR16(handsOff), // pushi handsOff
0x76, // push0
0x81, 0x01, // lag 01
0x4a, 0x04, // send 04 [ SQ5 handsOff: ]
PATCH_END
};
// The Tab key opens the inventory window but it ignores the user's selection
// and always restores the cursor to its previous state. This leaves the cursor
// out of sync with the current icon and the verbs that clicking generates.
// The F5 and F7 hotkey handlers for saving and restoring contain this same
// cursor code, which they do need, but it should not have been applied to the
// the Tab handler.
//
// We fix this by patching the Tab handler to set the cursor to current icon's
// cursor after the inventory window has been closed. The current icon is set
// by the window and that's what determines which verb a click generates.
//
// Applies to: All versions
// Responsible method: SQ5:handleEvent
// Fixes bug: #11619
static const uint16 sq5SignatureTabInventoryCursorFix[] = {
0x39, SIG_SELECTOR8(showSelf), // pushi showSelf
0x78, // push1
0x89, 0x00, // lsg 00
0x81, 0x09, // lag 09
0x4a, 0x06, // send 06 [ sq5Inv showSelf: ego ]
0x38, SIG_SELECTOR16(setCursor), // pushi setCursor
0x7a, // push2
0x8d, 0x00, // lst 00
0x78, // push1 [ unnecessary parameter ]
0x81, 0x01, // lag 01
0x4a, 0x08, // send 08 [ SQ5 setCursor temp0 1 ]
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(claimed), // pushi claimed
0x78, // push1
0x78, // push1
0x87, 0x01, // lap 01
0x4a, 0x06, // send 06 [ uEvt claimed: 1 ]
0x32, // jmp [ end of switch ]
SIG_ADDTOOFFSET(+0x25),
0x39, SIG_SELECTOR8(claimed), // pushi claimed
SIG_END
};
static const uint16 sq5PatchTabInventoryCursorFix[] = {
PATCH_ADDTOOFFSET(+9), // [ sq5Inv showSelf: ego ]
0x38, PATCH_SELECTOR16(curIcon), // pushi curIcon
0x76, // push0
0x81, 0x45, // lag 45
0x4a, 0x04, // send 04 [ sq5IconBar curIcon? ]
0x39, PATCH_SELECTOR8(cursor), // pushi cursor
0x76, // push0
0x4a, 0x04, // send 04 [ (sq5IconBar curIcon?) cursor? ]
0x38, PATCH_SELECTOR16(setCursor),// pushi setCursor
0x78, // push1
0x36, // push [ current icon's cursor ]
0x54, 0x06, // self 06 [ self setCursor: cursor ]
0x33, 0x23, // jmp 23 [ uEvt claimed: 1, end of switch ]
PATCH_END
};
// In room 310, if WD40 appears while ego is exiting through the left tunnel
// then the room exits break. When ego is near the tunnel, sWD40Appear waits
// for seven seconds before calling handsOff. If sExitViaTunnelB is running
// then handsOff stops ego's exit motion and the room script never completes.
//
// We fix this by clearing sWD40Appear:seconds when starting sExitViaTunnelB so
// that the timer in sWD40Appear state 0 is stopped once ego begins exiting the
// the room. sWD40Appear already checks that sExitViaTunnelB isn't running in
// its later states, but it's missing the check in state 1.
//
// Applies to: All versions
// Responsible method: rm310:doit
// Fixes bug: #9988
static const uint16 sq5SignatureWd40TunnelLockupFix[] = {
0x72, SIG_ADDTOOFFSET(+2), // lofsa sWD40Appear
SIG_ADDTOOFFSET(+15),
0x38, SIG_SELECTOR16(script), // pushi script
0x76, // push0
0x81, 0x02, // lag 02
0x4a, SIG_MAGICDWORD, 0x04, // send 04 [ rm310 script? ]
0x18, // not
0x31, 0x0e, // bnt 0e [ skip sExitViaTunnelB if room has script ]
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa sExitViaTunnelB
0x36, // push
0x81, 0x02, // lag 02
0x4a, 0x06, // send 06 [ rm310 setScript: sExitViaTunnelB ]
SIG_END
};
static const uint16 sq5PatchWd40TunnelLockupFix[] = {
PATCH_ADDTOOFFSET(+18),
0x63, 0x12, // pToa script
0x2f, 0x15, // bt 15 [ skip sExitViaTunnelB if room has script ]
0x38, PATCH_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x74, PATCH_GETORIGINALUINT16(+34), // lofss sExitViaTunnelB
0x54, 0x06, // self 06 [ self setScript: sExitViaTunnelB ]
0x38, PATCH_SELECTOR16(seconds), // pushi seconds
0x78, // push1
0x76, // push0
0x72, PATCH_GETORIGINALUINT16(+1), // lofsa sWD40Appear
0x4a, 0x06, // send 06 [ sWD40Appear seconds: 0 (stop timer) ]
PATCH_END
};
// In room 310, clicking Talk or most inventory items on WD40 results in a
// missing message error. When WD40 is visible, wd40:doVerb passes the incoming
// verb directly to testMessager:say without first checking if a message exists
// for the verb. We fix this by setting the noun and modNum as in the other
// rooms on K.U. and then calling super:doVerb as normal.
//
// Applies to: All versions
// Responsible method: wd40:doVerb
static const uint16 sq5SignatureWd40MissingMessages[] = {
0x38, SIG_SELECTOR16(say), // pushi say
SIG_MAGICDWORD,
0x39, 0x06, // pushi 06
0x39, 0x04, // pushi 04
0x8f, 0x01, // lsp 01
0x76, // push0
0x76, // push0
0x76, // push0
0x38, SIG_UINT16(0x012d), // pushi 012d
0x81, 0x5b, // lag 5b
0x4a, 0x10, // send 10 [ testMessager say: 4 verb 0 0 0 301 ]
0x33, 0x0b, // jmp 0b [ skip super: doVerb verb &rest ]
SIG_END
};
static const uint16 sq5PatchWd40MissingMessages[] = {
0x35, 0x04, // ldi 04
0x65, 0x1a, // aTop noun [ noun = 4 ]
0x34, PATCH_UINT16(0x012d), // ldi 012d
0x65, 0x1c, // aTop modNum [ modNum = 301 ]
0x33, 0x0a, // jmp 0a [ super: doVerb verb &rest ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq5Signatures[] = {
{ true, 0, "tab inventory cursor fix", 1, sq5SignatureTabInventoryCursorFix, sq5PatchTabInventoryCursorFix },
{ true, 200, "captain chair lockup fix", 1, sq5SignatureCaptainChairFix, sq5PatchCaptainChairFix },
{ true, 226, "toolbox fix", 1, sq5SignatureToolboxFix, sq5PatchToolboxFix },
{ true, 243, "transporter room speed fix", 3, sq5SignatureTransporterRoomSpeedFix, sq5PatchTransporterRoomSpeedFix },
{ true, 250, "elevator handsOn fix", 1, sq5SignatureElevatorHandsOn, sq5PatchElevatorHandsOn },
{ true, 305, "wd40 fruit fix", 1, sq5SignatureWd40FruitFix, sq5PatchWd40FruitFix },
{ true, 310, "wd40 tunnel lockup fix", 1, sq5SignatureWd40TunnelLockupFix, sq5PatchWd40TunnelLockupFix },
{ true, 310, "wd40 missing messages", 1, sq5SignatureWd40MissingMessages, sq5PatchWd40MissingMessages },
{ true, 335, "wd40 alarm countdown fix", 1, sq5SignatureWd40AlarmCountdownFix, sq5PatchWd40AlarmCountdownFix },
{ true, 730, "genetix bridge handsOn fix", 1, sq5SignatureGenetixBridgeHandsOn, sq5PatchGenetixBridgeHandsOn },
{ true, 30, "ChoiceTalker lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 1000, "drive bay pathfinding fix", 1, sq5SignatureDriveBayPathfindingFix, sq5PatchDriveBayPathfindingFix },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark RAMA
// RAMA uses a custom save game format that game scripts read and write
// manually. The save game format serialises object references, which SSCI could
// be done just by writing int16s (since object references were just 16-bit
// indexes), but in ScummVM we have to write the full 32-bit reg_t. We hijack
// kFileIOReadWord/kFileIOWriteWord to do this for us, but we need the game to
// agree to use those kFileIO calls instead of doing raw reads and creating its
// own numbers, as it tries to do here in `SaveManager::readWord`.
static const uint16 ramaSerializeRegTSignature1[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(newWith), // pushi newWith ($10b)
0x7a, // push2
0x7a, // push2
0x72, SIG_UINT16(0x0000), // lofsa ""
0x36, // push
0x51, 0x0f, // class Str
SIG_END
};
static const uint16 ramaSerializeRegTPatch1[] = {
0x38, PATCH_SELECTOR16(readWord), // pushi readWord
0x76, // push0
0x62, PATCH_SELECTOR16(saveFilePtr), // pToa saveFilePtr
0x4a, PATCH_UINT16(0x0004), // send 4
0x48, // ret
PATCH_END
};
// When restoring a NukeTimer client, the game makes a self-call to
// `NukeTimer::getSubscriberObj` from `NukeTimer::serialize`, but forgets to
// pass a required argument. In SSCI this happens to work because the value on
// the stack where the first argument should be is the `getSubscriberObj`
// selector, so it evaluates to true, but currently ScummVM defaults
// uninitialised param reads to 0 so the game was following the wrong path and
// breaking.
// Applies to at least: US English
// Fixes bug: #10263
static const uint16 ramaNukeTimerSignature[] = {
0x7e, SIG_ADDTOOFFSET(+2), // line whatever
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(getSubscriberObj), // pushi getSubscriberObj ($3ca)
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 4
SIG_END
};
static const uint16 ramaNukeTimerPatch[] = {
0x38, PATCH_SELECTOR16(getSubscriberObj), // pushi getSubscriberObj ($3ca)
0x78, // push1
0x38, PATCH_UINT16(0x0001), // pushi 1 (wasting bytes)
0x54, PATCH_UINT16(0x0006), // self 6
PATCH_END
};
// When opening a datacube on the pocket computer, `DocReader::init` will try
// to perform arithmetic on a pointer to `thighComputer::plane` then use the
// resulting value as the priority for the DocReader. This happened to work in
// SSCI because the plane pointer would just be a high numeric value, but
// ScummVM needs an actual number, not a pointer.
// Applies to at least: US English
static const uint16 ramaDocReaderInitSignature[] = {
0x39, SIG_SELECTOR8(priority), // pushi priority ($1a)
0x78, // push1
0x39, SIG_SELECTOR8(plane), // pushi plane ($19)
0x76, // push0
0x7a, // push2
SIG_MAGICDWORD,
0x39, 0x2c, // pushi 44
0x76, // push0
0x43, 0x02, SIG_UINT16(0x04), // callk ScriptID, 4
SIG_END
};
static const uint16 ramaDocReaderInitPatch[] = {
PATCH_ADDTOOFFSET(+3), // pushi priority, push1
0x39, PATCH_SELECTOR8(priority), // pushi priority
PATCH_END
};
// It is not possible to change the directory for ScummVM save games, so
// disable the "change directory" button in the RAMA save dialog.
static const uint16 ramaChangeDirSignature[] = {
SIG_MAGICDWORD,
0x7e, SIG_UINT16(0x0064), // line 100
0x39, SIG_SELECTOR8(state), // pushi state ($1d)
0x78, // push1
0x39, 0x03, // pushi 3
0x72, SIG_ADDTOOFFSET(+2), // lofsa changeDirI
0x4a, SIG_UINT16(0x000e), // send 14
SIG_END
};
static const uint16 ramaChangeDirPatch[] = {
PATCH_ADDTOOFFSET(+6), // line 100, pushi state, push1
0x39, 0x00, // pushi 0
PATCH_END
};
// Clicking on the lower area of the screen at the start of the demo, or at a
// later time when the cursor is a pointer, crashes the program with a missing
// script error. The demo adds button handlers for buttons that don't really
// exist, and clicking loads scripts that aren't included.
//
// We fix this by removing the broken button handlers. Graphics are unaffected.
//
// Applies to: PC Demo
// Responsible method: RamaInterface:init
// Fixes bug: #10344
static const uint16 ramaDemoBrokenButtonsSignature[] = {
0x38, SIG_SELECTOR16(add), // pushi add
0x38, SIG_UINT16(0x0003), // pushi 0003
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x03fe), // lofsa optionsButton [ puzzle icon ]
0x36, // push
0x72, SIG_UINT16(0x02d6), // lofsa thighComputerButton [ lower area ]
0x36, // push
SIG_ADDTOOFFSET(+36),
0x4a, SIG_UINT16(0x0018), // send 18 [ interfacePlane:theFtrs ... add: optionsButton thighComputerButton ... ]
SIG_END
};
static const uint16 ramaDemoBrokenButtonsPatch[] = {
PATCH_ADDTOOFFSET(+3),
0x78, // push1
0x33, 0x08, // jmp 08 [ skip adding optionsButton and thighComputerButton ]
PATCH_ADDTOOFFSET(+44),
0x4a, PATCH_UINT16(0x0014), // send 14
PATCH_END
};
static const SciScriptPatcherEntry ramaSignatures[] = {
{ true, 0, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkReversePatch },
{ true, 15, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkReversePatch },
{ true, 55, "fix bad DocReader::init priority calculation", 1, ramaDocReaderInitSignature, ramaDocReaderInitPatch },
{ true, 85, "fix SaveManager to use normal readWord calls", 1, ramaSerializeRegTSignature1, ramaSerializeRegTPatch1 },
{ true, 90, "demo: remove broken button handlers", 1, ramaDemoBrokenButtonsSignature, ramaDemoBrokenButtonsPatch },
{ true, 201, "fix crash restoring save games using NukeTimer", 1, ramaNukeTimerSignature, ramaNukeTimerPatch },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 64990, "disable change directory button", 1, ramaChangeDirSignature, ramaChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Shivers
// In room 35170, there is a CCTV control station with a joystick that must be
// clicked and dragged to pan the camera. In order to enable dragging, on
// mousedown, the `vJoystick::handleEvent` method calls `vJoystick::doVerb(1)`,
// which enables the drag functionality of the joystick. However,
// `vJoystick::handleEvent` then makes a super call to
// `ShiversProp::handleEvent`, which calls `vJoystick::doVerb()`. This second
// call, which fails to pass an argument, causes an uninitialized read off the
// stack for the first parameter. In SSCI, this happens to work because the
// uninitialized value on the stack happens to be 1. Disabling the super call
// avoids the bad doVerb call without any apparent ill effect.
// The same problem exists when trying to drag the volume & brightness sliders
// in the main menu. These controls are also fixed by this patch.
// Applies to at least: US English
static const uint16 shiversEventSuperCallSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(handleEvent), // pushi handleEvent
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x59, 0x02, // &rest 2
0x57, 0x7f, SIG_UINT16(0x0006), // super ShiversProp[7f], 6
SIG_END
};
static const uint16 shiversEventSuperCallPatch[] = {
0x48, // ret
PATCH_END
};
// When the Ixupi is present in the Gods and Items intro room, the game tries to
// play a sound using the play selector, but its arguments are only appropriate
// for the fade selector.
// If the badly constructed sound object from this call ends up receiving a
// signal at any time in the future, the game will try to send to a number and
// crash (because the third argument to play is supposed to be a client object,
// but here it is a number instead). Other rooms make this same call with the
// correct fade selector, so fix the selector here to match.
// Applies to at least: English CD
static const uint16 shiversGodsIxupiPlaySoundSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(play), // pushi play ($33)
0x38, SIG_UINT16(0x0006), // pushi 6
SIG_END
};
static const uint16 shiversGodsIxupiPlaySoundPatch[] = {
0x38, PATCH_SELECTOR16(fade), // pushi fade ($f3)
0x39, 0x06, // pushi 6
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry shiversSignatures[] = {
{ true, 942, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 990, "fix volume & brightness sliders", 2, shiversEventSuperCallSignature, shiversEventSuperCallPatch },
{ true, 23090, "fix bad Ixupi sound call", 1, shiversGodsIxupiPlaySoundSignature, shiversGodsIxupiPlaySoundPatch },
{ true, 35170, "fix CCTV joystick interaction", 1, shiversEventSuperCallSignature, shiversEventSuperCallPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Space Quest 6
// After the explosion in the Quarters of Deepship 86, the game tries to perform
// a dramatic long fade, but does this with an unreasonably large number of
// divisions which takes tens of seconds to finish (because transitions are not
// CPU-dependent in ScummVM).
// Fixes bug: #9590
static const uint16 sq6SlowTransitionSignature1[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0578), // pushi $578
0x51, 0x33, // class Styler
SIG_END
};
static const uint16 sq6SlowTransitionPatch1[] = {
0x38, PATCH_UINT16(0x01f4), // pushi 500
PATCH_END
};
// For whatever reason, SQ6 sets the default number of transition divisions to
// be a much larger value at startup (200 vs 30) if it thinks it is running in
// Windows. Room 410 (eulogy room) also unconditionally resets divisions to the
// larger value.
// Fixes bug: #9590
static const uint16 sq6SlowTransitionSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00c8), // pushi $c8
0x51, 0x33, // class Styler
SIG_END
};
static const uint16 sq6SlowTransitionPatch2[] = {
0x38, PATCH_UINT16(0x001e), // pushi 30
PATCH_END
};
// SQ6 advertises a maximum score of 500 but the game is missing two points.
// The "Official Player's Guide" authorized by Sierra includes a point list
// that adds up to 500. It claims that three points should be awarded instead
// of two when untangling the hose and attaching the staple and celery.
//
// Since an official point list exists that adds up to the 500 points that the
// game advertises, we add the two missing points to the inventory actions.
// Two versions of this patch are necessary because the English PC versions
// were compiled with line number debugging instructions and the subsequent
// French, German, and Mac versions weren't.
//
// Applies to: All versions
// Responsible methods: Hookah_Hose:cue, Staple:doVerb, Celery:doVerb
// Fixes bug: #11275
static const uint16 sq6MissingPointsSignature[] = {
0x7e, SIG_ADDTOOFFSET(+2), // line
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(points), // pushi points
0x78, // push1
0x7a, // push2
SIG_END
};
static const uint16 sq6MissingPointsPatch[] = {
0x39, PATCH_SELECTOR8(points), // pushi points
0x39, 0x01, // pushi 01
0x38, PATCH_UINT16(0x0003), // pushi 0003
PATCH_END
};
// French, German, and Mac versions don't include line number instructions
// and require specific patches.
static const uint16 sq6StapleCeleryPointSignature[] = {
0x72, SIG_ADDTOOFFSET(+2), // lofsa Grappling_Hook
0x36, // push
0x81, 0x09, // lag 09
0x4a, SIG_UINT16(0x0006), // send 06
0x39, SIG_SELECTOR8(points), // pushi points
SIG_MAGICDWORD,
0x78, // push1
0x7a, // push2
0x38, SIG_SELECTOR16(setCursor),// pushi setCursor
SIG_END
};
static const uint16 sq6StapleCeleryPointPatch[] = {
0x74, PATCH_ADDTOOFFSET(+2), // lofss Grappling_Hook
0x81, 0x09, // lag 09
0x4a, PATCH_UINT16(0x0006), // send 06
0x39, PATCH_SELECTOR8(points), // pushi points
0x78, // push1
0x39, 0x03, // pushi 03
PATCH_END
};
static const uint16 sq6HookahHosePointSignature[] = {
0x30, SIG_UINT16(0x0054), // bnt 0054
SIG_ADDTOOFFSET(+75),
0x72, SIG_ADDTOOFFSET(+2), // lofsa Hookah_Connected
0x36, // push
0x81, 0x09, // lag 09
0x4a, SIG_UINT16(0x000c), // send 0c
0x39, SIG_SELECTOR8(points), // pushi points
SIG_MAGICDWORD,
0x78, // push1
0x7a, // push2
0x81, 0x01, // lag 01
SIG_END
};
static const uint16 sq6HookahHosePointPatch[] = {
0x30, PATCH_UINT16(0x0053), // bnt 0053
PATCH_ADDTOOFFSET(+75),
0x74, PATCH_ADDTOOFFSET(+2), // lofss Hookah_Connected
0x81, 0x09, // lag 09
0x4a, PATCH_UINT16(0x000c), // send 0c
0x39, PATCH_SELECTOR8(points), // pushi points
0x78, // push1
0x39, 0x03, // pushi 03
PATCH_END
};
// Filling the helmet in room 690 awards three points, but this happens every
// time the player returns to fill the helmet with no limit. We fix this by
// associating the points with flag 297 so that they're only awarded once, as
// Sierra did in the French, German, and Mac versions.
//
// Applies to: English PC
// Responsible method: sGetStuff:changeState(8)
static const uint16 sq6DuplicatePointsSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(points), // pushi points
0x78, // push1
0x39, 0x03, // pushi 03
0x81, 0x01, // lag 01
0x4a, SIG_UINT16(0x0006), // send 06 [ SQ6 points: 3 ]
0x7e, // line
SIG_END
};
static const uint16 sq6DuplicatePointsPatch[] = {
PATCH_ADDTOOFFSET(+2),
0x7a, // push2
PATCH_ADDTOOFFSET(+4),
0x38, PATCH_UINT16(0x0129), // pushi 0129
0x4a, PATCH_UINT16(0x0008), // send 08 [ SQ6 points: 3 297 ]
PATCH_END
};
// When attempting to restore a game that was saved with a different version of
// the interpreter, SQ6 displays a standard error dialog but then crashes due
// to a script bug. This also occurs in the original. SQ6 has custom code in
// Game:restore to set and restore the cursor differently depending on the
// current room. If in room 100, the main menu, then it attempts to restore the
// cursor by sending a message to an uninitialized variable.
//
// We fix this by not restoring the cursor when temp1 is zero. This patch relies
// on an existing uninitialized read workaround for Game:restore. The dialog
// still renders poorly, as it does in the original, but that's unrelated.
//
// Applies to: All versions
// Responsible method: Game:restore
// Fixes bug: #9702
static const uint16 sq6RestoreErrorDialogSignature[] = {
0x38, SIG_SELECTOR16(setCursor), // pushi setCursor
SIG_MAGICDWORD,
0x7a, // push2
0x8d, 0x01, // lst 01
0x76, // push0
0x43, 0x54, SIG_UINT16(0x0000), // callk HaveMouse 00
0x36, // push
0x54, SIG_UINT16(0x0008), // self 0008 [ self setCursor: temp1 kHaveMouse ]
SIG_END
};
static const uint16 sq6RestoreErrorDialogPatch[] = {
0x85, 0x01, // lat 01
0x30, PATCH_UINT16(0x000a), // bnt 000a [ skip setCursor if temp1 == 0 ]
0x38, PATCH_SELECTOR16(setCursor), // pushi setCursor
0x7a, // push2
0x8d, 0x01, // lst 01
0x78, // push1
PATCH_END
};
// When the save/restore dialog is in save-mode, it hides the restore message
// by setting its priority to zero, but this is the same priority as the dialog
// view which contains the save message. This is another instance of a priority
// conflict that happens to work in SSCI due to its last ditch sorting which
// uses internal memory ID values. In our interpreter the restore message is
// always drawn on top of the dialog and always hides the save message.
//
// As with similar priority conflicts, we work around this by adjusting the
// restore message's "hidden" priority, and lower it from zero to negative two.
// Negative one is a reserved sentinel value in View:setPri.
//
// Applies to: All versions
// Responsible method: SRDialog:update
static const uint16 sq6SaveDialogMessageSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(setPri), // pushi setPri
0x78, // push1
0x8b, 0x04, // lsl 04
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x04, // bnt 04 [ skip if not saving ]
0x35, 0x00, // ldi 00 [ message priority: 0 ]
SIG_END
};
static const uint16 sq6SaveDialogMessagePatch[] = {
PATCH_ADDTOOFFSET(+10),
0x35, 0xfe, // ldi fe [ new priority: -2 ]
PATCH_END
};
// The scripts that manage the music volume on Polysorbate LX have conflicts
// which can set the volume too low outside and in the arcade and club.
//
// Outside the arcade and club, room 330 adjusts the current music and volume
// based on which entrance ego is nearest and the distance. All Polysorbate LX
// music plays through gSound1. rm330:init records gSound1:vol when ego enters,
// rm330:doit uses this value in volume calculations, and then sExitToArcade or
// sExitToClub restores gSound1:vol to its original value. The other two street
// rooms (320 and 340) slowly fade gSound1:vol in from 0 to the normal value of
// 127 whenever entering from another room.
//
// Entering room 330 from another street while gSound1 is still fading stops the
// fade and causes the current low volume to be recorded and used. This may be
// so low that the music can't be heard at all. Entering the arcade or club
// restores this artificially low volume. Both of these areas expect the volume
// to already be set to 127 and so it remains low until doing something that
// adjusts and resets it, like going to and from the basement.
//
// We fix this by ignoring the value of gSound1:vol when entering room 330 so
// that the scripts always use the normal initial volume of 127 and restore
// this when entering the arcade or club. This bug is the only circumstance in
// which gSound1:vol isn't already 127 when entering room 330.
//
// Applies to: All versions
// Responsible method: rm330:init
// Fixes bug: #9578
static const uint16 sq6PolysorbateVolumeSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(vol), // pushi vol
0x76, // push0
0x81, 0x68, // lag 68
0x4a, SIG_UINT16(0x0004), // send 04 [ gSound1 vol? ]
0xa3, 0x07, // sal 07
SIG_END
};
static const uint16 sq6PolysorbateVolumePatch[] = {
0x35, 0x7f, // ldi 7f [ normal volume ]
0x32, PATCH_UINT16(0x0003), // jmp 0003
PATCH_END
};
// The shuttle's cockpit initializes the control panel incorrectly if the cursor
// is Walk. If the game is saved in this state then it won't load because
// walkIcon0's screen item was deleted even though it's the current icon.
//
// We fix this as Sierra did in later versions by setting the current icon to Do
// when initializing the control panel in room 490.
//
// Applies to: English PC 1.0 (TODO: develop a Mac patch)
// Responsible method: localproc_5c38 in script 490
// Fixes bug: #11673
static const uint16 sq6CockpitIconBarSignature[] = {
0x7e, SIG_ADDTOOFFSET(+2), // line
0x38, SIG_SELECTOR16(setupExit), // pushi setupExit
0x78, // push1
0x78, // push1
0x81, 0x45, // lag 45
0x4a, SIG_UINT16(0x0006), // send 06 [ SQIconBar setupExit: 1 ]
0x7e, SIG_ADDTOOFFSET(+2), // line
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(enable), // pushi enable
0x78, // push1
0x76, // push0
0x81, 0x45, // lag 45
0x4a, SIG_UINT16(0x0006), // send 06 [ SQIconBar enable: 0 ]
0x7e, SIG_ADDTOOFFSET(+2), // line
SIG_END
};
static const uint16 sq6CockpitIconBarPatch[] = {
0x38, PATCH_SELECTOR16(curIcon), // pushi curIcon
0x78, // push1
0x39, PATCH_SELECTOR8(at), // pushi at
0x78, // push1
0x7a, // push2
0x81, 0x45, // lag 45
0x4a, PATCH_UINT16(0x0006), // send 06 [ SQIconBar at: 2 ]
0x36, // push
0x38, PATCH_SELECTOR16(setupExit), // pushi setupExit
0x78, // push1
0x78, // push1
0x38, PATCH_SELECTOR16(enable), // pushi enable
0x78, // push1
0x76, // push0
0x81, 0x45, // lag 45
0x4a, PATCH_UINT16(0x0012), // send 12 [ SQIconBar curIcon: doIcon2, setupExit: 1, enable: 0 ]
PATCH_END
};
// The ExitFeature class has a bug which permanently breaks the game's cursors.
// ExitFeature:doit is responsible for toggling the Walk cursor to and from an
// Exit cursor. If an ExitFeature's area overlaps with the icon bar and a user
// mouses from it to the icon bar while the cursor is Exit and clicks on an
// icon then the new cursor will no longer work. ExitFeature assumes the new
// icon is Walk and incorrectly sets its message property to Exit, preventing
// it from ever sending the correct verb again. This occurs in the esophagus
// where room 640 can be scrolled to a position where the southern ExitFeature
// is partially under the icon bar.
//
// We fix by this by patching ExitFeature to explicitly use the Walk icon
// instead of assuming that the current icon is always Walk when the cursor is.
// This assumption is false when SQIconbar is in the middle of changing icons
// and calls everyone's doit methods.
//
// Applies to: All versions
// Responsible method: ExitFeature:doit
// Fixes bug: #11640
static const uint16 sq6ExitFeatureIconSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(curIcon), // pushi curIcon
0x76, // push0
0x81, 0x45, // lag 45
0x4a, SIG_UINT16(0x0004), // send 04 [ SQIconbar curIcon? ]
SIG_END
};
static const uint16 sq6ExitFeatureIconPatch[] = {
0x38, PATCH_SELECTOR16(walkIconItem), // pushi walkIconItem
PATCH_END
};
// Narrator lockup fix for SQ6's SQNarrator:sayForReal in versions compiled
// without debug line number instructions, see sciNarratorLockupSignature.
// SQ6 also uses the regular Narrator:say which the generic patches handle.
static const uint16 sq6NarratorLockupSignature[] = {
0x89, 0x5a, // lsg 5a
0x35, 0x02, // ldi 02
0x12, // and
0x31, SIG_MAGICDWORD, 0x13, // bnt 13
0x38, SIG_SELECTOR16(startAudio), // pushi startAudio
0x38, SIG_UINT16(0x0005), // pushi 0005
0x67, SIG_ADDTOOFFSET(+1), // pTos narMod
0x67, SIG_ADDTOOFFSET(+1), // pTos narNoun
0x67, SIG_ADDTOOFFSET(+1), // pTos narVerb
0x67, SIG_ADDTOOFFSET(+1), // pTos narCase
0x67, SIG_ADDTOOFFSET(+1), // pTos narSeq
0x54, SIG_UINT16(0x000e), // self 0e
0x67, SIG_ADDTOOFFSET(+1), // pTos ticks
0x35, 0x3c, // ldi 3c
0x02, // add
0x36, // push
0x81, 0x58, // lag 58 [ game time ]
0x02, // add
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks [ ticks += 60 + game time ]
SIG_END
};
static const uint16 sq6NarratorLockupPatch[] = {
0x81, 0x5a, // lag 5a
0x7a, // push2
0x12, // and
0x31, 0x12, // bnt 12
0x38, PATCH_SELECTOR16(startAudio), // pushi startAudio
0x39, 0x05, // pushi 05
0x67, PATCH_GETORIGINALBYTE(+14), // pTos narMod
0x67, PATCH_GETORIGINALBYTE(+16), // pTos narNoun
0x67, PATCH_GETORIGINALBYTE(+18), // pTos narVerb
0x67, PATCH_GETORIGINALBYTE(+20), // pTos narCase
0x67, PATCH_GETORIGINALBYTE(+22), // pTos narSeq
0x54, PATCH_UINT16(0x000e), // self 0e
0x67, PATCH_GETORIGINALBYTE(+27), // pTos ticks
0x35, 0x3c, // ldi 3c
0x02, // add
0x89, 0x58, // lsg 58 [ game time ]
0x02, // add
0x65, PATCH_GETORIGINALBYTE(+27), // aTop ticks [ ticks += 60 + game time ]
0x00, // bnot
0x31, 0xfb, // bnt fb [ set ticks to 0 if ticks == -1 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq6Signatures[] = {
{ true, 0, "fix slow transitions", 1, sq6SlowTransitionSignature2, sq6SlowTransitionPatch2 },
{ true, 15, "fix english pc missing points", 3, sq6MissingPointsSignature, sq6MissingPointsPatch },
{ true, 15, "fix staple/celery missing point", 2, sq6StapleCeleryPointSignature, sq6StapleCeleryPointPatch },
{ true, 15, "fix hookah hose missing point", 1, sq6HookahHosePointSignature, sq6HookahHosePointPatch },
{ true, 15, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 22, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 31, "fix ExitFeature breaking icons", 2, sq6ExitFeatureIconSignature, sq6ExitFeatureIconPatch },
{ true, 33, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 330, "fix polysorbate lx music volume", 1, sq6PolysorbateVolumeSignature, sq6PolysorbateVolumePatch },
{ true, 410, "fix slow transitions", 1, sq6SlowTransitionSignature2, sq6SlowTransitionPatch2 },
{ true, 460, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 490, "fix invalid cockpit icon bar", 1, sq6CockpitIconBarSignature, sq6CockpitIconBarPatch },
{ true, 500, "fix slow transitions", 1, sq6SlowTransitionSignature1, sq6SlowTransitionPatch1 },
{ true, 510, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 690, "fix duplicate points", 1, sq6DuplicatePointsSignature, sq6DuplicatePointsPatch },
{ true, 40, "SQNarrator lockup fix", 1, sq6NarratorLockupSignature, sq6NarratorLockupPatch },
{ true, 40, "SQNarrator lockup fix", 1, sciNarratorLockupLineSignature, sciNarratorLockupLinePatch },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupLineSignature, sciNarratorLockupLinePatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "fix save game dialog message", 1, sq6SaveDialogMessageSignature, sq6SaveDialogMessagePatch },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
{ true, 64994, "fix restore-error dialog", 1, sq6RestoreErrorDialogSignature, sq6RestoreErrorDialogPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Torins Passage
// A subroutine that gets called by 'Torin::init' unconditionally resets the
// audio volumes to defaults, but the game should always use the volume stored
// in ScummVM. This patch is basically identical to the patch for LSL7, except
// that they left line numbers in the LSL7 scripts and changed the music volume.
// Applies to at least: English CD
// Fixes bug: #9700
static const uint16 torinVolumeResetSignature1[] = {
SIG_MAGICDWORD,
0x35, 0x28, // ldi $28
0xa1, 0xe3, // sag global[$e3] (music volume)
0x35, 0x3c, // ldi $3c
0xa1, 0xe4, // sag global[$e4] (sfx volume)
0x35, 0x64, // ldi $64
0xa1, 0xe5, // sag global[$e5] (speech volume)
SIG_END
};
static const uint16 torinVolumeResetPatch1[] = {
0x33, 0x0a, // jmp [past volume resets]
PATCH_END
};
// A subroutine that gets called by 'Torin::init' unconditionally resets the
// audio volumes to values stored in torin.prf, but the game should always use
// the volume stored in ScummVM. This patch is basically identical to the patch
// for LSL7, except that they left line numbers in the LSL7 scripts.
// Applies to at least: English CD
// Fixes bug: #9700
static const uint16 torinVolumeResetSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(readWord), // pushi readWord ($020b)
0x76, // push0
SIG_ADDTOOFFSET(+6), // ...
0xa1, 0xe3, // sag global[$e3] (music volume)
SIG_ADDTOOFFSET(+10), // ...
0xa1, 0xe4, // sag global[$e4] (sfx volume)
SIG_ADDTOOFFSET(+10), // ...
0xa1, 0xe5, // sag global[$e5] (speech volume)
SIG_END
};
static const uint16 torinVolumeResetPatch2[] = {
PATCH_ADDTOOFFSET(+10),
0x18, 0x18, // (waste bytes)
PATCH_ADDTOOFFSET(+10), // ...
0x18, 0x18, // (waste bytes)
PATCH_ADDTOOFFSET(+10), // ...
0x18, 0x18, // (waste bytes)
PATCH_END
};
// In Escarpa, it is possible for Boogle to be left outside of Torin's bag
// when fast-forwarding through the exit animation of the seraglio. If this
// happens, when the player goes from the seraglio to the dragon's cave and
// then tries to worm Boogle to the left side of the cave, the game will hang
// because Boogle is on the wrong side of the navigable area barrier and cannot
// move through it to continue the cutscene. This patch fixes the fast-forward
// code 'soBoogleBackUp::ff' in the seraglio so that Boogle's in-the-bag flag
// is set when fast-forwarding.
// Applies to at least: English CD, Spanish CD
// Fixes bug: #9836
static const uint16 torinSeraglioBoogleFlagSignature[] = {
0x35, 0x00, // ldi 0
SIG_MAGICDWORD,
0xa3, 0x00, // sal local[0]
0x38, SIG_SELECTOR16(test), // pushi test
SIG_ADDTOOFFSET(+0x5a), // all the rest of the method
// CHECKME: Spanish version seems to have a total of 0x5d bytes from this point to the ret
// FIXME: Check for end of method (e.g. ret) and add different signatures in case localized versions are different
SIG_END
};
static const uint16 torinSeraglioBoogleFlagPatch[] = {
// @1e5f
// ldi 0, sal local[0] removed from here (+4 bytes)
// @1e5f (+4 bytes)
// local[0] = /* oFlags */ ScriptID(64017, 0);
0x7a, // push2
0x38, PATCH_UINT16(0xfa11), // pushi 64017
0x76, // push0
0x43, 0x02, PATCH_UINT16(0x0004), // callk ScriptID[2], 4
0xa3, 0x00, // sal local[0] (-2 bytes)
// @1e6a (+2 bytes)
// acc = local[0].test(94);
0x38, PATCH_SELECTOR16(test), // pushi test
0x78, // push1
0x39, 0x5e, // pushi 94
0x4a, PATCH_UINT16(0x0006), // send 6
// @1e73 (+2 bytes)
// if (!acc) goto elseCase;
0x30, PATCH_UINT16(0x0034), // bnt 0x31 + 3
// @1e76 (+2 bytes)
// global[0].get(ScriptID(64001, 0).get(20));
0x38, PATCH_SELECTOR16(get), // pushi get
0x78, // push1
0x38, PATCH_SELECTOR16(get), // pushi get
0x78, // push1
0x39, 0x14, // pushi 20
0x7a, // push2
0x38, PATCH_UINT16(0xfa01), // pushi 64001
0x76, // push0
0x43, 0x02, PATCH_UINT16(0x0004), // callk ScriptID[2], 4
0x4a, PATCH_UINT16(0x0006), // send 6
0x36, // push
0x81, 0x00, // lag global[0] (ego)
0x4a, PATCH_UINT16(0x0006), // send 6
// @1e92 (+2 bytes)
// local[0].set(52);
0x38, PATCH_SELECTOR16(set), // pushi set
0x78, // push1
0x39, 0x34, // pushi 52
0x83, 0x00, // lal local[0] (+7 byte)
0x4a, PATCH_UINT16(0x0006), // send 6
// @1e9d (+9 bytes)
// goto endOfBranch;
0x33, 0x0b, // jmp [to end of conditional branch] (+1 byte)
// @1e9f (+10 bytes)
// elseCase: local[0].clear(97);
0x38, PATCH_SELECTOR16(clear), // pushi clear
0x78, // push1
0x39, 0x61, // pushi 97
0x83, 0x00, // lal local[0] (+7 bytes)
0x4a, PATCH_UINT16(0x0006), // send 6
// @1eaa (+17 bytes)
// endOfBranch: local[0].set(232);
0x38, PATCH_SELECTOR16(set), // pushi set (-3 bytes)
0x78, // push1 (-1 byte)
0x38, PATCH_UINT16(0x00e8), // pushi 232 (Boogle-in-bag flag) (-3 bytes)
0x83, 0x00, // lal local[0] (-2 bytes)
0x4a, PATCH_UINT16(0x0006), // send 6 (-3 bytes)
// @1eb6 (+5 bytes)
// local[0] = 0; self.dispose();
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x3c, // dup (-1 byte)
0xab, 0x00, // ssl local[0] (-2 bytes)
0x54, PATCH_UINT16(0x0004), // self 4
0x48, // ret
// @1ec1 (+2 bytes)
PATCH_END
};
// At least some French PointSoft releases of Torin's Passage managed to get
// released with script 20700 from the official Sierra TORINPAT patch and
// *unpatched* heap 20700. Worse, the selector table is not the same as the one
// in the US release, so it is not possible to just apply TORINPAT to the game
// (it will just explode later when mismatched selectors are used). So, here we
// are hot-patching all of the wrong offsets in the original heap to match the
// patched script.
// Applies to at least: French PointSoft CD release
static const uint16 torinPointSoft20700HeapSignature[] = {
0xe1, 0x15, 0x23, 0x16, // end of patched 20700.SCR (so we don't
// accidentally patch the heap when it is correctly
// matched with an unpatched script)
SIG_ADDTOOFFSET(1), // padding byte added by Script::load
SIG_ADDTOOFFSET(0x1d2), // first bad offset in the heap is at 0x1d2
SIG_MAGICDWORD,
SIG_UINT16(0xd8),
SIG_UINT16(0xd8),
SIG_ADDTOOFFSET(0x200 - 0x1d2 - 4), // second bad offset, etc.
SIG_UINT16(0xde),
SIG_UINT16(0xde),
SIG_ADDTOOFFSET(0x280 - 0x200 - 4),
SIG_UINT16(0xe0),
SIG_UINT16(0xe0),
SIG_ADDTOOFFSET(0x300 - 0x280 - 4),
SIG_UINT16(0xe2),
SIG_UINT16(0xe2),
SIG_ADDTOOFFSET(0x374 - 0x300 - 4),
SIG_UINT16(0xe4),
SIG_UINT16(0xe4),
SIG_ADDTOOFFSET(0x3ce - 0x374 - 4),
SIG_UINT16(0xee),
SIG_UINT16(0xee),
SIG_ADDTOOFFSET(0x44e - 0x3ce - 4),
SIG_UINT16(0xf0),
SIG_UINT16(0xf0),
SIG_ADDTOOFFSET(0x482 - 0x44e - 4),
SIG_UINT16(0xf6),
SIG_UINT16(0xf6),
SIG_ADDTOOFFSET(0x4b6 - 0x482 - 4),
SIG_UINT16(0xfc),
SIG_UINT16(0xfc),
SIG_ADDTOOFFSET(0x4ea - 0x4b6 - 4),
SIG_UINT16(0x106),
SIG_UINT16(0x106),
SIG_ADDTOOFFSET(0x51e - 0x4ea - 4),
SIG_UINT16(0x110),
SIG_UINT16(0x110),
SIG_ADDTOOFFSET(0x55c - 0x51e - 4),
SIG_UINT16(0x116),
SIG_UINT16(0x116),
SIG_ADDTOOFFSET(0x5a2 - 0x55c - 4),
SIG_UINT16(0x118),
SIG_UINT16(0x118),
SIG_END
};
static const uint16 torinPointSoft20700HeapPatch[] = {
PATCH_ADDTOOFFSET(4), // end of patched 20700.SCR
PATCH_ADDTOOFFSET(1), // padding byte
PATCH_ADDTOOFFSET(0x1d2), // first bad offset
PATCH_UINT16(0xdc),
PATCH_UINT16(0xdc),
PATCH_ADDTOOFFSET(0x200 - 0x1d2 - 4), // second bad offset, etc.
PATCH_UINT16(0xe6),
PATCH_UINT16(0xe6),
PATCH_ADDTOOFFSET(0x280 - 0x200 - 4),
PATCH_UINT16(0xe8),
PATCH_UINT16(0xe8),
PATCH_ADDTOOFFSET(0x300 - 0x280 - 4),
PATCH_UINT16(0xea),
PATCH_UINT16(0xea),
PATCH_ADDTOOFFSET(0x374 - 0x300 - 4),
PATCH_UINT16(0xec),
PATCH_UINT16(0xec),
PATCH_ADDTOOFFSET(0x3ce - 0x374 - 4),
PATCH_UINT16(0xf6),
PATCH_UINT16(0xf6),
PATCH_ADDTOOFFSET(0x44e - 0x3ce - 4),
PATCH_UINT16(0xf8),
PATCH_UINT16(0xf8),
PATCH_ADDTOOFFSET(0x482 - 0x44e - 4),
PATCH_UINT16(0xfe),
PATCH_UINT16(0xfe),
PATCH_ADDTOOFFSET(0x4b6 - 0x482 - 4),
PATCH_UINT16(0x104),
PATCH_UINT16(0x104),
PATCH_ADDTOOFFSET(0x4ea - 0x4b6 - 4),
PATCH_UINT16(0x10e),
PATCH_UINT16(0x10e),
PATCH_ADDTOOFFSET(0x51e - 0x4ea - 4),
PATCH_UINT16(0x118),
PATCH_UINT16(0x118),
PATCH_ADDTOOFFSET(0x55c - 0x51e - 4),
PATCH_UINT16(0x11e),
PATCH_UINT16(0x11e),
PATCH_ADDTOOFFSET(0x5a2 - 0x55c - 4),
PATCH_UINT16(0x120),
PATCH_UINT16(0x120),
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry torinSignatures[] = {
{ true, 20600, "fix wrong boogle bag flag on fast-forward", 1, torinSeraglioBoogleFlagSignature, torinSeraglioBoogleFlagPatch },
{ true, 20700, "fix bad heap in PointSoft release", 1, torinPointSoft20700HeapSignature, torinPointSoft20700HeapPatch },
{ true, 64000, "disable volume reset on startup (1/2)", 1, torinVolumeResetSignature1, torinVolumeResetPatch1 },
{ true, 64000, "disable volume reset on startup (2/2)", 1, torinVolumeResetSignature2, torinVolumeResetPatch2 },
{ true, 64866, "increase number of save games", 1, torinLarry7NumSavesSignature, torinLarry7NumSavesPatch },
{ true, 64928, "Narrator lockup fix", 1, sciNarratorLockupSignature, sciNarratorLockupPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// =================================================================================
ScriptPatcher::ScriptPatcher() {
int selectorCount = ARRAYSIZE(selectorNameTable);
int selectorNr;
// Allocate table for selector-IDs and initialize that table as well
_selectorIdTable = new Selector[ selectorCount ];
for (selectorNr = 0; selectorNr < selectorCount; selectorNr++)
_selectorIdTable[selectorNr] = -1;
_runtimeTable = nullptr;
_isMacSci11 = false;
}
ScriptPatcher::~ScriptPatcher() {
delete[] _runtimeTable;
delete[] _selectorIdTable;
}
// will actually patch previously found signature area
void ScriptPatcher::applyPatch(const SciScriptPatcherEntry *patchEntry, SciSpan<byte> scriptData, int32 signatureOffset) {
const uint16 *patchData = patchEntry->patchData;
byte orgData[PATCH_VALUELIMIT];
int32 offset = signatureOffset;
uint16 patchWord = *patchEntry->patchData;
uint16 patchSelector = 0;
// Copy over original bytes from script
uint32 orgDataSize = scriptData.size() - offset;
if (orgDataSize > PATCH_VALUELIMIT)
orgDataSize = PATCH_VALUELIMIT;
scriptData.subspan(offset, orgDataSize).unsafeCopyDataTo(orgData);
while (patchWord != PATCH_END) {
uint16 patchCommand = patchWord & PATCH_COMMANDMASK;
uint16 patchValue = patchWord & PATCH_VALUEMASK;
switch (patchCommand) {
case PATCH_CODE_ADDTOOFFSET: {
// add value to offset
offset += patchValue;
break;
}
case PATCH_CODE_GETORIGINALBYTE: {
// get original byte from script and adjust it
if (patchValue >= orgDataSize)
error("Script-Patcher: can not get requested original byte from script");
byte orgByte = orgData[patchValue];
int16 adjustValue;
patchData++; adjustValue = (int16)(*patchData);
scriptData[offset] = orgByte + adjustValue;
offset++;
break;
}
case PATCH_CODE_GETORIGINALUINT16: {
// get original byte from script and adjust it
if ((patchValue >= orgDataSize) || (((uint32)patchValue + 1) >= orgDataSize))
error("Script-Patcher: can not get requested original uint16 from script");
uint16 orgUINT16;
int16 adjustValue;
if (!_isMacSci11) {
orgUINT16 = orgData[patchValue] | (orgData[patchValue + 1] << 8);
} else {
orgUINT16 = orgData[patchValue + 1] | (orgData[patchValue] << 8);
}
patchData++; adjustValue = (int16)(*patchData);
orgUINT16 += adjustValue;
if (!_isMacSci11) {
scriptData[offset] = orgUINT16 & 0xFF;
scriptData[offset + 1] = orgUINT16 >> 8;
} else {
scriptData[offset] = orgUINT16 >> 8;
scriptData[offset + 1] = orgUINT16 & 0xFF;
}
offset += 2;
break;
}
case PATCH_CODE_UINT16:
case PATCH_CODE_SELECTOR16: {
byte byte1;
byte byte2;
switch (patchCommand) {
case PATCH_CODE_UINT16: {
byte1 = patchValue & PATCH_BYTEMASK;
patchData++; patchWord = *patchData;
if (patchWord & PATCH_COMMANDMASK)
error("Script-Patcher: Patch inconsistent");
byte2 = patchWord & PATCH_BYTEMASK;
break;
}
case PATCH_CODE_SELECTOR16: {
patchSelector = _selectorIdTable[patchValue];
byte1 = patchSelector & 0xFF;
byte2 = patchSelector >> 8;
break;
}
default:
byte1 = 0; byte2 = 0;
}
if (!_isMacSci11) {
scriptData[offset++] = byte1;
scriptData[offset++] = byte2;
} else {
// SCI1.1+ on macintosh had uint16s in script in BE-order
scriptData[offset++] = byte2;
scriptData[offset++] = byte1;
}
break;
}
case PATCH_CODE_SELECTOR8: {
patchSelector = _selectorIdTable[patchValue];
if (patchSelector & 0xFF00)
error("Script-Patcher: 8 bit selector required, game uses 16 bit selector");
scriptData[offset] = patchSelector & 0xFF;
offset++;
break;
}
case PATCH_CODE_BYTE:
scriptData[offset] = patchValue & PATCH_BYTEMASK;
offset++;
break;
default:
break;
}
patchData++;
patchWord = *patchData;
}
}
bool ScriptPatcher::verifySignature(uint32 byteOffset, const uint16 *signatureData, const char *signatureDescription, const SciSpan<const byte> &scriptData) {
uint16 sigSelector = 0;
uint16 sigWord = *signatureData;
while (sigWord != SIG_END) {
uint16 sigCommand = sigWord & SIG_COMMANDMASK;
uint16 sigValue = sigWord & SIG_VALUEMASK;
switch (sigCommand) {
case SIG_CODE_ADDTOOFFSET: {
// add value to offset
byteOffset += sigValue;
break;
}
case SIG_CODE_UINT16:
case SIG_CODE_SELECTOR16: {
if (byteOffset + 1 < scriptData.size()) {
byte byte1;
byte byte2;
switch (sigCommand) {
case SIG_CODE_UINT16: {
byte1 = sigValue & SIG_BYTEMASK;
signatureData++; sigWord = *signatureData;
if (sigWord & SIG_COMMANDMASK)
error("Script-Patcher: signature inconsistent\nFaulty signature: '%s'", signatureDescription);
byte2 = sigWord & SIG_BYTEMASK;
break;
}
case SIG_CODE_SELECTOR16: {
sigSelector = _selectorIdTable[sigValue];
byte1 = sigSelector & 0xFF;
byte2 = sigSelector >> 8;
break;
}
default:
byte1 = 0; byte2 = 0;
}
if (!_isMacSci11) {
if ((scriptData[byteOffset] != byte1) || (scriptData[byteOffset + 1] != byte2))
sigWord = SIG_MISMATCH;
} else {
// SCI1.1+ on macintosh had uint16s in script in BE-order
if ((scriptData[byteOffset] != byte2) || (scriptData[byteOffset + 1] != byte1))
sigWord = SIG_MISMATCH;
}
byteOffset += 2;
} else {
sigWord = SIG_MISMATCH;
}
break;
}
case SIG_CODE_SELECTOR8: {
if (byteOffset < scriptData.size()) {
sigSelector = _selectorIdTable[sigValue];
if (sigSelector & 0xFF00)
error("Script-Patcher: 8 bit selector required, game uses 16 bit selector\nFaulty signature: '%s'", signatureDescription);
if (scriptData[byteOffset] != (sigSelector & 0xFF))
sigWord = SIG_MISMATCH;
byteOffset++;
} else {
sigWord = SIG_MISMATCH; // out of bounds
}
break;
}
case SIG_CODE_BYTE:
if (byteOffset < scriptData.size()) {
if (scriptData[byteOffset] != sigWord)
sigWord = SIG_MISMATCH;
byteOffset++;
} else {
sigWord = SIG_MISMATCH; // out of bounds
}
break;
default:
break;
}
if (sigWord == SIG_MISMATCH)
break;
signatureData++;
sigWord = *signatureData;
}
if (sigWord == SIG_END) // signature fully matched?
return true;
return false;
}
// will return -1 if no match was found, otherwise an offset to the start of the signature match
int32 ScriptPatcher::findSignature(uint32 magicDWord, int magicOffset, const uint16 *signatureData, const char *patchDescription, const SciSpan<const byte> &scriptData) {
if (scriptData.size() < 4) // we need to find a DWORD, so less than 4 bytes is not okay
return -1;
// magicDWord is in platform-specific BE/LE form, so that the later match will work, this was done for performance
const uint32 searchLimit = scriptData.size() - 3;
uint32 DWordOffset = 0;
// first search for the magic DWORD
while (DWordOffset < searchLimit) {
if (magicDWord == scriptData.getUint32At(DWordOffset)) {
// magic DWORD found, check if actual signature matches
uint32 offset = DWordOffset + magicOffset;
if (verifySignature(offset, signatureData, patchDescription, scriptData))
return offset;
}
DWordOffset++;
}
// nothing found
return -1;
}
int32 ScriptPatcher::findSignature(const SciScriptPatcherEntry *patchEntry, const SciScriptPatcherRuntimeEntry *runtimeEntry, const SciSpan<const byte> &scriptData) {
return findSignature(runtimeEntry->magicDWord, runtimeEntry->magicOffset, patchEntry->signatureData, patchEntry->description, scriptData);
}
// Attention: Magic DWord is returned using platform specific byte order. This is done on purpose for performance.
void ScriptPatcher::calculateMagicDWordAndVerify(const char *signatureDescription, const uint16 *signatureData, bool magicDWordIncluded, uint32 &calculatedMagicDWord, int &calculatedMagicDWordOffset) {
Selector curSelector = -1;
int magicOffset;
byte magicDWord[4];
int magicDWordLeft = 0;
uint16 curWord;
uint16 curCommand;
uint32 curValue;
byte byte1 = 0;
byte byte2 = 0;
memset(magicDWord, 0, sizeof(magicDWord));
curWord = *signatureData;
magicOffset = 0;
while (curWord != SIG_END) {
curCommand = curWord & SIG_COMMANDMASK;
curValue = curWord & SIG_VALUEMASK;
switch (curCommand) {
case SIG_MAGICDWORD: {
if (magicDWordIncluded) {
if ((calculatedMagicDWord) || (magicDWordLeft))
error("Script-Patcher: Magic-DWORD specified multiple times in signature\nFaulty patch: '%s'", signatureDescription);
magicDWordLeft = 4;
calculatedMagicDWordOffset = magicOffset;
} else {
error("Script-Patcher: Magic-DWORD sequence found in patch data\nFaulty patch: '%s'", signatureDescription);
}
break;
}
case SIG_CODE_ADDTOOFFSET: {
magicOffset -= curValue;
if (magicDWordLeft)
error("Script-Patcher: Magic-DWORD contains AddToOffset command\nFaulty patch: '%s'", signatureDescription);
break;
}
case SIG_CODE_UINT16:
case SIG_CODE_SELECTOR16: {
// UINT16 or 1
switch (curCommand) {
case SIG_CODE_UINT16: {
signatureData++; curWord = *signatureData;
if (curWord & SIG_COMMANDMASK)
error("Script-Patcher: signature entry inconsistent\nFaulty patch: '%s'", signatureDescription);
if (!_isMacSci11) {
byte1 = curValue;
byte2 = curWord & SIG_BYTEMASK;
} else {
byte1 = curWord & SIG_BYTEMASK;
byte2 = curValue;
}
break;
}
case SIG_CODE_SELECTOR16: {
curSelector = _selectorIdTable[curValue];
if (curSelector == -1) {
curSelector = g_sci->getKernel()->findSelector(selectorNameTable[curValue]);
_selectorIdTable[curValue] = curSelector;
}
if (!_isMacSci11) {
byte1 = curSelector & 0x00FF;
byte2 = curSelector >> 8;
} else {
byte1 = curSelector >> 8;
byte2 = curSelector & 0x00FF;
}
break;
}
default:
break;
}
magicOffset -= 2;
if (magicDWordLeft) {
// Remember current word for Magic DWORD
magicDWord[4 - magicDWordLeft] = byte1;
magicDWordLeft--;
if (magicDWordLeft) {
magicDWord[4 - magicDWordLeft] = byte2;
magicDWordLeft--;
}
if (!magicDWordLeft) {
// Magic DWORD is now known, convert to platform specific byte order
calculatedMagicDWord = READ_UINT32(magicDWord);
}
}
break;
}
case SIG_CODE_BYTE:
case SIG_CODE_SELECTOR8: {
if (curCommand == SIG_CODE_SELECTOR8) {
curSelector = _selectorIdTable[curValue];
if (curSelector == -1) {
curSelector = g_sci->getKernel()->findSelector(selectorNameTable[curValue]);
_selectorIdTable[curValue] = curSelector;
if (curSelector != -1) {
if (curSelector & 0xFF00)
error("Script-Patcher: 8 bit selector required, game uses 16 bit selector\nFaulty patch: '%s'", signatureDescription);
}
}
curValue = curSelector;
}
magicOffset--;
if (magicDWordLeft) {
// Remember current byte for Magic DWORD
magicDWord[4 - magicDWordLeft] = (byte)curValue;
magicDWordLeft--;
if (!magicDWordLeft) {
// Magic DWORD is now known, convert to platform specific byte order
calculatedMagicDWord = READ_UINT32(magicDWord);
}
}
break;
}
case PATCH_CODE_GETORIGINALBYTE:
case PATCH_CODE_GETORIGINALUINT16: {
signatureData++; // skip over extra uint16
break;
}
default:
break;
}
signatureData++;
curWord = *signatureData;
}
if (magicDWordLeft)
error("Script-Patcher: Magic-DWORD beyond End-Of-Signature\nFaulty patch: '%s'", signatureDescription);
if (magicDWordIncluded) {
if (!calculatedMagicDWord) {
error("Script-Patcher: Magic-DWORD not specified in signature\nFaulty patch: '%s'", signatureDescription);
}
}
}
// This method calculates the magic DWORD for each entry in the signature table
// and it also initializes the selector table for selectors used in the signatures/patches of the current game
void ScriptPatcher::initSignature(const SciScriptPatcherEntry *patchTable) {
const SciScriptPatcherEntry *curEntry = patchTable;
SciScriptPatcherRuntimeEntry *curRuntimeEntry;
int patchEntryCount = 0;
// Count entries and allocate runtime data
while (curEntry->signatureData) {
patchEntryCount++; curEntry++;
}
_runtimeTable = new SciScriptPatcherRuntimeEntry[patchEntryCount]();
curEntry = patchTable;
curRuntimeEntry = _runtimeTable;
while (curEntry->signatureData) {
// process signature
curRuntimeEntry->active = curEntry->defaultActive;
curRuntimeEntry->magicDWord = 0;
curRuntimeEntry->magicOffset = 0;
// We verify the signature data and remember the calculated magic DWord from the signature data
calculateMagicDWordAndVerify(curEntry->description, curEntry->signatureData, true, curRuntimeEntry->magicDWord, curRuntimeEntry->magicOffset);
// We verify the patch data
calculateMagicDWordAndVerify(curEntry->description, curEntry->patchData, false, curRuntimeEntry->magicDWord, curRuntimeEntry->magicOffset);
curEntry++; curRuntimeEntry++;
}
}
// This method enables certain patches
// It's used for patches, which are not meant to get applied all the time
void ScriptPatcher::enablePatch(const SciScriptPatcherEntry *patchTable, const char *searchDescription) {
const SciScriptPatcherEntry *curEntry = patchTable;
SciScriptPatcherRuntimeEntry *runtimeEntry = _runtimeTable;
int searchDescriptionLen = strlen(searchDescription);
int matchCount = 0;
while (curEntry->signatureData) {
if (strncmp(curEntry->description, searchDescription, searchDescriptionLen) == 0) {
// match found, enable patch
runtimeEntry->active = true;
matchCount++;
}
curEntry++; runtimeEntry++;
}
if (!matchCount)
error("Script-Patcher: no patch found to enable");
}
void ScriptPatcher::processScript(uint16 scriptNr, SciSpan<byte> scriptData) {
const SciScriptPatcherEntry *signatureTable = nullptr;
const SciScriptPatcherEntry *curEntry = nullptr;
SciScriptPatcherRuntimeEntry *curRuntimeEntry = nullptr;
const Sci::SciGameId gameId = g_sci->getGameId();
switch (gameId) {
case GID_CAMELOT:
signatureTable = camelotSignatures;
break;
case GID_CASTLEBRAIN:
signatureTable = castleBrainSignatures;
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_HOYLE4:
signatureTable = hoyle4Signatures;
break;
#ifdef ENABLE_SCI32
case GID_HOYLE5:
signatureTable = hoyle5Signatures;
break;
case GID_GK1:
signatureTable = gk1Signatures;
break;
case GID_GK2:
signatureTable = gk2Signatures;
break;
#endif
case GID_ICEMAN:
signatureTable = icemanSignatures;
break;
case GID_ISLANDBRAIN:
signatureTable = islandBrainSignatures;
break;
case GID_JONES:
signatureTable = jonesSignatures;
break;
case GID_KQ1:
signatureTable = kq1Signatures;
break;
case GID_KQ4:
signatureTable = kq4Signatures;
break;
case GID_KQ5:
signatureTable = kq5Signatures;
break;
case GID_KQ6:
signatureTable = kq6Signatures;
break;
#ifdef ENABLE_SCI32
case GID_KQ7:
signatureTable = kq7Signatures;
break;
#endif
case GID_LAURABOW:
signatureTable = laurabow1Signatures;
break;
case GID_LAURABOW2:
signatureTable = laurabow2Signatures;
break;
#ifdef ENABLE_SCI32
case GID_LIGHTHOUSE:
signatureTable = lighthouseSignatures;
break;
#endif
case GID_LONGBOW:
signatureTable = longbowSignatures;
break;
case GID_LSL1:
signatureTable = larry1Signatures;
break;
case GID_LSL2:
signatureTable = larry2Signatures;
break;
case GID_LSL3:
signatureTable = larry3Signatures;
break;
case GID_LSL5:
signatureTable = larry5Signatures;
break;
case GID_LSL6:
signatureTable = larry6Signatures;
break;
#ifdef ENABLE_SCI32
case GID_LSL6HIRES:
signatureTable = larry6HiresSignatures;
break;
case GID_LSL7:
signatureTable = larry7Signatures;
break;
#endif
case GID_MOTHERGOOSE:
signatureTable = mothergooseSignatures;
break;
case GID_MOTHERGOOSE256:
signatureTable = mothergoose256Signatures;
break;
#ifdef ENABLE_SCI32
case GID_MOTHERGOOSEHIRES:
signatureTable = mothergooseHiresSignatures;
break;
case GID_PHANTASMAGORIA:
signatureTable = phantasmagoriaSignatures;
break;
case GID_PHANTASMAGORIA2:
signatureTable = phantasmagoria2Signatures;
break;
#endif
case GID_PEPPER:
signatureTable = pepperSignatures;
break;
case GID_PQ1:
signatureTable = pq1vgaSignatures;
break;
case GID_PQ2:
signatureTable = pq2Signatures;
break;
case GID_PQ3:
signatureTable = pq3Signatures;
break;
#ifdef ENABLE_SCI32
case GID_PQ4:
signatureTable = pq4Signatures;
break;
case GID_PQSWAT:
signatureTable = pqSwatSignatures;
break;
#endif
case GID_QFG1:
signatureTable = qfg1egaSignatures;
break;
case GID_QFG1VGA:
signatureTable = qfg1vgaSignatures;
break;
case GID_QFG2:
signatureTable = qfg2Signatures;
break;
case GID_QFG3:
signatureTable = qfg3Signatures;
break;
#ifdef ENABLE_SCI32
case GID_QFG4:
signatureTable = qfg4Signatures;
break;
case GID_RAMA:
signatureTable = ramaSignatures;
break;
case GID_SHIVERS:
signatureTable = shiversSignatures;
break;
#endif
case GID_SQ1:
signatureTable = sq1vgaSignatures;
break;
case GID_SQ3:
signatureTable = sq3Signatures;
break;
case GID_SQ4:
signatureTable = sq4Signatures;
break;
case GID_SQ5:
signatureTable = sq5Signatures;
break;
#ifdef ENABLE_SCI32
case GID_SQ6:
signatureTable = sq6Signatures;
break;
case GID_TORIN:
signatureTable = torinSignatures;
break;
#endif
default:
break;
}
if (signatureTable) {
_isMacSci11 = (g_sci->getPlatform() == Common::kPlatformMacintosh && getSciVersion() >= SCI_VERSION_1_1);
if (!_runtimeTable) {
// signature table needs to get initialized (Magic DWORD set, selector table set)
initSignature(signatureTable);
// Do additional game-specific initialization
switch (gameId) {
case GID_FREDDYPHARKAS:
if (_isMacSci11 && !g_sci->getResMan()->testResource(ResourceId(kResourceTypeView, 844))) {
enablePatch(signatureTable, "Mac: skip broken hop singh scene");
}
break;
case GID_GK1:
if (_isMacSci11 || g_sci->isCD()) {
enablePatch(signatureTable, "cd/mac: Narrator lockup fix");
} else {
enablePatch(signatureTable, "floppy: Narrator lockup fix");
}
if (_isMacSci11 && !g_sci->getResMan()->testResource(ResourceId(kResourceTypeView, 56))) {
enablePatch(signatureTable, "mac: fix missing talisman view");
}
if (!_isMacSci11) {
enablePatch(signatureTable, "pc: fix cartoon timing");
} else {
enablePatch(signatureTable, "mac: fix cartoon timing");
}
if (g_sci->getLanguage() == Common::EN_ANY &&
g_sci->getResMan()->testResource(ResourceId(kResourceTypeFont, 40))) {
enablePatch(signatureTable, "fix end game font");
}
break;
case GID_GK2:
// Enable subtitle compatibility if a sync resource is present
if (g_sci->getResMan()->testResource(ResourceId(kResourceTypeSync, 10))) {
enablePatch(signatureTable, "subtitle patch compatibility");
}
break;
case GID_HOYLE5:
if (!g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 700))) {
// Hoyle 5 children's collection
enablePatch(signatureTable, "disable Gin Rummy");
enablePatch(signatureTable, "disable Cribbage");
enablePatch(signatureTable, "disable Klondike");
enablePatch(signatureTable, "disable Bridge");
enablePatch(signatureTable, "disable Poker");
enablePatch(signatureTable, "disable Hearts");
enablePatch(signatureTable, "disable Backgammon");
}
break;
case GID_KQ4:
if (!g_sci->getResMan()->testResource(ResourceId(kResourceTypeView, 653))) {
enablePatch(signatureTable, "missing waterfall view");
}
break;
case GID_KQ5:
if (g_sci->_features->useAltWinGMSound()) {
// See the explanation in the kq5SignatureWinGMSignals comment
enablePatch(signatureTable, "Win: GM Music signal checks");
}
// enable a patch for dealing with a buggy sound that appears in
// various forms in a sporadic set of versions
if (g_sci->getLanguage() == Common::FR_FRA ||
g_sci->getLanguage() == Common::IT_ITA ||
g_sci->getPlatform() == Common::kPlatformMacintosh ||
(g_sci->getPlatform() == Common::kPlatformAmiga && g_sci->getLanguage() == Common::EN_ANY)) {
enablePatch(signatureTable, "Crispin intro signal");
}
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");
}
if (_isMacSci11) {
// Enables Mac-only patch to work around missing pic
enablePatch(signatureTable, "Mac: Drink Me pic");
}
break;
case GID_LAURABOW2:
if (g_sci->isCD()) {
// Enable patches due views having fewer loops in the CD version
enablePatch(signatureTable, "CD: fix museum actor loops");
// Enables Dual mode patches (audio + subtitles at the same time) for Laura Bow 2
enablePatch(signatureTable, "CD: audio + text support");
}
break;
case GID_QFG4:
if (g_sci->isCD()) {
// Floppy doesn't need this
enablePatch(signatureTable, "CD: fix rope during Igor rescue (1/2)");
enablePatch(signatureTable, "CD: fix rope during Igor rescue (2/2)");
// Similar signatures that patch with different addresses/offsets
enablePatch(signatureTable, "CD: fix guild tunnel access (3/3)");
enablePatch(signatureTable, "CD: fix crest bookshelf");
enablePatch(signatureTable, "CD: fix peer bats, upper door (2/2)");
} else {
enablePatch(signatureTable, "Floppy: fix guild tunnel access (3/3)");
enablePatch(signatureTable, "Floppy: fix crest bookshelf");
enablePatch(signatureTable, "Floppy: fix peer bats, upper door (2/2)");
}
break;
case GID_PQ4:
if (g_sci->getLanguage() == Common::EN_ANY) {
// The in-game UI option for speech+subtitles makes sense only for the
// English version.
// French and German versions feature localized text with English voices.
// Also, our injected speech+subtitles view is currently only in English.
enablePatch(signatureTable, "add speech+subtitles to in-game UI");
}
break;
case GID_SQ1:
if (g_sci->getLanguage() == Common::ES_ESP) {
enablePatch(signatureTable, "spanish messages");
}
break;
case GID_SQ3:
if (g_sci->getLanguage() == Common::HE_ISR) {
enablePatch(signatureTable, "Hebrew: Replace name in status bar");
enablePatch(signatureTable, "Hebrew: Replace 'Enter input' prompt");
}
break;
case GID_SQ4:
// Enable the dress-purchase flag fixes for English Amiga only.
// One of these patches is applied to scripts that are the same as those
// in other versions which must not be patched, including German Amiga.
if (g_sci->getPlatform() == Common::kPlatformAmiga) {
// Check for buggy Sock's (room 371) script from English Amiga version
Resource *socksScript = g_sci->getResMan()->findResource(ResourceId(kResourceTypeScript, 371), false);
if (socksScript && socksScript->size() == 14340) {
enablePatch(signatureTable, "Amiga: dress purchase flag check fix");
enablePatch(signatureTable, "Amiga: dress purchase flag clear fix");
}
}
if (g_sci->isCD() && !g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 271))) {
enablePatch(signatureTable, "CD: disable timepod code for removed room");
}
break;
default:
break;
}
}
curEntry = signatureTable;
curRuntimeEntry = _runtimeTable;
while (curEntry->signatureData) {
if ((scriptNr == curEntry->scriptNr) && (curRuntimeEntry->active)) {
int32 foundOffset = 0;
int16 applyCount = curEntry->applyCount;
do {
foundOffset = findSignature(curEntry, curRuntimeEntry, scriptData);
if (foundOffset != -1) {
// found, so apply the patch
debugC(kDebugLevelPatcher, "Script-Patcher: '%s' on script %d offset %d", curEntry->description, scriptNr, foundOffset);
applyPatch(curEntry, scriptData, foundOffset);
}
applyCount--;
} while ((foundOffset != -1) && (applyCount));
}
curEntry++; curRuntimeEntry++;
}
}
}
} // End of namespace Sci