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/* 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/config-manager.h"
#include "common/util.h"
namespace Sci {
// IMPORTANT:
// every patch entry needs the following:
// - script number (pretty obvious)
//
// - apply count
// specifies the number of times a patch is supposed to get applied.
// Most of the time, it should be 1.
//
// - magicDWORD + magicOffset
// please ALWAYS put 0 for those two. Both will get filled out at runtime by the patcher.
//
// - signature data (is used to identify certain script code, that needs patching)
// every signature needs to contain SIG_MAGICDWORD once.
// The following 4 bytes after SIG_MAGICDWORD - which don't have to be fixed, you may for example
// use SIG_SELECTOR16, will get used to quickly search for a partly match before verifying that
// the whole signature actually matches. If it's not included, the script patcher will error() out
// right when loading up the game.
// If selector-IDs are included, please use SIG_SELECTOR16 + SIG_SELECTOR8 [1]. Simply
// specify the selector that way, so that the patcher will search for the specific
// selector instead of looking for a hardcoded value. Selectors may not be the same
// between game versions.
// For UINT16s either use SIG_UINT16 or SIG_SELECTOR16.
// Macintosh versions of SCI games are using BE ordering instead of LE since SCI1.1 for UINT16s in scripts
// By using those 2 commands, it's possible to make patches work for PC and Mac versions of the same game.
// You may also skip bytes by using the SIG_ADDTOOFFSET command
// Every signature data needs to get terminated using SIGNATURE_END
//
// - patch data (is used for actually patching scripts)
// When a match is found, the patch data will get applied.
// Patch data is similar to signature data. Just use PATCH_SELECTOR16 + PATCH_SELECTOR8 [1]
// for patching in selectors.
// There are also patch specific commands.
// Those are PATCH_GETORIGINALBYTE, which fetches a byte from the original script
// and PATCH_GETORIGINALBYTEADJUST, which does the same but gets a second value
// from the uint16 array and uses that value to adjust the original byte.
// Every patch data needs to get terminated using PATCH_END
//
// - and please always add a comment about why the patch was done and what's causing issues.
// If possible make sure, that the patch works on localized (or just different) game versions
// as well in case those need patching too.
//
// [1] - selectors need to get specified in selectorTable[] and ScriptPatcherSelectors-enum
// before they can get used using the SIG_SELECTORx and PATCH_SELECTORx commands.
// You have to use the exact same order in both the table and the enum, otherwise
// it won't work.
// 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
"illegalBits", // system selector
"localize", // Freddy Pharkas
"roomFlags", // Iceman
"put", // Police Quest 1 VGA
"approachVerbs", // Police Quest 1 VGA
"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
"edgeHit", // King's Quest 5
"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
"saveCursor", // Laura Bow 2 CD
"setVol", // Laura Bow 2 CD
"at", // Longbow, QFG4
"owner", // Longbow, QFG4
"fade", // Longbow, Shivers
"enable", // Longbow, SQ6
"alterEgo", // LSL5
"normalize", // Pepper, GK1, QFG4
"delete", // EcoQuest 1
"size", // EcoQuest 1
"signal", // EcoQuest 1, GK1
"obstacles", // EcoQuest 1
"handleEvent", // EcoQuest 2, Shivers
"view", // King's Quest 4, RAMA benchmarking, GK1, QFG4
"tWindow", // Camelot
#ifdef ENABLE_SCI32
"newWith", // SCI2 array script
"posn", // GK1, Phant2, QFG4
"printLang", // GK2
"test", // Torin
"get", // Torin, 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
"newPic", // Lighthouse
"start", // Lighthouse
"setScale", // LSL6hires, QFG4
"setScaler", // LSL6hires, QFG4
"showTitle", // LSL6hires
"name", // LSL6hires
"completed", // LSL6hires
"endType", // LSL6hires
"oSpecialSync", // LSL7
"readWord", // LSL7, Phant1, Torin
"points", // PQ4
"select", // PQ4
"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
"use", // 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_illegalBits,
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_edgeHit,
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_saveCursor,
SELECTOR_setVol,
SELECTOR_at,
SELECTOR_owner,
SELECTOR_fade,
SELECTOR_enable,
SELECTOR_alterEgo,
SELECTOR_normalize,
SELECTOR_delete,
SELECTOR_size,
SELECTOR_signal,
SELECTOR_obstacles,
SELECTOR_handleEvent,
SELECTOR_view,
SELECTOR_tWindow
#ifdef ENABLE_SCI32
,
SELECTOR_newWith,
SELECTOR_posn,
SELECTOR_printLang,
SELECTOR_test,
SELECTOR_get,
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_newPic,
SELECTOR_start,
SELECTOR_setScale,
SELECTOR_setScaler,
SELECTOR_showTitle,
SELECTOR_name,
SELECTOR_completed,
SELECTOR_endType,
SELECTOR_oSpecialSync,
SELECTOR_readWord,
SELECTOR_points,
SELECTOR_select,
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_use,
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)
//
// 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.
// We also disable speed throttling in these rooms in kGameIsRestarting, but
// that's just to prevent the delay these tests create. Each game's script does
// different work, so that part can't be generically patched.
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 speed test originally used a signed comparison, causing the test to take
// nine minutes if kGetTime rolled over during it. This could happen when
// restarting the game. We fix this bug with an unsigned comparison, as Sierra
// did, otherwise our patch will cause the test to hang when kGetTime is large.
static const uint16 sci0SpeedTestOverflowSignature[] = {
SIG_MAGICDWORD,
0x8b, 0x00, // lsl 00
0x76, // push0
0x43, SIG_ADDTOOFFSET(+1), 0x00, // callk GetTime 00
0x22, // lt?
SIG_END
};
static const uint16 sci0SpeedTestOverflowPatch[] = {
PATCH_ADDTOOFFSET(+6),
0x2a, // ult?
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
};
// Several SCI Version 1 games use a Talker class that doesn't handle kGetTime
// rollover correctly. Talker:init calculates the message's end-time in ticks
// (1/60ths of a second) and Talker:doit compares this to the current time
// with a naive signed comparison. When kGetTime approaches $8000, the end-time
// appears negative and Talker:doit prematurely closes the message.
//
// We fix this by replacing the comparison with the correct logic from later
// versions. We restructure this to fit within the limited space:
//
// Existing: GetTime > ticks
// Correct: GetTime - ticks > 0
// Optimized: 0 > ticks - GetTime
//
// Applies to: Castle of Dr. Brain, LSL1 PC English, SQ1
// Responsible method: Talker:doit
// Fixes bug: #15303
static const uint16 sciSignatureTalkerRollover[] = {
0x76, // push0
SIG_MAGICDWORD,
0x43, 0x42, 0x00, // callk GetTime 00
0x36, // push
0x63, SIG_ADDTOOFFSET(+1), // pToa ticks
0x1e, // gt? [ GetTime > ticks ]
0x30, SIG_ADDTOOFFSET(+1), 0x00, // bnt
SIG_END
};
static const uint16 sciPatchTalkerRollover[] = {
0x76, // push0
0x67, PATCH_GETORIGINALBYTE(+6), // pTos ticks
0x76, // push0
0x43, 0x42, 0x00, // callk GetTime 00
0x04, // sub [ ticks - GetTime ]
0x1e, // gt? [ 0 > ticks - GetTime ]
0x31, PATCH_GETORIGINALBYTE(+9), // bnt
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 Merlin - if you don't get away,
// the girl's father 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
};
// After viewing the purse with "count money" or several other commands, the game
// always displays a message saying that the purse is empty, even when it isn't.
// ARTHUR:handleEvent incorrectly tests the return value of the purse function
// instead of also testing the three money globals.
//
// We fix this by only displaying the empty-purse message when all of the money
// globals are zero.
//
// Applies to: All versions
// Responsible method: ARTHUR:handleEvent
// Fixes bug: #15288
static const uint16 camelotSignaturePurseMessages[] = {
0x18, // not
0x30, SIG_UINT16(0x0014), // bnt 0014 [ selected money ]
0x7a, // push2
0x38, SIG_UINT16(0x0320), // pushi 0320
0x7a, // push2
SIG_MAGICDWORD,
0x39, 0x1d, // pushi 1d
0x39, 0x22, // pushi 22
0x43, 0x40, 0x04, // callk Random 04
0x36, // push
0x47, 0xff, 0x00, 0x04, // calle Print [ empty-purse message ]
0x32, SIG_UINT16(0x0011), // jmp 0011 [ cleanup ]
SIG_ADDTOOFFSET(+9),
0x43, 0x40, 0x04, // callk Random 04
SIG_END
};
static const uint16 camelotPatchPurseMessages[] = {
0x2f, 0x16, // bt 16 [ selected money ]
0x89, 0x7a, // lsg 7a [ gold ]
0x81, 0x79, // lag 79 [ silver ]
0x14, // or
0x89, 0x78, // lsg 78 [ copper ]
0x14, // or
0x2f, 0x1d, // bt 1d [ skip empty-purse message ]
PATCH_GETORIGINALBYTES(4, 9), // [ prepare empty-purse message ]
0x32, PATCH_UINT16(0x0009), // jmp 0009 [ callk Random / calle Print ]
PATCH_END
};
// When returning to the Jaffa Gate after falling through the trap door in
// Fatima's house, the guards use the wrong text window. Instead they use
// the con man Yasser's text window and caption. tObj:tWindow is initialized
// to conWindow by the room, but script 207 forgot to change this default.
//
// We fix this by setting tObj:tWindow to guardWindow during this scene.
//
// Applies to: All versions
// Responsible method: walkThruGates:changeState
// Fixes bug: #14811
static const uint16 camelotSignatureGuardMessages[] = {
0x72, SIG_UINT16(0xff1e), // lofsa guardWindow
SIG_ADDTOOFFSET(+0x9f),
0x30, SIG_UINT16(0x0032), // bnt 0032 [ state 1 ]
SIG_ADDTOOFFSET(+0x2f),
0x32, SIG_UINT16(0x006f), // jmp 006f [ toss, ret ]
SIG_ADDTOOFFSET(+4),
0x30, SIG_UINT16(0x0023), // bnt 0023 [ state 2 ]
SIG_ADDTOOFFSET(+0xe),
SIG_MAGICDWORD,
0x81, 0x6f, // lag 6f [ tObj ]
0x4a, 0x06, // send 06 [ tObj talkCue: self ]
SIG_ADDTOOFFSET(+0xe),
0x32, // jmp [ toss, ret ]
SIG_END
};
static const uint16 camelotPatchGuardMessages[] = {
PATCH_ADDTOOFFSET(+0xa2),
0x30, PATCH_UINT16(0x002f), // bnt 002f [ state 1 ]
PATCH_ADDTOOFFSET(+0x2f),
PATCH_GETORIGINALBYTES(0xd7, 4),
0x31, 0x27, // bnt 27 [ state 2 ]
PATCH_GETORIGINALBYTES(0xde, 0x10),
0x38, PATCH_SELECTOR16(tWindow), // pushi tWindow
0x78, // push1
0x74, PATCH_UINT16(0xfe30), // lofsa guardWindow
0x4a, 0x0c, // send 0c [ tObj talkCue: self, tWindow: guardWindow ]
PATCH_GETORIGINALBYTES(0xf0, 0xe),
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, 0, "fix purse messages", 1, camelotSignaturePurseMessages, camelotPatchPurseMessages },
{ 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, 112, "fix speed test overflow", 1, sci0SpeedTestOverflowSignature, sci0SpeedTestOverflowPatch },
{ 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 },
{ true, 207, "fix guard messages", 1, camelotSignatureGuardMessages, camelotPatchGuardMessages },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Castle of Dr. Brain
// script, description, signature patch
static const SciScriptPatcherEntry castleBrainSignatures[] = {
{ true, 802, "disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
{ true, 280, "talker rollover", 1, sciSignatureTalkerRollover, sciPatchTalkerRollover },
{ true, 928, "talker rollover", 1, sciSignatureTalkerRollover, sciPatchTalkerRollover },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// EcoQuest 1
// 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: PC-CD
// Responsible method: stayAndHelp::changeState
// Fixes bug: #5107
static const uint16 ecoquest1SignatureStayAndHelp[] = {
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x1c, // bnt 1c [next state]
SIG_ADDTOOFFSET(+13),
0x39, SIG_SELECTOR8(init), // pushi init
SIG_MAGICDWORD,
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!)
SIG_END
};
static const uint16 ecoquest1PatchStayAndHelp[] = {
0x2f, 0x20, // bt 20 [next state] (saves 4 bytes)
PATCH_GETORIGINALBYTES(6, 15),
0x39, 0x06, // pushi 06
0x7a, // push2
0x76, // push0
0x76, // push0
0x39, 0x17, // pushi 17
0x7c, // pushSelf
0x38, PATCH_UINT16(0x0280), // pushi 0280
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
};
// When awarding points, the game often corrupts a random global variable.
// Rain:points takes an optional second parameter as the points flag to test.
// Instead of testing the parameter count before setting the flag, the script
// tests the parameter even if it doesn't exist. If the undefined value on the
// stack happens to be non-zero then the game treats it as a flag and attempts
// to set it. If the value is an object then this causes an arithmetic error,
// such as when clicking the passport on the customs officer, otherwise the
// "flag" is set and a global is altered.
//
// We fix this by testing the parameter count as the other points methods do.
//
// Applies to: All versions
// Responsible method: Rain:points
// Fixes bugs: #4939, #5750
static const uint16 ecoquest2SignaturePointsFlag[] = {
SIG_MAGICDWORD,
0x87, 0x02, // lap 02 [ flag ]
0x31, 0x06, // bnt 06
0x78, // push1
0x36, // push
0x40, SIG_ADDTOOFFSET(+2), 0x02, // call set-flag 02
0x8f, 0x01, // lsp 01 [ points (never negative) ]
0x35, 0x00, // ldi 00
0x1e, // gt? [ points > 0 ]
SIG_END
};
static const uint16 ecoquest2PatchPointsFlag[] = {
0x78, // push1
0x87, 0x00, // lap 00 [ argc ]
0x22, // lt? [ 1 < argc ]
0x31, 0x07, // bnt 07
0x78, // push1
0x8f, 0x02, // lsp 02 [ flag ]
0x40, PATCH_GETORIGINALUINT16ADJUST(7, -3), 0x02, // call set-flag 02
0x87, 0x01, // lap 01 [ points (never negative) ]
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, 0, "points flag", 1, ecoquest2SignaturePointsFlag, ecoquest2PatchPointsFlag },
{ 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
};
// WORKAROUND
// Betrayed Alliance contains a malformed menu string that happens to have no
// visible effect in the original interpreter, but does in ours. The speed menu
// string has the word "Music" at the end, making it appear to be part of the
// previous menu item shortcut. Sierra's parser happened to ignore this invalid
// suffix, but ours accepts it and displays it in the speed menu.
//
// It would take significant modifications to our menu parser to match the
// original interpreter's undefined behavior, and the string has already been
// fixed in newer versions of the game, so we just patch the bad menu string.
//
// Applies to: Betrayed Alliance version 1.3.2 and below
// Responsible method: heap in script 997
// Fixes bug: #15159
static const uint16 fangameSignatureBetrayedAllianceMenu[] = {
SIG_MAGICDWORD, // :Slower
0x60, 0x2d, 0x4d, 0x75, 0x73, 0x69, 0x63, 0x00, // `-Music
SIG_END
};
static const uint16 fangamePatchBetrayedAllianceMenu[] = {
PATCH_ADDTOOFFSET(+2),
0x00, // :Slower`-
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, "Betrayed Alliance: fix menu", 1, fangameSignatureBetrayedAllianceMenu, fangamePatchBetrayedAllianceMenu },
{ 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 Macintosh 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
};
// In Euchre, when discarding the first card after selecting the "Take it up"
// button, a second card can be unexpectedly discarded and break the game.
// The script is missing a HandsOff call. This allows two right clicks to
// trigger a second discard.
//
// We fix this by adding a HandsOff call to the code that handles the first
// discard. We make room by jumping to a codepath that does the same work.
//
// Applies to: All versions
// Responsible method: EuchreHand:enterKey
// Fixes bug: #14874
static const uint16 hoyle4SignatureEuchreHandsOff[] = {
SIG_MAGICDWORD,
0x45, 0x01, 0x00, // callb 01 00 [ RedrawCast ]
0x38, SIG_SELECTOR16(setCursor), // pushi setCursor
SIG_ADDTOOFFSET(+0x2b),
0x76, // push0
0x45, 0x01, 0x00, // callb 01 00 [ RedrawCast ]
SIG_END
};
static const uint16 hoyle4PatchEuchreHandsOff[] = {
0x45, 0x04, 0x00, // callb 04 00 [ HandsOff ]
0x32, PATCH_UINT16(0x002b), // jmp 002b [ RedrawCast, ... ]
PATCH_END
};
// In Hearts, a utility function returns the hand of a given player, but
// the function uses an uninitialized temp instead of the parameter.
//
// We fix this by using the parameter. This bug also appears in Hoyle5.
//
// Applies to: All versions
// Responsible method: The first (and only) local proc in script 300
static const uint16 hoyle4SignatureHeartsStrategy[] = {
0x8d, 0x00, // lst 00 [ temp0, uninitialized ]
0x81, SIG_MAGICDWORD, 0x75, // lag 75 [ theHands ]
0x4a, 0x06, // send 06 [ theHands at: temp0 ]
0x48, // ret
SIG_END
};
static const uint16 hoyle4PatchHeartsStrategy[] = {
0x8f, 0x01, // lsp 01 [ param1, the player (0-3) ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry hoyle4Signatures[] = {
{ true, 100, "crazy eights sound", 1, hoyle4SignatureCrazyEightsSound, hoyle4PatchCrazyEightsSound },
{ true, 300, "hearts strategy", 1, hoyle4SignatureHeartsStrategy, hoyle4PatchHeartsStrategy },
{ true, 400, "gin undercut sound", 1, hoyle4SignatureGinUndercutSound, hoyle4PatchGinUndercutSound },
{ true, 733, "bridge arithmetic against object", 1, hoyle4SignatureBridgeArithmetic, hoyle4PatchBridgeArithmetic },
{ true, 800, "euchre handsoff", 1, hoyle4SignatureEuchreHandsOff, hoyle4PatchEuchreHandsOff },
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, // 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 shortcuts 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[] = {
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
SIG_ADDTOOFFSET(+4),
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x03dc), // lofsa chooseHearts
0x4a, SIG_UINT16(0x0008), // send 08
SIG_END
};
static const uint16 hoyle5SignatureGinRummy[] = {
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
SIG_ADDTOOFFSET(+4),
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x02bc), // lofsa chooseGinRummy
0x4a, SIG_UINT16(0x0008), // send 08
SIG_END
};
static const uint16 hoyle5SignatureCribbage[] = {
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
SIG_ADDTOOFFSET(+4),
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x034c), // lofsa chooseCribbage
0x4a, SIG_UINT16(0x0008), // send 08
SIG_END
};
static const uint16 hoyle5SignatureKlondike[] = {
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
SIG_ADDTOOFFSET(+4),
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x04fc), // lofsa chooseKlondike
0x4a, SIG_UINT16(0x0008), // send 08
SIG_END
};
static const uint16 hoyle5SignatureBridge[] = {
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
SIG_ADDTOOFFSET(+4),
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x046c), // lofsa chooseBridge
0x4a, SIG_UINT16(0x0008), // send 08
SIG_END
};
static const uint16 hoyle5SignaturePoker[] = {
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
SIG_ADDTOOFFSET(+4),
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x058c), // lofsa choosePoker
0x4a, SIG_UINT16(0x0008), // send 08
SIG_END
};
static const uint16 hoyle5SignatureBackgammon[] = {
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
SIG_ADDTOOFFSET(+4),
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x06ac), // lofsa chooseBackgammon
0x4a, SIG_UINT16(0x0008), // send 08
SIG_END
};
static const uint16 hoyle5PatchDisableGame[] = {
0x33, 0x0c, // jmp 0c
PATCH_END
};
// Hoyle School House Math is similar to the Children's Collection and Bridge
// versions above, where the individual card games were launched externally
// by passing a config file to the interpreter. The menus for this game are
// present, although they are still using Hoyle4 graphics, but they are missing
// some scripts and resources. We work around this with three patches:
//
// 1. Skip the broken Sierra logo (room 900) and go to the intro (room 2)
// 2. Disable the broken buttons on the main menu
// 3. Disable Euchre and Bridge buttons, because those games aren't present
static const uint16 hoyle5SignatureSierraLogo[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(newRoom), // pushi newRoom
0x78, // push1
0x38, SIG_UINT16(0x0384), // pushi 0384 [ room 900: sierra ]
SIG_END
};
static const uint16 hoyle5PatchSierraLogo[] = {
PATCH_ADDTOOFFSET(+4),
0x38, PATCH_UINT16(0x0002), // pushi 0002 [ room 2: intro ]
PATCH_END
};
static const uint16 hoyle5SignatureMainMenuButtons[] = {
0x38, SIG_SELECTOR16(init), // pushi init
SIG_ADDTOOFFSET(+33),
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x050e), // lofsa information
0x4a, SIG_UINT16(0x0008), // send 08
SIG_END
};
static const uint16 hoyle5PatchMainMenuButtons[] = {
0x32, PATCH_UINT16(0x0027), // jmp 0027 [ skip button init ]
PATCH_END
};
static const uint16 hoyle5SignatureEuchreBridge[] = {
0x38, SIG_SELECTOR16(init), // pushi init
SIG_ADDTOOFFSET(+19),
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x037a), // lofsa chooseBridge
0x4a, SIG_UINT16(0x0008), // send 08
SIG_END
};
static const uint16 hoyle5PatchEuchreBridge[] = {
0x32, PATCH_UINT16(0x0019), // jmp 0019 [ skip button init ]
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
};
// Hoyle5 Solitaire has a script typo in five games that attempts to initialize
// a temp variable to zero but instead compares it. This affects Calculation,
// Strategy, Beleaguered Castle, La Belle Lucie, and Gaps.
//
// We fix this with a single script patch as opposed to many workaround entries
// because this occurs in local procedures with different bytecode in Windows
// and Mac versions.
//
// Applies to: All versions
// Responsible methods: local procedures in scripts 6001, 6002, 6004, 6011, 6023
static const uint16 hoyle5SignatureSolitaireInit[] = {
0x8d, 0x00, // lst 00
0x35, SIG_MAGICDWORD, 0x00, // ldi 00
0x1a, // eq? [ temp0 == 0 ]
0x8d, 0x00, // lst 00
SIG_END
};
static const uint16 hoyle5PatchSolitaireInit[] = {
0x34, PATCH_UINT16(0x0000), // ldi 0000
0xa5, 0x00, // sat 00 [ temp0 = 0 ]
PATCH_END
};
// In Hearts, a utility function returns the hand of a given player, but
// the function uses an uninitialized temp instead of the parameter.
//
// We fix this by using the parameter. This bug also appears in Hoyle4.
//
// Applies to: All versions
// Responsible method: The first (and only) local proc in script 300
static const uint16 hoyle5SignatureHeartsStrategy[] = {
0x8d, 0x00, // lst 00 [ temp0, uninitialized ]
0x81, SIG_MAGICDWORD, 0x75, // lag 75 [ theHands ]
0x4a, SIG_UINT16(0x0006), // send 06 [ theHands at: temp0 ]
0x48, // ret
SIG_END
};
static const uint16 hoyle5PatchHeartsStrategy[] = {
0x8f, 0x01, // lsp 01 [ param1, the player (0-3) ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry hoyle5Signatures[] = {
{ true, 0, "disable volume reset on startup", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ 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, 300, "hearts strategy", 1, hoyle5SignatureHeartsStrategy, hoyle5PatchHeartsStrategy },
{ true, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 6001, "fix solitaire init", 1, hoyle5SignatureSolitaireInit, hoyle5PatchSolitaireInit },
{ true, 6002, "fix solitaire init", 1, hoyle5SignatureSolitaireInit, hoyle5PatchSolitaireInit },
{ true, 6004, "fix solitaire init", 1, hoyle5SignatureSolitaireInit, hoyle5PatchSolitaireInit },
{ true, 6011, "fix solitaire init", 1, hoyle5SignatureSolitaireInit, hoyle5PatchSolitaireInit },
{ true, 6023, "fix solitaire init", 1, hoyle5SignatureSolitaireInit, hoyle5PatchSolitaireInit },
{ 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 },
{ false, 0, "disable sierra logo", 1, hoyle5SignatureSierraLogo, hoyle5PatchSierraLogo },
{ false, 2, "disable main menu buttons", 1, hoyle5SignatureMainMenuButtons, hoyle5PatchMainMenuButtons },
{ false, 975, "disable Euchre and Bridge", 1, hoyle5SignatureEuchreBridge, hoyle5PatchEuchreBridge},
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 day 5 starts, the game can lockup after the phone rings. All versions
// are affected, but the bug depends on combinations of machine speed, game
// version, and the game speed setting. This is a bug in the original game.
//
// After the phone rings, Gabriel is supposed to say "I got it!" while walking
// to the phone. The script sets ego's motion, waits 3 game cycles, and then
// says the message. bookStoreNarrator animates ego when one of his messages is
// said, but only when ego is standing still, otherwise movement would stop.
// bookStoreNarrator checks for this by testing if ego's loop is standing (8).
// When the phone script sets ego's motion, there is a delay before ego's loop
// changes from standing to walking. The delay depends on the game speed
// setting and game version; the CD version added a GKEgo:setHeading method
// that skips redundant turns. All of this is independent of the 3 cycle delay
// that it is based on machine speed. If "I got it!" starts before ego's loop
// changes, then bookStoreNarrator animates ego talking, the walk movement is
// interrupted, and the game is stuck waiting for ego to walk to the phone.
//
// We fix this by signaling bookStoreNarrator that it should not animate ego
// when displaying the "I got it!" message. We do this by setting an unused
// global in startOfDay5:changeState(32) and getTheVeve:changeState(24).
// In bookStoreNarrator:display, we test the global and reset it. We make room
// for this by overwriting a duplicated ego:view test.
//
// This patch is designed to be compatible with NRS patches. The NRS technique
// changes delays in cycles to ticks, which fixes the CD version but not the
// floppy versions when the game speed is lowered. The timing is different due
// to the CD version's GKEgo:setHeading method. Our patch does not depend on
// timing, so it is compatible with both types of delays.
//
// Applies to: All versions
// Responsible methods: bookStoreNarrator:display, startOfDay5:changeState(32),
// getTheVeve:changeState(24)
// Fixes bug: #15857
static const uint16 gk1Day5PhoneLockupSignature1[] = {
SIG_MAGICDWORD,
0x35, 0x08, // ldi 08
0x1a, // eq? [ GKEgo:loop == 8 ]
0x30, SIG_ADDTOOFFSET(+2), // bnt [ skip talk animation ]
0x39, SIG_SELECTOR8(view), // pushi view
0x76, // push0
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0004), // send 04 [ GKEgo view: ]
0x36, // push
0x34, SIG_UINT16(0x0385), // ldi 0385
0x1a, // eq? [ GKEgo:view == 901 (duplicated test from earlier) ]
0x2f, // bt [ talk animation ]
SIG_END
};
static const uint16 gk1Day5PhoneLockupPatch1[] = {
PATCH_ADDTOOFFSET(+6),
0x81, 0xd1, // lag d1 [ read global. acc = 0 to animate, 1 to skip ]
0x38, PATCH_UINT16(0x0000), // pushi 0000
0xa9, 0xd1, // ssg d1 [ reset global to 0 ]
0x2e, PATCH_GETORIGINALUINT16ADJUST(4, -10), // bt [ skip talk animation if global is set ]
0x34, PATCH_UINT16(0x0001), // ldi 0001 [ acc = 1 to branch to talk animation ]
PATCH_END
};
// startOfDay5:changeState(32), getTheVeve:changeState(24)
static const uint16 gk1Day5PhoneLockupSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0115), // pushi 0115
0x39, 0x6a, // pushi 6a
0x7c, // pushSelf
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x000c), // send 0c [ GKEgo setMotion: PolyPath 277 106 self ]
SIG_ADDTOOFFSET(+4), // [ cycles = 3, NRS patch: ticks = 6 ]
0x32, // jmp [ end of switch ]
SIG_END
};
static const uint16 gk1Day5PhoneLockupPatch2[] = {
PATCH_ADDTOOFFSET(+15),
0x78, // push1
0xa9, 0xd1, // ssg d1 [ global209 = 1 (skip talk animation) ]
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
};
// The Italian fan translation by Enrico Rolfi replaced GK1CD's SCI2 interpreter
// with an SCI2.1 version from a different game. This changed the kernel table.
// The GK1 scripts were altered to match. ScummVM provides GK1 with the SCI2
// table it expects, so these scripts are incompatible. Fortunately, only one
// kernel function is affected. kDisposeTextBitmap only appears in SCI2, so its
// calls were replaced with the equivalent kBitmap(Destroy) for SCI2.1.
//
// We fix this incompatibility by patching all ten kBitmap(Destroy) calls back
// to kDisposeTextBitmap. By patching just the callk instructions, the Destroy
// subop (1) on the stack becomes the new parameter count. The old parameter
// count (2) remains on the stack until the next ret instruction. This allows
// one patch to work on all calls. This patch is hard-coded to little endian
// bytecode so that it it is not applied to the Macintosh version, as that
// version does use a SCI2.1 interpreter.
//
// Applies to: Italian fan translation, PC CD version
// Responsible methods: DEdit:hilite, DText:dispose, DText:draw, DSelector:dispose,
// SRDialog:update, BookButton:hilite, TapeButton:doit
// TellerButton:hilite, TopicButton:hilite
static const uint16 gk1ItalianTranslationSignature[] = {
SIG_MAGICDWORD,
0x43, 0x91, 0x04, 0x00, // callk 91 0004 [ SCI2: invalid, SCI2.1: kBitmap ]
SIG_END
};
static const uint16 gk1ItalianTranslationPatch[] = {
0x43, 0x2e, 0x02, 0x00, // callk 2e 0002 [ kDisposeTextBitmap ]
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 5 phone lockup (1/2)", 1, gk1Day5PhoneLockupSignature1, gk1Day5PhoneLockupPatch1 },
{ true, 212, "fix day 5 phone lockup (2/2)", 2, gk1Day5PhoneLockupSignature2, gk1Day5PhoneLockupPatch2 },
{ 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, 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 },
{ true, 91, "italian translation compatibility", 3, gk1ItalianTranslationSignature, gk1ItalianTranslationPatch },
{ true, 815, "italian translation compatibility", 1, gk1ItalianTranslationSignature, gk1ItalianTranslationPatch },
{ true, 920, "italian translation compatibility", 1, gk1ItalianTranslationSignature, gk1ItalianTranslationPatch },
{ true, 64913, "italian translation compatibility", 1, gk1ItalianTranslationSignature, gk1ItalianTranslationPatch },
{ true, 64914, "italian translation compatibility", 1, gk1ItalianTranslationSignature, gk1ItalianTranslationPatch },
{ true, 64915, "italian translation compatibility", 2, gk1ItalianTranslationSignature, gk1ItalianTranslationPatch },
{ true, 64990, "italian translation compatibility", 1, gk1ItalianTranslationSignature, gk1ItalianTranslationPatch },
{ 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 accommodate 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
// The robot maze has an edge case that crashes. If the robot collides with an
// obstacle then its instructions are reversed. Normally, this returns the
// robot to the start. But if the robot dropped an item on the start position
// in a previous run, then it will collide with it while reversing. The script
// does not expect this second collision.
//
// Script 320 places robot instructions on a stack as they execute. When a
// collision occurs, the script switches to reverse mode. Instructions are
// removed from the stack and their opposites are executed until the Begin
// instruction (8) is reached. When entering reverse mode, the stack pointer is
// decremented twice to throw away the colliding instruction. The unexpected
// second collision causes the stack pointer to decrement twice again. If this
// occurs while reversing the first instruction, the stack pointer underflows
// and the Begin instruction is skipped. Eventually, the script crashes.
//
// We fix this by preventing the stack pointer from decrementing below zero.
//
// Applies to: All versions
// Responsible method: The 14th procedure in script 320. (2acf or 2a50)
// Fixes bug: #14556
static const uint16 islandBrainRobotMazeUnderflowSignature[] = {
SIG_MAGICDWORD,
0xe3, 0x00, // -al 00 [ decrement stack pointer ]
0x36, // push
0x35, 0x01, // ldi 01
0x02, // add
0x93, 0x00, // lali 00 [ acc = stack[stack pointer + 1] ]
SIG_END
};
static const uint16 islandBrainRobotMazeUnderflowPatch[] = {
0x83, 0x00, // lal 00 [ acc = stack pointer ]
0x31, 0x02, // bnt 02 [ skip decrement if 0 ]
0xe3, 0x00, // -al 00 [ decrement stack pointer ]
0x93, 0x01, // lali 01 [ acc = stack+1[stack pointer] ]
PATCH_END
};
// The art puzzle has a script bug that locks up the game.
//
// There are three game versions: 1.0, 1.0 with Sierra's patches, and 1.100.
// 1.100 is the final version and has more fixes. The "Sierra Classics" CD-ROM
// contains 1.0 with patches.
//
// 1.0 with patches has a script bug that locks up the art puzzle when it resets
// after six incorrect guesses. The art script was significantly changed in
// the patched version, but the reset code wasn't updated to match. This was
// fixed in 1.100.
//
// We fix this by updating the patched version with the 1.100 code. The patch
// signature uses nearby code to only match against Sierra's patched version
// and not the original 1.0 version, where the reset script is correct.
//
// Applies to: Version 1.0 with Sierra's patches
// Responsible method: artScript:changeState (2)
// Fixes bug: #14543
static const uint16 islandBrainArtPuzzleLockupSignature[] = {
0x39, SIG_SELECTOR8(dispose), // pushi dispose
0x76, // push0
0x7a, // push2
0x38, SIG_UINT16(0x015d), // pushi 015d
0x76, // push0
0x43, 0x02, 0x04, // callk SciptID 04 [ (ScriptID 349 0) ]
0x4a, 0x04, // send 04 [ art dispose: ]
SIG_MAGICDWORD,
0x35, 0x0f, // ldi 0f
0xa3, 0x00, // sal 00 [ local0 = 15 ]
SIG_ADDTOOFFSET(+107),
0x93, 0x12, // lali 12 [ $12 in patched version, $11 in original ]
SIG_END
};
static const uint16 islandBrainArtPuzzleLockupPatch[] = {
0x35, 0xff, // ldi ff
0xa3, 0x02, // sal 02 [ local2 = -1, from version 1.100 ]
0x33, 0x0b, // jmp 0b
PATCH_END
};
// 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, 320, "robot maze underflow", 1, islandBrainRobotMazeUnderflowSignature, islandBrainRobotMazeUnderflowPatch },
{ true, 340, "art puzzle lockup", 1, islandBrainArtPuzzleLockupSignature, islandBrainArtPuzzleLockupPatch },
{ 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
// When swimming for too long in the cave pool beneath the well, the drowning
// script can get stuck and not display the death message. This occurs when ego
// is at certain x positions, such as 71. When sinking, the drowning script
// sets ego:illegalBits to 0 so that ego will fall without interference from
// priority lines. rm52:doit reverts this by setting ego:illegalBits to $8000
// because it thinks ego is swimming, causing ego to get stuck on a priority
// line when too far left. The script detects swimming by testing ego's view,
// but this is incomplete because view 6 also contains ego's drowning loops.
//
// We fix this by not setting ego:illegalBits to $8000 when the drowning script
// is running. The separate script for drowning while swimming underwater is
// unaffected, because it sets a timer to trigger its death message.
//
// Applies to: All versions
// Responsible method: rm52:doit
// Fixes bug: #15667
static const uint16 kq1SignatureDrowning[] = {
0x72, SIG_ADDTOOFFSET(+2), // lofsa drowning
SIG_ADDTOOFFSET(+61),
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x000d), // bnt 000d
0x39, SIG_SELECTOR8(illegalBits), // pushi illegalBits
0x78, // push1
0x38, SIG_UINT16(0x8000), // pushi 8000
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego illegalBits: $8000 ]
0x32, SIG_UINT16(0x0008), // jmp 0008
0x39, SIG_SELECTOR8(illegalBits), // pushi illegalBits
0x78, // push1
0x76, // push0 [ illegalBits: 0 ]
SIG_END
};
static const uint16 kq1PatchDrowning[] = {
PATCH_ADDTOOFFSET(+64),
0x72, PATCH_GETORIGINALUINT16ADJUST(1, -64), // lofsa drowning
0x67, 0x08, // pTos script
0x1c, // ne? [ acc = 1 if not drowning, else 0 ]
0x36, // push
0x35, 0x0f, // ldi 0f
0x0e, // shl [ acc = $8000 if not drowning, else 0 ]
0x33, 0x04, // jmp 04
PATCH_ADDTOOFFSET(+7),
0x36, // push [ illegalBits = $8000 or 0 ]
PATCH_END
};
// 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, 52, "drowning", 1, kq1SignatureDrowning, kq1PatchDrowning },
{ 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
};
// ===========================================================================
// King's Quest IV
// In early versions of KQ4, Game:replay has a typo that crashes when restoring
// a game that was saved while a modeless dialog was on screen. The script
// attempts to dispose of the current dialog if one exist, but it pushes an
// invalid property to the stack instead of the dispose selector.
//
// We fix this by restoring the broken Dialog:dispose call. It's unclear if this
// buggy script ever executed in the original; KQ4:save disposes of modeless
// dialogs before displaying the save dialog. But the ScummVM save dialog patch
// overrides KQ4:save, so our saves can still contain a dialog.
//
// Applies to: PC 1.000.106, PC 1.000.111
// Responsible method: Game:replay
static const uint16 kq4SignatureRestoreFix1[] = {
SIG_MAGICDWORD,
0x66, SIG_UINT16(0x4854), // pTos ????
0x76, // push0
0x4a, 0x04, // send 04
SIG_END
};
static const uint16 kq4PatchRestoreFix1[] = {
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
PATCH_END
};
// same as above but for PC 1.000.111
static const uint16 kq4SignatureRestoreFix2[] = {
0x30, SIG_UINT16(0x0005), // bnt 0005
SIG_MAGICDWORD,
0x67, 0x00, // pTos ????
0x76, // push0
0x4a, 0x04, // send 04
SIG_END
};
static const uint16 kq4PatchRestoreFix2[] = {
0x31, 0x06, // bnt 06
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
PATCH_END
};
// 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
};
// In Lolotte's bedroom, opening the door and exiting the room while she is
// alive leaves the game in a broken state. Upon returning, the door appears
// open but ego cannot walk through it and complete the game.
//
// We fix this by always initializing ego:illegalBits based on the door global.
// To make room for this patch, we overwrite the code that sets ego:baseSetter
// to zero. The previous room already sets this when changing rooms.
//
// This bug was caused by a fix for a minor bug. In early versions, the door was
// always closed prior to killing Lolotte, even if it had already been opened.
// The player just had to open it again. In later versions, code was added to
// handle this, but it initialized the door without also initializing ego.
//
// Applies to: PC 1.006.003, PC 1.006.004, Amiga
// Responsible method: Room82:init
// Fixes bug: #15471
static const uint16 kq4SignatureLolotteDoor[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00d0), // pushi baseSetter [ hard-coded for KQ4 late ]
0x78, // push1
0x76, // push0
SIG_ADDTOOFFSET(+5),
0x39, SIG_ADDTOOFFSET(+1), // pushi illegalBits
0x78, // push1
0x38, SIG_UINT16(0xc000), // pushi c000
SIG_ADDTOOFFSET(+10),
0x4a, 0x32, // send 32 [ ego ... baseSetter: 0 ... illegalBits: c000 ... ]
SIG_END
};
static const uint16 kq4PatchLolotteDoor[] = {
PATCH_GETORIGINALBYTES(5, +11),
0x80, PATCH_UINT16(0x00e3), // lag 00e3 [ 1 if door open, 0 if closed ]
0x0e, // shl [ acc = 8000 if door open, c000 if closed ]
0x36, // push [ ego:illegalBits = acc ]
PATCH_ADDTOOFFSET(+10),
0x4a, 0x2c, // send 2c [ ego ... illegalBits: 8000 or c000 ... ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq4Signatures[] = {
{ false, 24, "missing waterfall view", 1, kq4SignatureMissingWaterfallView, kq4PatchMissingWaterfallView },
{ true, 82, "lolotte door", 1, kq4SignatureLolotteDoor, kq4PatchLolotteDoor },
{ true, 90, "fall down stairs", 1, kq4SignatureFallDownStairs, kq4PatchFallDownStairs },
{ true, 98, "disable speed test", 1, sci0EarlySpeedTestSignature, sci0EarlySpeedTestPatch },
{ true, 98, "fix speed test overflow", 1, sci0SpeedTestOverflowSignature, sci0SpeedTestOverflowPatch },
{ true, 99, "disable speed test", 1, sci0EarlySpeedTestSignature, sci0EarlySpeedTestPatch },
{ true, 99, "fix speed test overflow", 1, sci0SpeedTestOverflowSignature, sci0SpeedTestOverflowPatch },
{ true, 994, "restore fix", 1, kq4SignatureRestoreFix1, kq4PatchRestoreFix1 },
{ true, 994, "restore fix", 1, kq4SignatureRestoreFix2, kq4PatchRestoreFix2 },
{ false, 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 initialized, 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
};
// When the boat sinks while game speed is set to fast, the boat jumps from its
// initial position to the left edge of the screen. This is because at fast
// speeds, ego reaches the right edge when leaving the previous screen.
// The sinking script doesn't expect ego:edgeHit to be set, and when it is,
// Rm:init moves ego back to the opposite edge.
//
// We fix this by clearing ego:edgeHit when initializing the sinking boat.
//
// Applies to: All versions
// Responsible method: rm047:init
// Fixes bug: #14218
static const uint16 kq5SignatureSinkingBoatPosition[] = {
0x30, SIG_UINT16(0x0078), // bnt 0078
SIG_ADDTOOFFSET(+9),
0x81, 0x00, // lag 00
0x4a, 0x08, // send 08 [ ego ... ]
SIG_ADDTOOFFSET(+24),
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(loop), // pushi loop
0x78, // push1
0x76, // push0 [ redundant, loop is already 0 ]
SIG_ADDTOOFFSET(+8),
0x4a, 0x24, // send 24 [ sailBoat ... loop: 0 ... ]
SIG_END
};
static const uint16 kq5PatchSinkingBoatPosition[] = {
0x31, 0x79, // bnt 79
PATCH_GETORIGINALBYTES(3, 9),
0x38, PATCH_SELECTOR16(edgeHit), // pushi edgeHit
0x78, // push1
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x0e, // send 0e [ ego ... edgeHit: 0 ]
PATCH_GETORIGINALBYTES(16, 24),
PATCH_ADDTOOFFSET(+8),
0x4a, 0x1e, // send 1e [ sailBoat ... ]
PATCH_END
};
// In the mountains when jumping on the steps, KQ5 CD has a script that is
// incompatible with digital samples within sound resources. When ego jumps on
// a step and it falls, the death dialog never appears and the game is frozen
/// in hands-off mode. The `jumping` script plays the sound of the step falling
// (SOUND 790) and the audio of Graham yelling (AUDIO 7053) and then waits on
// both to complete. If both are digital samples, then Graham interrupts the
// step sound and the script does not complete.
//
// This was not an issue in the original, because KQ5 CD introduced a separate
// audio driver for playing digital samples from audio resources, and the sound
// driver skipped digital samples in sound resources. In our interpreter,
// digital samples are always played when "prefer_digitalsfx" is enabled.
//
// We work around this by patching jumping:changeState when "prefer_digitalsfx"
// is enabled. We do this by patching the empty state where the script would be
// stuck to instead fall through to the next state.
//
// Applies to: PC CD
// Responsible method: jumping:changeState(9)
// Fixes bug: #15550
static const uint16 kq5SignatureCdFallingSound[] = {
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x09, // ldi 09
0x1a, // eq? [ state == 9 ]
0x30, SIG_UINT16(0x0003), // bnt 0003
0x32, // jmp [ end of switch ]
SIG_END
};
static const uint16 kq5PatchCdFallingSound[] = {
PATCH_ADDTOOFFSET(+7),
0x3a, // toss [ toss old state ]
0x6f, 0x0a, // ipTos state [ increment state ]
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 },
{ false, 31, "CD: falling sound", 1, kq5SignatureCdFallingSound, kq5PatchCdFallingSound },
{ true, 47, "sinking boat position", 1, kq5SignatureSinkingBoatPosition, kq5PatchSinkingBoatPosition },
{ 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 overridden 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
// fiery 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
};
// In KQ6 Mac, the About dialogs break the game. There are four buttons that
// display a series of messages, but three of them permanently disable input.
// This is an incompatibility between the existing PC scripts and the kPlatform
// calls that were added to system scripts to enable/disable the Mac icon bar.
//
// We fix this by changing the three broken button scripts to act like the one
// that survives the bug. The "About King's Quest VI" button happens to work
// because sixScript sets a 1 cycle delay before calling Kq6Messager:say. The
// others call say immediately, deep within nested event loops. Patching in a
// new first state that sets a 1 cycle delay fixes the other button scripts.
//
// Applies to: English Mac only
// Responsible methods: oneThroughFive:changeState, tips:changeState,
// walkThrough:changeState
static const uint16 kq6MacSignatureAboutDialogs[] = {
SIG_MAGICDWORD,
0x87, 0x01, // lap 01
0x65, 0x14, // aTop state
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, SIG_ADDTOOFFSET(+1), // bnt [ state 1 ]
0x38, SIG_SELECTOR16(say), // pushi say
SIG_END
};
static const uint16 kq6MacPatchAboutDialogs[] = {
0x78, // push1
0x69, 0x1a, // sTop cycles [ cycles = 1 ]
0x6f, 0x14, // ipTos state [ increment state ]
0x35, 0x01, // ldi 01
0x04, // sub [ state - 1 ]
0x36, // push [ use previous state value in switch ]
0x2f, // bt [ state 1 ]
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 },
{ false, 905, "Mac: fix about dialogs", 3, kq6MacSignatureAboutDialogs, kq6MacPatchAboutDialogs },
{ 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
};
// The script for opening the underwater safe has a timing bug that relies on
// the original interpreter being too slow to play the robot video at the
// specified frame rate. In ScummVM this causes the submarine arm animation to
// be out of sync with the safe door, repeat itself, and end on the wrong cel.
//
// openSafe:changeState(0) starts two animations: robot 596 (the safe door) and
// view 595 (the submarine arm). State 1 cues when the robot completes and
// resets the view's cel on the assumption that the view's cycler has already
// completed. But the robot is 50 frames at 2 ticks per frame (100 ticks) while
// the view is 39 ticks at 6 ticks per frame (234 ticks) so the robot should
// complete first. This worked in the original interpreter because it wasn't
// fast enough to run this scene at 2 ticks per frame and because Lighthouse's
// RobotPlayer script has a bug in its time calculations that amplifies delays
// when the specified frame rate can't be achieved. This combination caused the
// the robot to animate slower than specified and complete after the view.
//
// We fix this by lowering the robot's specified frame rate to the effective
// frame rate from the original.
//
// Applies to: All versions
// Responsible Method: openSafe:changeState(0)
// Fixes bug: #10226
static const uint16 lighthouseOpenSafeSpeedSignature[] = {
0x39, SIG_SELECTOR8(init), // pushi init
SIG_MAGICDWORD,
0x3c, // dup
0x38, SIG_UINT16(0x0254), // pushi 0254 [ view 585 ]
SIG_ADDTOOFFSET(+10),
0x38, SIG_SELECTOR16(start), // pushi start
0x7a, // push2
0x78, // push1
0x39, 0x1e, // pushi 1e [ 30 frames per second (100 ticks) ]
SIG_END
};
static const uint16 lighthouseOpenSafeSpeedPatch[] = {
PATCH_ADDTOOFFSET(+21),
0x39, 0x0a, // pushi 0a [ 10 frames per second (300 ticks) ]
PATCH_END
};
// At the top of the roost tower there can be up to three mechanical birds, but
// they can appear and disappear inconsistently depending on which direction
// the player was facing before turning. rm510:changeScene has two bugs that
// set the wrong scene/pic links on the exit cursors once Birdman has appeared:
//
// 1. When facing the ladder (scene 504) and there are 3 birds, exitRight:curPic
// is set to 7506 (no birds) instead of 7504 (left and broken center bird).
// 2. When facing right of the perch and there are no birds (scene 502), there
// is no code to handle the bird count being 0, and so exitLeft:curPic is set
// to 4511 (left and broken center bird) instead of 501 (no birds).
//
// We fix this by setting the correct scene/pic view when facing the ladder and
// adding the missing bird count test when facing right of the perch.
//
// Applies to: All versions
// Responsible method: rm510:changeScene
// Fixes bug: #10265
static const uint16 lighthouseRoostBirdPicSignature1[] = {
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq? [ bird count == 3 ]
0x31, 0x14, // bnt 14
0x38, SIG_SELECTOR16(newPic), // pushi newPic
SIG_MAGICDWORD,
0x7a, // push2
0x38, SIG_UINT16(0x1d52), // pushi 1d52 [ no birds ]
0x39, 0x04, // pushi 04
0x7a, // push2
0x78, // push1
0x39, 0x04, // pushi 04
0x43, 0x02, SIG_UINT16(0x0004), // callk ScriptID 04 [ exitRight ]
0x4a, SIG_UINT16(0x0008), // send 08 [ exitRight newPic: 7506 4 ]
SIG_END
};
static const uint16 lighthouseRoostBirdPicPatch1[] = {
PATCH_ADDTOOFFSET(+10),
0x38, PATCH_UINT16(0x1d50), // pushi 1d50 [ left bird + broken bird ]
PATCH_END
};
static const uint16 lighthouseRoostBirdPicSignature2[] = {
SIG_MAGICDWORD,
0x3c, // dup
0x34, SIG_UINT16(0x01f6), // ldi 01f6
0x1a, // eq? [ is scene 502? ]
0x31, 0x68, // bnt 68
0x78, // push1
0x38, SIG_UINT16(0x0182), // pushi 0182 [ flag 386 ]
0x45, 0x05, SIG_UINT16(0x0002), // callb proc5_2 [ has birdman attacked? ]
0x31, 0x33, // bnt 33 [ no birds to the left ]
0x89, 0xd1, // lsg d1 [ bird count ]
0x35, 0x01, // ldi 01
0x1a, // eq?
SIG_END
};
static const uint16 lighthouseRoostBirdPicPatch2[] = {
PATCH_ADDTOOFFSET(+7),
0x89, 0x8c, // lsg 8c [ flag global ]
0x34, PATCH_UINT16(0x2000), // ldi 2000 [ flag 386 ]
0x12, // and [ is flag 386 set? ]
0x31, 0x35, // bnt 35 [ no birds to left ]
0x81, 0xd1, // lag d1 [ bird count ]
0x31, 0x31, // bnt 31 [ no birds to left if bird count == 0 ]
0x39, 0x01, // pushi 01
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, 510, "fix roost bird pic", 1, lighthouseRoostBirdPicSignature1, lighthouseRoostBirdPicPatch1 },
{ true, 510, "fix roost bird pic", 1, lighthouseRoostBirdPicSignature2, lighthouseRoostBirdPicPatch2 },
{ true, 700, "fix open safe speed", 1, lighthouseOpenSafeSpeedSignature, lighthouseOpenSafeSpeedPatch },
{ 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 Marian 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
};
// During the party in the pub, one of the sheriff's men has a broken doVerb
// method that attempts to load an invalid class when clicking an item on him.
// This fails silently in the original. We patch out the broken instruction.
//
// Applies to: All versions
// Responsible method: man2:doVerb
static const uint16 longbowSignaturePubPartyFix[] = {
0x50, SIG_ADDTOOFFSET(+2), // class ????
0x1a, // eq?
0x30, SIG_UINT16(0x0004), // bnt 0004
SIG_MAGICDWORD,
0x63, 0x00, // pToa species
0x87, 0x01, // lap 01
SIG_END
};
static const uint16 longbowPatchPubPartyFix[] = {
0x34, PATCH_UINT16(0xffff), // ldi ffff
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
};
// In Longbow 1.0, when a monk opens the abbey door, clicking Walk interrupts
// the monkAtDoor script and prevents ego from entering.
//
// We fix this by calling HandsOff as Sierra did in later versions.
//
// Applies to: English PC Floppy 1.0
// Responsible method: monkLeaves:doit
static const uint16 longbowSignatureAbbeyDoorFix[] = {
SIG_MAGICDWORD,
0x36, // push
0x35, 0x02, // ldi 02
0x12, // and
0x30, SIG_UINT16(0x001a), // bnt 001a
SIG_ADDTOOFFSET(+18),
0x72, SIG_UINT16(0x0510), // lofsa monkAtDoor
0x36, // push
SIG_END
};
static const uint16 longbowPatchAbbeyDoorFix[] = {
0x7a, // push2
0x12, // and
0x31, 0x1d, // bnt 1d
0x76, // push0
0x45, 0x03, 0x00, // callb proc0_3 [ HandsOff ]
PATCH_GETORIGINALBYTES(7, 18),
0x74, PATCH_UINT16(0x0510), // lofss monkAtDoor
PATCH_END
};
// When entering the abbey in Longbow 1.0, clicking too quickly on the map
// breaks the game. The room is missing a HandsOff call to prevent the player
// from interrupting ego's initial motion. When this happens, the room script
// never completes and ego can never leave the map.
//
// We fix this by calling HandsOff as Sierra did in later versions.
//
// Applies to: English PC Floppy 1.0
// Responsible method: rm450:init
static const uint16 longbowSignatureAbbeyMapFix[] = {
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x0754), // lofsa arrived [ already in accumulator ]
0x4a, 0x06, // send 06 [ arrived client: self ]
SIG_ADDTOOFFSET(+7),
0x30, SIG_UINT16(0x0005), // bnt 0005
SIG_END
};
static const uint16 longbowPatchAbbeyMapFix[] = {
0x4a, 0x06, // send 06 [ arrived client: self ]
0x76, // push0
0x45, 0x03, 0x00, // callb proc0_3 [ HandsOff ]
PATCH_GETORIGINALBYTES(5, 7),
0x31, 0x05, // bnt 05
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
};
// Map rooms palette animate their rivers at unthrottled speeds, except that
// scripts limit them to every X game cycles based on speed test results.
// On fast DOS machines this was still effectively unthrottled because there is
// no cast to animate in these rooms. In ScummVM we patch speed tests to pass
// and throttle game cycles to a reasonable rate. Under these conditions, the
// map animates slowly every 2.5 seconds.
//
// We fix this by setting the map palette animation speed to once every 15 game
// cycles instead of using speed test results. This is what DOSBox achieves at
// 3,000 clock cycles per second.
//
// Applies to: All versions
// Responsible methods: rm100:init, rm260:init
// Fixes bug: #13966
static const uint16 longbowSignatureMapPaletteSpeed[] = {
SIG_MAGICDWORD,
0x89, 0x57, // lsg 57 [ speed test result ]
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, SIG_UINT16(0x0005), // bnt 0005
0x35, 0x28, // ldi 28 [ animate every 40 cycles ]
0x32, // jmp [ toss ]
SIG_END
};
static const uint16 longbowPatchMapPaletteSpeed[] = {
0x35, 0x0f, // ldi 0f [ animate every 15 cycles ]
0x36, // push [ for toss ]
0x33, 0x06, // jmp 06 [ toss ]
PATCH_END
};
// After rescuing Marian from the fire, closing message boxes too quickly causes
// the game to lockup when using the emerald in the next scene. This is a bug
// in room 179, the synopsis room that displays messages and awards points.
// synop:dispose calls kDisposeScript(806), but script 806 contains the sound
// object for the points sound effect. If a sound object is playing while its
// script is disposed then the global sounds collection enters an invalid state
// and sound cues no longer work.
//
// We fix this by patching out the call to kDisposeScript(806) in synop:dispose.
// This call is unnecessary because script 806 already unloads itself in every
// procedure, and also whenever specialSound:check finishes playing.
//
// Applies to: All versions
// Responsible method: synop:dispose
static const uint16 longbowSignatureEmeraldLockup[] = {
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x0326), // pushi 0326
0x43, 0x03, 0x02, // callk DisposeScript [ DisposeScript 806 ]
SIG_END
};
static const uint16 longbowPatchEmeraldLockup[] = {
0x33, 0x05, // jmp 05 [ skip DisposeScript ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry longbowSignatures[] = {
{ true, 29, "amiga day 1 peasant woman", 1, longbowSignatureAmigaPeasantWoman, longbowPatchAmigaPeasantWoman},
{ true, 100, "map palette speed", 1, longbowSignatureMapPaletteSpeed, longbowPatchMapPaletteSpeed },
{ 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, 179, "emerald lockup", 1, longbowSignatureEmeraldLockup, longbowPatchEmeraldLockup },
{ 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, 260, "map palette speed", 1, longbowSignatureMapPaletteSpeed, longbowPatchMapPaletteSpeed },
{ 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, 440, "abbey door fix", 1, longbowSignatureAbbeyDoorFix, longbowPatchAbbeyDoorFix },
{ true, 450, "abbey map fix", 1, longbowSignatureAbbeyMapFix, longbowPatchAbbeyMapFix },
{ true, 490, "hedge maze music", 1, longbowSignatureHedgeMazeMusic, longbowPatchHedgeMazeMusic },
{ true, 530, "amiga pub fix", 1, longbowSignatureAmigaPubFix, longbowPatchAmigaPubFix },
{ true, 532, "pub party fix", 1, longbowSignaturePubPartyFix, longbowPatchPubPartyFix },
{ 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
// Pushing the penthouse elevator button in room 350 causes a broken polygon to
// be used for pathfinding. openObstacle:points is set to a local array of 17
// points but its size property is incorrectly set to 19. In the first version
// of the game this was correct, but the array was changed without updating the
// size value. We fix the size so that the interpreter doesn't use the wrong
// values for pathfinding.
//
// Applies to: All versions except 2.0 VGA
// Responsible method: rm350:init
static const uint16 larry1SignatureElevatorPolygon[] = {
0x5b, 0x02, 0x1f, // lea 02 1f
0x36, // push
0x39, SIG_SELECTOR8(size), // pushi size
0x78, // push1
0x39, 0x13, // pushi 13 [ incorrect size ]
0x72, SIG_ADDTOOFFSET(+2), // lofsa openObstacle
0x4a, 0x0c, // send 0c [ openObstacle points: @local31 size: 19 ]
SIG_ADDTOOFFSET(+2),
SIG_MAGICDWORD,
0x78, // push1
0x5b, 0x02, 0x41, // lea 02 41 [ 41 in broken versions, otherwise 45 ]
SIG_END
};
static const uint16 larry1PatchElevatorPolygon[] = {
PATCH_ADDTOOFFSET(+7),
0x39, 0x11, // pushi 11 [ correct size ]
PATCH_END
};
// 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
};
// When entering the casino from certain angles and speeds, ego can get stuck in
// hands-off mode when the doors close. This bug also occurs in the original.
// The sToCasino script sets hands-off mode, moves ego, closes the doors, and
// then waits on ego and the doors, but the doors are control obstacles that
// can interrupt ego's motion and prevent the script from completing.
//
// We fix this by clearing ego:illegalBits when sToCasino enters hands-off mode
// so that ego ignores the door obstacles. On the final state (2) we restore
// ego:illegalBits to $8000 before changing rooms.
//
// Applies to: All versions
// Responsible method: sToCasino:changeState
// Fixes bug: #15701
static const uint16 larry1SignatureCasinoDoors[] = {
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of switch ]
0x3c, // dup
0x35, SIG_MAGICDWORD, 0x01, // ldi 01 [ state 1 ]
0x1a, // eq?
0x30, SIG_UINT16(0x0005), // bnt 0005
0x35, 0x00, // ldi 00
0x32, // jmp [ end of switch ]
SIG_ADDTOOFFSET(+9),
0x38, SIG_SELECTOR16(newRoom), // pushi newRoom
SIG_END
};
static const uint16 larry1PatchCasinoDoors[] = {
0x32, PATCH_UINT16(0x0000), // jmp 0000 [ fall through ]
0x3c, // dup
0x35, 0x0e, // ldi 0e
0x0e, // shl
0x39, PATCH_SELECTOR8(illegalBits),// pushi illegalBits
0x78, // push1
0x36, // push
0x81, 0x00, // lag 00
0x4a, 0x06, // send 06 [ ego illegalBits: (state << 14) ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry1Signatures[] = {
{ true, 300, "Spanish: buy apple from barrel man", 1, larry1SignatureBuyApple, larry1PatchBuyApple },
{ true, 300, "casino doors", 1, larry1SignatureCasinoDoors, larry1PatchCasinoDoors },
{ true, 350, "elevator polygon size", 1, larry1SignatureElevatorPolygon, larry1PatchElevatorPolygon },
{ true, 803, "disable speed test", 1, sci01SpeedTestLocalSignature, sci01SpeedTestLocalPatch },
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 separate. 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, 99, "fix speed test overflow", 1, sci0SpeedTestOverflowSignature, sci0SpeedTestOverflowPatch },
{ 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, 290, "fix speed test overflow", 1, sci0SpeedTestOverflowSignature,sci0SpeedTestOverflowPatch },
{ true, 997, "fix volume slider", 1, larry3SignatureVolumeSlider, larry3PatchVolumeSlider },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 5
// When switching between Larry and Patti, global 0 is set to the new actor but
// the script fails to update the pointer in stopGroop:client. This causes
// Patti to spin instead of walking. In the original this happened to work
// because both actors ended up in the same memory location. Script 0 disposed
// of the old actor's script immediately before loading the new one.
//
// In our implementation, each new object is loaded in a different memory
// location, and we can't overwrite the old one.
//
// We fix this by updating stopGroop:client when updating global 0 (ego).
//
// Applies to: All versions
// Responsible method: Export 1 in script 0
static const uint16 larry5SignatureUpdateStopGroopClient[] = {
0x38, SIG_SELECTOR16(alterEgo), // pushi alterEgo
SIG_ADDTOOFFSET(+0x0f),
0x32, SIG_UINT16(0x0021), // jmp 0021 [ toss, ret ]
SIG_ADDTOOFFSET(+0x0f),
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(alterEgo), // pushi alterEgo
0x78, // push1
0x89, 0x00, // lsg 00
0x51, SIG_ADDTOOFFSET(+1), // class User
0x4a, 0x06, // send 06 [ User alterEgo: ego ]
0x38, SIG_ADDTOOFFSET(+2), // pushi setuUpInv
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego setUpInv: ]
SIG_END
};
static const uint16 larry5PatchUpdateStopGroopClient[] = {
PATCH_ADDTOOFFSET(+0x12),
0x32, PATCH_UINT16(0x0011), // jmp 0011 [ stopGroop client: ego ]
PATCH_ADDTOOFFSET(+0x0f),
0x33, 0xda, // jmp da [ User alterEgo:, ego setUpInv: ]
0x39, PATCH_SELECTOR8(client), // pushi client
0x78, // push1
0x89, 0x00, // lsg 00
0x81, 0x64, // lag 64
0x4a, 0x06, // send 06 [ stopGroop client: ego ]
0x33, 0x05, // jmp 05 [ toss, ret ]
PATCH_END
};
// 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
};
// The Hollywood sign in room 190 doesn't respond to clicks or display its
// messages. This is a script typo. The author attempted to initialize the
// `HollywoodSign` object, but typed the word `sign` instead. The compiler
// accepted this because `sign` is the name of a procedure in script 999.
// The `init` selector was interpreted as a non-existent property.
//
// We fix this by calling HollywoodSign:init instead of sign.
//
// Applies to: All versions
// Responsible method: rm190:init
static const uint16 larry5SignatureHollywoodSign[] = {
0x78, // push1
0x66, SIG_ADDTOOFFSET(+2), // pTos ????
SIG_MAGICDWORD,
0x46, SIG_UINT16(0x03e7), // calle proc999_0 [ sign(????) ]
SIG_UINT16(0x0000), 0x02,
SIG_ADDTOOFFSET(+3),
0x72, // lofsa tree [ 0x40 bytes before HollywoodSign ]
SIG_END
};
static const uint16 larry5PatchHollywoodSign[] = {
0x38, PATCH_SELECTOR16(init), // pushi init
0x39, 0x00, // pushi 00
0x72, PATCH_GETORIGINALUINT16ADJUST(+14, +0x40), // lofsa HollywoodSign
0x4a, 0x04, // send 04 [ HollywoodSign init: ]
PATCH_END
};
// LSL5's TPrint procedure causes an uninitialized parameter read when printing
// messages. This generates many warnings throughout the game. Ideally, we
// could suppress these with the workarounds table, but it would take several
// entries and bytecode signatures due to all of the callers and versions.
// Instead, it can be fixed in all versions with one small script patch.
//
// We fix this by removing the uninitialized parameter from TPrint's Print call
// and increasing the size of the &rest parameter. TPrint's second parameter is
// now only passed to Print when it exists.
//
// Applies to: All versions
// Responsible method: Export 14 in script 0 (TPrint)
static const uint16 larry5SignatureHTPrintUninitParameter[] = {
0x39, 0x04, // pushi 04 [ argc ]
SIG_ADDTOOFFSET(+5),
SIG_MAGICDWORD,
0x8f, 0x02, // lsp 02 [ often non-existent ]
0x59, 0x03, // &rest 03
0x47, 0xff, 0x00, 0x08, // calle proc255_0 [ Print ... param2 &rest ]
SIG_END
};
static const uint16 larry5PatchTPrintUninitParameter[] = {
0x39, 0x03, // pushi 03 [ argc ]
PATCH_ADDTOOFFSET(+5),
0x33, 0x00, // jmp 00
0x59, 0x02, // &rest 02
0x47, 0xff, 0x00, 0x06, // calle proc225_0 [ Print ... &rest ]
PATCH_END
};
// The palette animations for the Mr. Bigg close-up in the introduction, and in
// room 500, both run too slow due to a conflict with our speed throttlers.
//
// Both scripts limit animation to once every X game cycles, but the game ran
// unthrottled so the animation speed was still relative to machine speed.
// We throttle game cycles for consistent speed, and the combination causes
// both animations to run slower than ever.
//
// We fix this by lowering each script's throttle value so that the animations
// run at a faster yet consistent speed. Room 500 is handled by our throttler
// in kGameIsRestarting. Mr. Bigg displays a message box in "fast cast" mode,
// preventing kGameIsRestarting from being called, so our kGetEvent throttler
// detects and handles that.
//
// Applies to: All versions
// Responsible methods: Mr Bigg:doit (script 130), rm500:doit
static const uint16 larry5SignatureMrBiggPaletteAnimation[] = {
SIG_MAGICDWORD,
0x35, 0x20, // ldi 20
0x0a, // mod
0x18, // not
SIG_END
};
static const uint16 larry5PatchMrBiggPaletteAnimation[] = {
0x35, 0x06, // ldi 06
PATCH_END
};
static const uint16 larry5SignatureRoom500PaletteAnimation[] = {
SIG_MAGICDWORD,
0x35, 0x0a, // ldi 0a
0x0a, // mod
0x18, // not
SIG_END
};
static const uint16 larry5PatchRoom500PaletteAnimation[] = {
0x35, 0x03, // ldi 03
PATCH_END
};
// The poker jackpot is incorrectly reset to zero when restarting the game.
// When starting a new game by starting the program, the jackpot's global
// is initialized from the password file MEMORY.DRV with a default value
// of one thousand. But when restarting, the password prompt is skipped,
// and the jackpot global is left with its initial heap value of zero.
//
// We fix this by setting the jackpot's initial heap value to one thousand.
//
// Applies to: All versions
// Responsible method: heap in script 0
static const uint16 larry5SignaturePokerJackpotInit[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x03e7), // global 20 = 999
SIG_UINT16(0x0014), // global 21 = 20
SIG_UINT16(0x0001), // global 22 = 1
SIG_ADDTOOFFSET(+0x118),
SIG_UINT16(0x0000), // global 163 = 0 [ jackpot ]
SIG_END
};
static const uint16 larry5PatchPokerJackpotInit[] = {
PATCH_ADDTOOFFSET(+0x011e),
PATCH_UINT16(0x03e8), // global 163 = 1000 [ jackpot ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry5Signatures[] = {
{ true, 0, "update stopGroop client", 1, larry5SignatureUpdateStopGroopClient, larry5PatchUpdateStopGroopClient },
{ true, 0, "TPrint uninit parameter", 1, larry5SignatureHTPrintUninitParameter, larry5PatchTPrintUninitParameter },
{ true, 0, "poker jackpot init", 1, larry5SignaturePokerJackpotInit, larry5PatchPokerJackpotInit },
{ true, 130, "speed up palette animation", 1, larry5SignatureMrBiggPaletteAnimation, larry5PatchMrBiggPaletteAnimation },
{ true, 190, "hollywood sign", 1, larry5SignatureHollywoodSign, larry5PatchHollywoodSign },
{ true, 280, "English-only: fix green card limo bug", 1, larry5SignatureGreenCardLimoBug, larry5PatchGreenCardLimoBug },
{ true, 380, "German-only: Enlarge Patti Textbox", 1, larry5SignatureGermanEndingPattiTalker, larry5PatchGermanEndingPattiTalker },
{ true, 500, "speed up palette animation", 1, larry5SignatureRoom500PaletteAnimation, larry5PatchRoom500PaletteAnimation },
{ true, 928, "talker rollover", 1, sciSignatureTalkerRollover, sciPatchTalkerRollover },
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 larry6DeathDialogSignature[] = {
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 larry6DeathDialogPatch[] = {
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
};
// The Interface Help feature does not display its help cursor, but it instructs
// the player to expect this. This bug occurs when CD speech is enabled. The
// script attempts to set the cursor, but it is immediately reverted by the
// narration script.
//
// We fix this by temporarily setting the game to text mode during Interface
// Help. This causes the Narrator class to not change the cursor. This patch
// overwrites the code in nClickHelp that saves and restores the cursor. This
// code is redundant because nClickHelp's caller immediately resets the cursor.
//
// Applies to: All PC versions
// Responsible method: nClickHelp:doit
static const uint16 larry6HelpCursorSignature[] = {
SIG_MAGICDWORD,
0x81, 0x13, // lag 13
0xa5, 0x02, // sat 02 [ temp2 = gTheCursor ]
0x38, SIG_SELECTOR16(setCursor), // pushi setCursor
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa helpCursor
0x36, // push
SIG_ADDTOOFFSET(+171),
0x38, SIG_SELECTOR16(setCursor), // pushi setCursor
SIG_END
};
static const uint16 larry6HelpCursorPatch[] = {
0x89, 0x5a, // lsg 5a [ store msgType on the stack ]
0x78, // push1
0xa9, 0x5a, // ssg 5a [ msgType = 1 (text) ]
0x38, PATCH_SELECTOR16(setCursor), // pushi setCursor
0x78, // push1
0x74, PATCH_GETORIGINALUINT16(9), // lofss helpCursor
PATCH_ADDTOOFFSET(+171),
0xa9, 0x15, // ssg 5a [ restore msgType from stack ]
0x48, // ret
PATCH_END
};
// When entering the west hallway (room 680) from outside the hotel, clicking
// Walk before Larry finishes moving breaks the room exits. The room's init
// method contains incorrect logic that calls handsOn during enterFromWestScr.
// Interrupting Larry's initial motion prevents the script from completing, and
// this leaves a stale room script that blocks the exit scripts.
//
// We fix this by skipping the handsOn call in rm680:init when the room has a
// script running. enterFromWestScr now runs in handsOff mode as intended.
// The east hallway (room 690) contains the correct logic and does not have
// this bug. See larry6HiresRoom680ExitsPatch for high-res version.
//
// Applies to: All versions
// Responsible method: rm680:init
// Fixes bug: #15910
static const uint16 larry6Room680ExitsSignature[] = {
0x31, 0x4d, // bnt 4d
SIG_ADDTOOFFSET(+0x7),
0x18, // not
0x31, // bnt
SIG_ADDTOOFFSET(+0x36),
0x72, SIG_ADDTOOFFSET(+2), // lofsa rideTram
0x36, // push
SIG_ADDTOOFFSET(+0xa),
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(handsOn), // pushi handsOn
0x76, // push0
0x81, 0x01, // lag 01
0x4a, 0x04, // send 04 [ LSL6 handsOn: ]
SIG_ADDTOOFFSET(+0x1d),
0x39, SIG_SELECTOR8(init), // pushi init
0x76, // push0
0x59, 0x01, // &rest 01 [ unused ]
SIG_END
};
static const uint16 larry6Room680ExitsPatch[] = {
0x31, 0x4b, // bnt 4b
PATCH_ADDTOOFFSET(+0x7),
0x2f, // bt [ save 1 byte ]
PATCH_GETORIGINALBYTES(0xb, 0x36),
0x74, PATCH_GETORIGINALUINT16(0x42),// lofss rideTram [ save 1 byte ]
PATCH_GETORIGINALBYTES(0x45, 0xa),
0x63, 0x12, // pToa script
0x2f, 0x08, // bt 08 [ skip handsOn if room has script ]
PATCH_GETORIGINALBYTES(0x4f, 0x28),
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry6Signatures[] = {
{ true, 75, "fix help cursor", 1, larry6HelpCursorSignature, larry6HelpCursorPatch },
{ true, 82, "death dialog memory corruption", 1, larry6DeathDialogSignature, larry6DeathDialogPatch },
{ true, 99, "disable speed test", 1, sci11SpeedTestSignature, sci11SpeedTestPatch },
{ true, 680, "room 680 exits", 1, larry6Room680ExitsSignature,larry6Room680ExitsPatch },
{ 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, // 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
};
// The Interface Help feature does not display its help cursor, but it instructs
// the player to expect this. The script attempts to set the cursor, but it is
// immediately reverted by the narration script. This is a script bug that
// originated in the low resolution version; it only worked in text mode and
// was incompatible with CD narration.
//
// We fix this by temporarily setting the global cursor variables to helpCursor
// during Interface Help. This causes LarryTalker to use helpCursor instead of
// waitCursor or the previous cursor. Sierra fixed this in the Mac version by
// changing LarryTalker, so we limit this patch to PC versions by using little
// endian values in the signature.
//
// Applies to: All PC versions
// Responsible method: nClickHelp:doit
// Fixes bug: #14591
static const uint16 larry6HiresHelpCursorSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setCursor), // pushi setCursor
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa helpCursor
0x36, // push
0x81, 0x01, // lag 01
0x4a, 0x06, 0x00, // send 06 [ LSL6 setCursor: helpCursor ]
SIG_ADDTOOFFSET(+213),
0x48, // ret
SIG_END
};
static const uint16 larry6HiresHelpCursorPatch[] = {
0x89, 0x15, // lsg 15 [ store gWaitCursor on stack ]
PATCH_GETORIGINALBYTES(4, 3), // lofsa helpCursor
0xa0, PATCH_UINT16(0x0015), // sag 0015 [ gWaitCursor = helpCursor ]
0xa0, PATCH_UINT16(0x0013), // sag 0013 [ gTheCursor = helpCursor ]
PATCH_GETORIGINALBYTES(13, 213),
0xa9, 0x15, // ssg 15 [ restore gWaitCursor from stack ]
PATCH_END
};
// LSL6 High-Res initializes the picture plane (global 3) to an incorrect width.
// It seems there was confusion over whether scripts should set a plane's rect
// with endpoint-inclusive or exclusive coordinates. This causes mirrored
// pictures to appear two pixels to the right, leaving a border of stale pixels
// from the previous screen. This occurs in the three west hallway rooms.
//
// When restarting the game, a different code path sets the correct width.
//
// We fix this by setting the correct picture plane width when the game starts.
//
// Applies to: All versions
// Responsible method: rm100:dispose
// Fixes bug: #15909
static const uint16 larry6HiresPlaneWidthSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0140), // pushi 0140 [ right: 320 ]
0x38, SIG_UINT16(0x009a), // pushi 009a [ bottom: 154 ]
SIG_END
};
static const uint16 larry6HiresPlaneWidthPatch[] = {
0x38, PATCH_UINT16(0x013f), // pushi 013f [ right: 319 ]
PATCH_END
};
// When entering the west hallway (room 680) from outside the hotel, clicking
// Walk before Larry finishes moving breaks the room exits.
//
// This bug originated in the low-res version, see larry6Room680ExitsPatch.
//
// Applies to: All versions
// Responsible method: rm680:init
// Fixes bug: #15910
static const uint16 larry6HiresRoom680ExitsSignature[] = {
0x31, 0x58, // bnt 58
SIG_ADDTOOFFSET(+0x56),
SIG_MAGICDWORD,
0x33, 0x09, // jmp 09
0x38, SIG_SELECTOR16(handsOn), // pushi handsOn
0x76, // push0
0x81, 0x01, // lag 01
0x4a, SIG_UINT16(0x0004), // send 04 [ LSL6 handsOn: ]
SIG_ADDTOOFFSET(+0x1f),
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x59, 0x01, // &rest 01 [ unused ]
SIG_END
};
static const uint16 larry6HiresRoom680ExitsPatch[] = {
0x31, 0x56, // bnt 56
PATCH_ADDTOOFFSET(+0x56),
0x63, 0x14, // pToa script
0x2f, 0x09, // bt 09 [ skip handsOn if room has script ]
PATCH_GETORIGINALBYTES(0x5a, 0x2c),
PATCH_END
};
// Restarting the game while the tram is moving east breaks the game. Instead of
// restting the tram to room 820, the tram is stuck off-screen above room 680.
// The first time room 680 is entered, the tram descends from the sky, turns
// around, and floats back off-screen. After this, the tram never reappears.
// Normally, the tram is always moving back and forth across the hotel, so in
// practice there is a 50% chance that a restarted game can't be completed.
//
// This bug only occurs in the high-res version because kRestartGame was removed
// in SCI32. SCI32 games are responsible for manually implementing restart, but
// LSL6:restart fails to reset all of theTramPath's properties.
//
// We fix this by resetting theTramPath:endType to its initial heap value when
// restarting. We make room by overwriting code that disposes of the tram if it
// is in the cast. This code has no effect because several lines earlier the
// function disposes of all cast members and clears the list.
//
// Applies to: All versions
// Responsible method: LSL6:restart
static const uint16 larry6HiresTramRestartSignature[] = {
0x38, SIG_ADDTOOFFSET(+2), // pushi contains
0x78, // push1
0x7a, // push2
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0339), // pushi 0339
0x78, // push1
0x43, 0x02, SIG_UINT16(0x0004), // callk ScriptID 04 [ tram ]
SIG_ADDTOOFFSET(+29),
0x38, SIG_SELECTOR16(completed), // pushi completed
SIG_ADDTOOFFSET(+21),
0x4a, SIG_UINT16(0x0012), // send 12 [ theTramPath completed: 1 ... ]
SIG_END
};
static const uint16 larry6HiresTramRestartPatch[] = {
0x38, PATCH_SELECTOR16(endType), // pushi endType
0x78, // push1
0x39, 0xff, // pushi ff
0x33, 0x22, // jmp 22 [ pushi completed ]
PATCH_ADDTOOFFSET(+58),
0x4a, PATCH_UINT16(0x0018), // send 18 [ theTramPath endType: -1 completed: 1 ... ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry6HiresSignatures[] = {
{ true, 0, "disable mac volume restore", 1, larry6HiresMacVolumeRestoreSignature, larry6HiresMacVolumeRestorePatch },
{ true, 0, "fix tram restart", 1, larry6HiresTramRestartSignature, larry6HiresTramRestartPatch },
{ 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, 75, "fix help cursor", 1, larry6HiresHelpCursorSignature, larry6HiresHelpCursorPatch },
{ true, 100, "fix plane width", 1, larry6HiresPlaneWidthSignature, larry6HiresPlaneWidthPatch },
{ 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, 680, "room 680 exits", 1, larry6HiresRoom680ExitsSignature, larry6HiresRoom680ExitsPatch },
{ 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, 99, "fix speed test overflow", 1, sci0SpeedTestOverflowSignature, sci0SpeedTestOverflowPatch },
{ 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
};
// The CD version disables the control panel icon in many rooms. It's unclear
// why this was done; it may have been to conserve memory. Unfortunately, the
// CD script is quite buggy, and it also disables the icon in other rooms at
// seemingly random times, preventing saving and restoring in even more places.
// In ScummVM we allow arbitrary saving and restoring through the Global Main
// Menu so these restrictions are unnecessary.
//
// The CD version attempts to disable the control panel icon by:
// - Adding code to LB2:handsOn to disable the icon when in a list of 14 rooms.
// - Adding many calls to IconBar:disable(7) in these rooms.
// - Removing the code from Inset:dispose that re-enables the icon. This has the
// side effect of disabling the icon after viewing an inset in any room.
//
// These changes don't take into account that handsOff records IconBar state
// and handsOn restores it. This causes restricted rooms to contaminate others
// when traveling between them with handsOff scripts such as doors.
//
// We remove these restrictions by patching out all of the new CD code and
// restoring the floppy code in Inset:dispose. We make room by overwriting
// unnecessary code in Inset:onMe that sets variables and doesn't use them.
// While we're at it, we also remove IconBar:disable(7) from the vat room (610)
// in all versions. This restriction was only to make searching the vats harder
// when the puzzle hadn't been solved, but it didn't work consistently.
//
// Applies to: English PC-CD for most patches, floppy versions for others
// Responsible methods: LB2:handsOn, Inset:dispose, many others
// Fixes bug: #6440
static const uint16 laurabow2CDSignatureEnableControlPanel[] = {
0x38, SIG_UINT16(0x00f1), // pushi disable [ CD selector ]
SIG_MAGICDWORD,
0x78, // push1
0x39, 0x07, // pushi 07
0x81, 0x45, // lag 45
0x4a, 0x06, // send 06 [ IconBar disable: 7 ]
SIG_END
};
static const uint16 laurabow2FloppySignatureEnableControlPanel[] = {
0x38, SIG_UINT16(0x00e9), // pushi disable [ Floppy selector ]
SIG_MAGICDWORD,
0x78, // push1
0x39, 0x07, // pushi 07
0x81, 0x45, // lag 45
0x4a, 0x06, // send 06 [ IconBar disable: 7 ]
SIG_END
};
static const uint16 laurabow2PatchEnableControlPanel[] = {
0x32, PATCH_UINT16(0x0007), // jmp 0007
PATCH_END
};
static const uint16 laurabow2CDSignatureInsetEnableControlPanel[] = {
// Inset:onMe
SIG_MAGICDWORD,
0x3f, 0x02, // link 02
0x78, // push1
0x8f, 0x01, // lsp 01
SIG_ADDTOOFFSET(+0x1f),
0x63, 0x18, // pToa view
SIG_ADDTOOFFSET(+0x1b5),
// Inset:dispose
0x31, 0x12, // bnt 12
SIG_ADDTOOFFSET(+2),
0x31, 0x0e, // bnt 0e
0xa5, 0x00, // sat 00
0x35, 0x00, // ldi 00
0x65, 0x28, // aTop caller [ caller = 0 ]
SIG_ADDTOOFFSET(+4),
0x85, 0x00, // lat 00
0x4a, 0x04, // send 04
0x48, // ret
SIG_END
};
static const uint16 laurabow2CDPatchInsetEnableControlPanel[] = {
// Inset:onMe
PATCH_ADDTOOFFSET(+2),
0xa5, 0x00, // sat 00 [ prevents uninitialized-parameter warning ]
0x33, 0x1e, // jmp 1e [ skip our new code ]
0x67, 0x2a, // pTos owner
0x81, 0x02, // lag 02
0x1a, // eq?
0x31, 0x0a, // bnt 0a
0x38, PATCH_SELECTOR16(enable), // pushi enable
0x78, // pushi
0x39, 0x07, // pushi 07
0x81, 0x45, // lag 45
0x4a, 0x06, // send 06 [ IconBar enable: 7 ]
0x48, // ret
PATCH_ADDTOOFFSET(+0x1c3),
// Inset:dispose
0x31, 0x10, // bnt 10
PATCH_ADDTOOFFSET(+2),
0x31, 0x0c, // bnt 0c
PATCH_ADDTOOFFSET(+2),
0x39, 0x00, // pushi 00
0x69, 0x28, // sTop caller [ caller = 0, acc = temp0 ]
PATCH_ADDTOOFFSET(+4),
0x4a, 0x04, // send 04
0x32, PATCH_UINT16(0xfe16), // jmp fe16 [ our new code, ret ]
PATCH_END
};
// The CD version frequently displays the hands-off cursor when the player has
// control. This occurs when speech is enabled. For example: climbing down a
// vat ladder or picking up items like the charcoal, wire cutters, or lasso.
//
// When re-enabling control and displaying a message at the same time, scripts
// are supposed to call handsOn before saying the message, otherwise the wrong
// cursor is shown while the message is displayed. In LB2, this also applies to
// ego:get, because it also says "You pick it up and place it in your purse."
// Many scripts call these in the wrong order. In the floppy version this had
// little effect, but the CD version added speech code to Narrator that records
// and restores the previous cursor. If handsOn is called after say then the
// Narrator restores the hands-off cursor when the speech eventually completes.
//
// We fix this by adding code to handsOn that detects if a Narrator is saying a
// message, and if so, updates its saveCursor to the correct previous cursor.
// We make room by overwriting the large list of rooms that handsOn attempts to
// disable the control panel icon in. This list is unused because we patch out
// that restriction. See also: laurabow2PatchEnableControlPanel
//
// Applies to: English PC-CD
// Responsible method: LB2:handsOn
static const uint16 laurabow2CDSignatureFixHandsOffCursor[] = {
SIG_MAGICDWORD,
0x39, 0x0f, // pushi 0f [ OneOf parameter count ]
0x89, 0x0b, // lsg 0b [ roomNumber ]
SIG_ADDTOOFFSET(+42),
0x46, SIG_UINT16(0x03e7), // calle 999 0005 1e [ OneOf roomNumber ... ]
SIG_UINT16(0x0005), 0x1e,
0x31, 0x0a, // bnt 0a
SIG_END
};
static const uint16 laurabow2CDPatchFixHandsOffCursor[] = {
0x81, 0x54, // lag 54 [ fastCast ]
0x31, 0x3c, // bnt 3c [ skip if no message ]
0x39, PATCH_SELECTOR8(at), // pushi at
0x78, // push1
0x76, // push0
0x4a, 0x06, // send 06 [ fastCast at: 0 ]
0x31, 0x34, // bnt 34 [ skip if no Narrator ]
0xa1, 0x61, // sag 61 [ store Narrator in unused global ]
0x81, 0x79, // lag 79 [ icon when handsOff was called ]
0x31, 0x2e, // bnt 2e [ skip if no icon is set ]
0x39, PATCH_SELECTOR8(cursor), // pushi cursor
0x76, // push0
0x4a, 0x04, // send 04 [ icon cursor? ]
0x38, PATCH_SELECTOR16(saveCursor), // pushi saveCursor
0x78, // push1
0x36, // push
0x81, 0x61, // lag 61
0x4a, 0x06, // send 06 [ Narrator saveCursor: previous icon cursor ]
0x33, 0x1e, // jmp 1e
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.
// See also: resource patch lauraBow2CdView828
//
// 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 museum 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
};
// At the start of the act 5 chase, leaving the first screen within five seconds
// breaks all timers for the rest of the game. This breaks the wire puzzle,
// prevents the killer from appearing in many rooms, and would crash the floppy
// version in the original. Room 420 starts a local timer before the killer
// appears on screen, but Sierra forgot to dispose of the timer when leaving
// the room. If it's still active then it remains in the global timer list even
// though its owner script has been disposed. This causes kIsObject to return
// false and that causes Collect:eachElementDo to abort without processing any
// further timers.
//
// We fix this by adding a call to timers:dispose before setting pursuitTimer
// when leaving room 420.
//
// Applies to: All versions
// Responsible method: rm420:newRoom
static const uint16 laurabow2SignatureFixAct5BrokenTimers[] = {
SIG_MAGICDWORD,
0x43, 0x02, 0x04, // callk ScriptID 04 [ ScriptID 94 1 ]
0x36, // push [ pursuitTimer ]
0x8b, 0x00, // lsl 00
0x7a, // push2
0x39, 0x5e, // pushi 5e
0x78, // push1
0x43, 0x02, 0x04, // callk ScriptID 04 [ ScriptID 94 1 ]
SIG_END
};
static const uint16 laurabow2PatchFixAct5BrokenTimers[] = {
0x39, 0x6f, // pushi dispose
0x76, // push0
0x81, 0x07, // lag 07
0x4a, 0x04, // send 04 [ timers dispose: ]
0x43, 0x02, 0x04, // callk ScriptID 04 [ ScriptID 94 1 ]
0x36, // push [ pursuitTimer ]
0x8b, 0x00, // lsl 00
PATCH_END
};
// In act 5, the east door in the pterodactyl room has several problems once it
// is wired shut. Re-entering the room shows the door open with floating wire,
// or allows the door to be re-opened with floating wire.
//
// There are two flags and three problems:
// - Flag 99 is set when the door is closed and cleared when opened.
// - Flag 45 is set when the door is wired shut.
// - Clicking the wire on the open door sets flag 45 but not 99.
// - Clicking Do on the closed door clears flag 99 even when locked.
// - eastDoor:locked is not re-initialized when re-entering the room.
//
// We fix all of this by patching eastDoor:doVerb to handle Do (hand) and the
// wire correctly. Clicking the wire now sets flag 99 so that the door always
// remains closed when re-entering. Clicking Do now resets the locked property
// according to flag 45 so that the door can't be re-opened, and the code no
// longer clears flag 99 if the door is locked.
//
// Applies to: All versions
// Responsible method: eastDoor:doVerb
// Fixes bug: #6458
static const uint16 laurabow2SignatureFixWiredEastDoor[] = {
// eastDoor:doVerb(44) - wire
0x31, 0x0f, // bnt 0f [ skip sWireItShut if not act 5 ]
0x38, SIG_UINT16(0x0092), // pushi setScript
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa sWireItShut
0x36, // push
0x81, 0x02, // lag 02
0x4a, 0x06, // send 06 [ rm430 setScript: sWireItShut ]
0x32, SIG_UINT16(0x0042), // jmp 0042 [ toss / ret ]
SIG_ADDTOOFFSET(+11), // [ super: doVerb param1 &rest ]
0x32, SIG_UINT16(0x0034), // jmp 0034 [ toss / ret ]
// eastDoor:doVerb(4) - do (hand)
SIG_ADDTOOFFSET(+7),
0x67, SIG_ADDTOOFFSET(+1), // pTos (CD: doorState, Floppy: state)
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x08, // bnt 08 [ skip clearing flag 99 ]
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x63, // pushi 63
0x45, 0x04, 0x02, // callb proc0_2 [ clear flag 99 (door is closed) ]
0x33, 0x06, // jmp 06 [ super: doVerb param1 &rest ]
0x78, // push1
0x39, 0x63, // pushi 63
0x45, 0x03, 0x02, // callb proc0_3 [ set flag 99 (door is open) ]
SIG_ADDTOOFFSET(+11), // [ super: doVerb param1 &rest ]
0x33, 0x0b, // jmp [ toss / ret ]
SIG_END // [ super: doVerb param1 &rest ]
};
static const uint16 laurabow2PatchFixWiredEastDoor[] = {
// eastDoor:doVerb(44) - wire
0x31, 0x46, // bnt 46 [ super:doVerb if not act 5 ]
PATCH_ADDTOOFFSET(+12),
0x78, // push1
0x39, 0x63, // pushi 63
0x45, 0x03, 0x02, // callb proc0_3 [ set flag 99 (door is open) ]
0x33, 0x3d, // jmp 3d [ toss / ret ]
PATCH_ADDTOOFFSET(+16),
// eastDoor:doVerb(4) - do (hand)
0x38, PATCH_UINT16(0x0001), // pushi 0001
0x39, 0x2d, // pushi 2d
0x45, 0x02, 0x02, // callb proc0_2 [ is flag 45 set? (door wired) ]
0x65, 0x6a, // pToa locked [ locked = is flag 45 set? ]
0x2e, PATCH_UINT16(0x0015), // bt 0015 [ skip setting/clearing flag 99 if locked ]
PATCH_GETORIGINALBYTES(38, 21), // [ set or clear flag 99, super: doVerb ... ]
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
};
// During the act 5 chase, the game locks up if the player clicks on the open
// lid of the mummy coffin in room 454. The coffin can be left open from an
// earlier act. Clicking on the coffin works, but the lid has a different
// handler that evaluates conditions in the wrong order. If the lid is open
// then lid2:doVerb runs the script for earlier acts, sHandleTheCase, and that
// script doesn't call LB2:handsOn to enable input in act 5.
//
// We fix this by patching lid2:doVerb to evaluate act 5 conditions first. If
// those don't apply, then sHandleTheCase is called with its register set to
// open or close the coffin based on the lid state in global 115. Clicking on
// the lid now behaves like the rest of the coffin in act 5. This patch is in
// two parts to handle different instruction sizes in different versions.
//
// Applies to: All versions
// Responsible method: lid2:doVerb
static const uint16 laurabow2SignatureMummyCoffinLid1[] = {
SIG_MAGICDWORD,
0x81, 0x73, // lag 73 [ 0 if lid is closed, 1 if open ]
0x31, 0x12, // bnt 12 [ skip closing the lid ]
SIG_END
};
static const uint16 laurabow2PatchMummyCoffinLid1[] = {
0x35, 0x00, // ldi 00 [ disable the first lid condition ]
PATCH_END
};
static const uint16 laurabow2SignatureMummyCoffinLid2[] = {
0x38, SIG_ADDTOOFFSET(+2), // pushi setScript
0x39, 0x03, // pushi 03
0x72, SIG_ADDTOOFFSET(+2), // lofsa sHandleTheCase
0x36, // push
SIG_MAGICDWORD,
0x76, // push0
0x78, // push1 [ register = true (lid is closed) ]
0x81, 0x02, // lag 02
0x4a, 0x0a, // send 0a [ rm454 setScript: sHandleTheCase 0 1 ]
SIG_END
};
static const uint16 laurabow2PatchMummyCoffinLid2[] = {
PATCH_ADDTOOFFSET(+5),
0x74, PATCH_ADDTOOFFSET(+2), // lofss sHandleTheCase
0x76, // push0
0xe9, 0x73, // -sg 73 [ register = false if open, true if closed ]
PATCH_END
};
// When closing the lid of the empty mummy coffin in room 454, the animation
// glitches and shows the coffin closed before showing Laura re-close it.
// This only occurs in the CD version, but it's a script bug in all versions.
//
// sHandleTheCase attempts to run the coffin animation in reverse by setting
// ego:cel to the last cel of view 454 loop 3, but it calls ego:lastCel before
// setting the view, so instead it queries ego's normal view and sets the new
// cel to 7. In the floppy version the coffin loop has 11 cels and this mistake
// isn't noticeable, but the CD version changed the view to only have 3 cels,
// making 7 an invalid cel number. The Cycler script resets invalid cels to 0
// before jumping to the final cel and animating normally.
//
// We fix this by patching the CD version to use the correct last cel value.
//
// Applies to: English PC-CD
// Responsible method: sHandleTheCase:changeState(0)
static const uint16 laurabow2CDSignatureMummyCoffinClosingCel[] = {
0x63, 0x24, // pToa register
0x31, 0x04, // bnt 04
0x35, 0x00, // ldi 00
0x33, 0x08, // jmp 08
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0100), // pushi lastCel [ CD selector ]
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 04 [ ego lastCel: ]
SIG_END
};
static const uint16 laurabow2CDPatchMummyCoffinClosingCel[] = {
PATCH_ADDTOOFFSET(+8),
0x35, 0x02, // ldi 02 [ last cel of view 454 loop 3 ]
0x33, 0x04, // jmp 04
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 act 5 trigger in Olympia's office is supposed to occur when exiting to
// room 510 but it can also occur just by looking at the Countess' body again.
// The close up of the Countess is also implemented as a room, but the trigger
// in rm520:newRoom only tests the act number and inventory. This prevents the
// game from being completed if the player picks up the grapes and looks at the
// Countess again to get the smelling salts.
//
// We fix this by adding a room 520 test to the act 5 trigger.
//
// Applies to: All versions
// Responsible method: rm520:newRoom
static const uint16 laurabow2SignatureAct5Trigger[] = {
0x31, 0x0c, // bnt 0c
0x38, SIG_ADDTOOFFSET(+2), // pushi newRoom
0x78, // push1
0x8f, 0x01, // lsp 01
0x57, SIG_ADDTOOFFSET(+1), 0x06, // super 06 [ LBRoom newRoom: roomNumber ]
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x0059), // jmp 0059 [ end of cond ]
0x89, 0x7b, // lsg 7b [ act ]
0x35, 0x04, // ldi 04
0x1a, // eq?
SIG_ADDTOOFFSET(+0x4B),
0x38, SIG_ADDTOOFFSET(+2), // pushi newRoom
0x78, // push1
0x8f, 0x01, // lsp 01
SIG_END
};
static const uint16 laurabow2PatchAct5Trigger[] = {
0x2f, 0x5c, // bt 0c [ LBRoom newRoom: roomNumber ]
0x8f, 0x01, // lsp 01
0x34, PATCH_UINT16(0x01fe), // ldi 01fe
0x1a, // eq? [ roomNumber == 510 ]
0x30, PATCH_UINT16(0x0008), // bnt 0008 [ skip act 5 trigger ]
0x32, PATCH_UINT16(0x0000), // jmp 0000 [ continue ]
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
};
// During the act 5 chase, a script bug can cause infinite recursion and crash
// the armor hall with a stack overflow. Room 448 cues the global pursuitTimer
// to run the sHeKills script if the player returns without first hiding in the
// in the mummy coffin, but it doesn't stop the timer. If pursuitTimer expires
// during sHeKills then rm448:notify schedules sHeKills to run next, even if
// it's already the current room script. Setting a script's `next` property to
// itself causes Script:dispose to infinitely recurse when changing rooms, and
// sHeKills ends in room 99.
//
// We fix this by adding a test to rm448:notify to detect if sHeKills is already
// the current room script and ignore the notification.
//
// Applies to: All versions
// Responsible method: rm448:notify
static const uint16 laurabow2SignatureAct5TimerCrash[] = {
0x31, 0x29, // bnt 29 [ ret ]
0x38, SIG_ADDTOOFFSET(+2), // pushi script
0x76, // push0
0x81, 0x02, // lag 02
0x4a, 0x04, // send 04 [ rm448 script? ]
SIG_MAGICDWORD,
0x31, 0x13, // bnt 13
0x39, 0x41, // pushi next
0x78, // pushi1
0x72, // lofsa sHeKills
SIG_END
};
static const uint16 laurabow2PatchAct5TimerCrash[] = {
PATCH_ADDTOOFFSET(+2),
0x63, 0x12, // pToa script
0x31, 0x19, // bnt 19
0x74, PATCH_GETORIGINALUINT16(16), // lofss sHeKills
0x1a, // eq? [ script == sHeKills]
0x2f, 0x1f, // bt 1f [ ret ]
PATCH_END
};
// During act 5, the transom in room 448 behaves inconsistently depending on
// the speed setting and machine speed. When the player opens or closes the
// transom, the script animates ego at game speed and the transom at speed 6,
// but it terminates the transom's animation when ego's completes. The transom
// animation is often interrupted and may not even be able to start at all.
// Although there is a game flag for the transom state, some scripts use the
// current cel to infer if it is open or closed. When these states are out of
// sync the transom behaves unpredictably and may not be able to be closed.
//
// We fix this by synchronizing the transom speed with ego's when opening or
// closing so that the animation always completes. This does not change the
// duration of the scene.
//
// Applies to: All versions
// Responsible method: transomWin:doVerb
static const uint16 laurabow2SignatureFixTransomSpeed[] = {
0x39, 0x04, // pushi cel
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa transomWin
0x4a, SIG_MAGICDWORD, 0x04, // send 04 [ transomWin cel? ]
0x36, // push
0x35, 0x00, // ldi 00
0x1a, // eq? [ transomWin:cel == 0 ]
SIG_END
};
static const uint16 laurabow2PatchFixTransomSpeed[] = {
0x80, PATCH_UINT16(0x0171), // lag 0171 [ ego speed ]
0x65, 0x5c, // aTop cycleSpeed [ transomWin:cycleSpeed = ego speed ]
0x39, 0x04, // pushi cel
0x76, // push0
0x54, 0x04, // self 04 [ self cel? ]
0x76, // push0
PATCH_END
};
// During act 5, room 448 does not re-initialize the transom correctly. There is
// a flag that is set when the player moves the chair, and a flag that is set
// or cleared when the player opens or closed the transom, but the transom is
// initialized to open if either flag is set. This can leave the graphics out
// of sync with the flag and break further toggling.
//
// We fix this by re-ordering the instructions so that the chair flag controls
// the chair and the transom flag controls the transom.
//
// Applies to: All versions
// Responsible method: rm448:init
static const uint16 laurabow2SignatureRememberTransom[] = {
SIG_MAGICDWORD,
0x78, // push1
0x39, 0x27, // pushi 27
0x45, 0x02, 0x02, // callb proc0_2 [ is flag 39 set? (transom open) ]
0x2f, 0x06, // bt 06 [ open transom and move chair ]
0x78, // push1
0x39, 0x74, // pushi 74
0x45, 0x02, 0x02, // callb proc0_2 [ is flag 116 set? (chair moved) ]
0x31, 0x1c, // bnt 1c [ skip open transom and move chair ]
0x39, 0x3f, // pushi setPri
SIG_ADDTOOFFSET(+14),
0x4a, 0x0e, // send 0e [ chair setPri: ... (move chair) ]
SIG_END
};
static const uint16 laurabow2PatchRememberTransom[] = {
PATCH_GETORIGINALBYTES(8, 6), // acc = is flag 116 set? (chair moved)
0x31, 0x12, // bnt 12 [ skip move chair ]
PATCH_GETORIGINALBYTES(16, 18), // move chair
PATCH_GETORIGINALBYTES(0, 6), // acc = is flag 39 set? (transom open)
0x31, 0x0a, // bnt 0a [ skip open transom ]
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
};
// The dinosaur bone in room 480 has a broken verb handler. Clicking on the bone
// itself doesn't work, instead the player has to click on the surrounding area
// to look at it or pick it up. bone:doVerb calls dinoBones:doVerb but doesn't
// pass the verb parameter. We fix this by increasing the &rest parameter.
//
// Applies to: All versions
// Responsible method: bone:doVerb
static const uint16 laurabow2SignatureFixDinosaurBone[] = {
SIG_MAGICDWORD,
0x76, // push0
0x59, 0x02, // &rest 02 [ excludes verb parameter ]
0x72, SIG_ADDTOOFFSET(+2), // lofsa dinoBones
0x4a, 0x04, // send 04 [ dinoBones doVerb: &rest ]
SIG_END
};
static const uint16 laurabow2PatchFixDinosaurBone[] = {
0x76, // push0
0x59, 0x01, // &rest 01 [ includes verb parameter ]
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
};
// In the news room (230) there are two reporters on the left, but one of them
// responds to Ask with the other's message, talker, and voice. The script
// passes the wrong noun to lb2Messager:say.
//
// We fix this by patching both doVerb methods to pass their noun property so
// that they both respond to Ask with their own message.
//
// Applies to: All versions
// Responsible Methods: personS:doVerb, personT:doVerb
static const uint16 laurabow2SignatureReporterMessage[] = {
0x39, 0x0d, // pushi 0d [ noun ]
SIG_MAGICDWORD,
0x39, 0x06, // pushi 06 [ verb ]
0x39, 0x2e, // pushi 2e [ cond ]
SIG_END
};
static const uint16 laurabow2PatchReporterMessage[] = {
0x67, 0x1a, // pTos noun
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: fix hands-off cursor", 1, laurabow2CDSignatureFixHandsOffCursor, laurabow2CDPatchFixHandsOffCursor },
{ true, 0, "CD/Floppy: museum music volume", 1, laurabow2SignatureMuseumMusicVolume, laurabow2PatchMuseumMusicVolume },
{ 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, 230, "CD/Floppy: reporter message", 2, laurabow2SignatureReporterMessage, laurabow2PatchReporterMessage },
{ 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: 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, 420, "CD/Floppy: fix act 5 broken timers", 1, laurabow2SignatureFixAct5BrokenTimers, laurabow2PatchFixAct5BrokenTimers },
{ true, 450, "Floppy: fix dagger case error", 2, laurabow2SignatureFixDaggerCaseError, laurabow2PatchFixDaggerCaseError },
{ true, 454, "CD/Floppy: fix coffin lockup 1/2", 1, laurabow2SignatureMummyCoffinLid1, laurabow2PatchMummyCoffinLid1 },
{ true, 454, "CD/Floppy: fix coffin lockup 2/2", 1, laurabow2SignatureMummyCoffinLid2, laurabow2PatchMummyCoffinLid2 },
{ true, 454, "CD: fix coffin closing cel", 1, laurabow2CDSignatureMummyCoffinClosingCel, laurabow2CDPatchMummyCoffinClosingCel },
{ true, 460, "CD/Floppy: fix crate room east door lockup", 1, laurabow2SignatureFixCrateRoomEastDoorLockup, laurabow2PatchFixCrateRoomEastDoorLockup },
{ true, 480, "CD/Floppy: fix dinosaur bone", 1, laurabow2SignatureFixDinosaurBone, laurabow2PatchFixDinosaurBone },
{ false, 500, "CD: fix museum actor loops", 3, laurabow2CDSignatureFixMuseumActorLoops1, laurabow2CDPatchFixMuseumActorLoops1 },
{ true, 2660, "CD/Floppy: fix elevator lockup", 1, laurabow2SignatureFixElevatorLockup, laurabow2PatchFixElevatorLockup },
{ true, 520, "CD/Floppy: act 5 trigger", 1, laurabow2SignatureAct5Trigger, laurabow2PatchAct5Trigger },
{ 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, 448, "CD/Floppy: act 5 timer crash", 1, laurabow2SignatureAct5TimerCrash, laurabow2PatchAct5TimerCrash },
{ true, 448, "CD/Floppy: fix transom speed", 1, laurabow2SignatureFixTransomSpeed, laurabow2PatchFixTransomSpeed },
{ true, 448, "CD/Floppy: remember transom", 1, laurabow2SignatureRememberTransom, laurabow2PatchRememberTransom },
{ 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 },
{ false, 0, "CD: enable control panel", 1, laurabow2CDSignatureEnableControlPanel, laurabow2PatchEnableControlPanel },
{ false, 310, "CD: enable control panel", 1, laurabow2CDSignatureEnableControlPanel, laurabow2PatchEnableControlPanel },
{ false, 441, "CD: enable control panel", 2, laurabow2CDSignatureEnableControlPanel, laurabow2PatchEnableControlPanel },
{ false, 454, "CD: enable control panel", 7, laurabow2CDSignatureEnableControlPanel, laurabow2PatchEnableControlPanel },
{ false, 520, "CD: enable control panel", 13, laurabow2CDSignatureEnableControlPanel, laurabow2PatchEnableControlPanel },
{ false, 550, "CD: enable control panel", 8, laurabow2CDSignatureEnableControlPanel, laurabow2PatchEnableControlPanel },
{ false, 610, "CD: enable control panel", 3, laurabow2CDSignatureEnableControlPanel, laurabow2PatchEnableControlPanel },
{ false, 700, "CD: enable control panel", 6, laurabow2CDSignatureEnableControlPanel, laurabow2PatchEnableControlPanel },
{ false, 710, "CD: enable control panel", 1, laurabow2CDSignatureEnableControlPanel, laurabow2PatchEnableControlPanel },
{ false, 923, "CD: enable control panel", 1, laurabow2CDSignatureInsetEnableControlPanel, laurabow2CDPatchInsetEnableControlPanel },
{ false, 610, "Floppy: enable control panel", 3, laurabow2FloppySignatureEnableControlPanel, laurabow2PatchEnableControlPanel },
// 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 the basement there is a moment where clicking the fast-forward button
// locks up the game. Fast-forward changes the current room script to state
// zero and sets global 115. Most scripts' changeState methods start by testing
// this global to implement fast-forward behavior. They then reset the global
// when disposing before calling handsOn. scaryHandsOnCode:doit enables input,
// empties the event queue, and then polls and processes one final event.
// This creates a window where handsOn can process a fast-forward click and
// re-enter the room script while it's in the middle of disposing itself.
//
// Most room scripts have a structure that survives this re-entrancy, but room
// 20100's sEnterFrom20200 is unusual. It doesn't test the fast-forward global
// in state zero. Instead, it unconditionally calls handsOff, causing the
// original handsOn call to undo its work before it returns.
//
// We fix this by swapping two function calls in sEnterFrom20200:dispose:
// handsOn and super:dispose. Now the script is fully disposed before handsOn.
// If a fast-forward click occurs it will no longer have any effect, because
// the room no longer has a script. If other scripts are discovered with this
// same problem, this patch will probably apply.
//
// Applies to: All versions
// Responsible method: sEnterFrom20200:dispose
// Fixes bug: #14368
static const uint16 phant1BasementFastForwardSignature[] = {
0x35, 0x00, // ldi 00
0xa1, SIG_MAGICDWORD, 0x73, // lag 73 [ fast-forward = 0 ]
0x38, SIG_SELECTOR16(handsOn), // pushi handsOn
0x76, // push0
0x81, 0x01, // lag 01
0x4a, SIG_UINT16(0x0004), // send 04 [ Scary handsOn: ]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x59, 0x01, // &rest 01
0x57, SIG_ADDTOOFFSET(+1), // super 04 [ super dispose: &rest ]
SIG_UINT16(0x0004),
SIG_END
};
static const uint16 phant1BasementFastForwardPatch[] = {
PATCH_ADDTOOFFSET(+4), // [ fast-forward = 0 ]
PATCH_GETORIGINALBYTES(13, 10), // [ super dispose: &rest ]
PATCH_GETORIGINALBYTES(4, 9), // [ Scary handsOn: ]
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
};
// Clicking "Start New Game" when all 10 saves are in the chapter 7 chase
// crashes the game. Room 901 is supposed to prompt the player to delete one of
// their saves first, but in delete mode this room only shows regular saves,
// not chase saves. If all of the saves are chase saves then the screen is
// unexpectedly empty, and it crashes when trying to select a default icon.
//
// We fix this by showing all saves when in delete mode. This fixes the obscure
// bug and makes it easier to manage saves. Room 91 sets flag 152 when there
// are 10 saves to put room 901 in delete mode. Now that flag is tested before
// the save type to determine if a save should be displayed.
//
// Applies to: All versions
// Responsible method: selectGameRoom:init
// Fixes bug: #14361
static const uint16 phant1DeleteSaveSignature[] = {
SIG_MAGICDWORD,
0x31, 0x06, // bnt 06
0x35, 0x00, // ldi 00
0xa5, 0x02, // sat 02 [ temp2 = 0, redundant ]
0x33, SIG_ADDTOOFFSET(+1), // jmp [ exit cond ]
SIG_ADDTOOFFSET(+7),
0x31, 0x17, // bnt 17
SIG_ADDTOOFFSET(+11),
0x36, // push
0x35, 0x02, // ldi 02
0x12, // and
0x31, 0x06, // bnt 06
0x35, 0x01, // ldi 01
SIG_END
};
static const uint16 phant1DeleteSavePatch[] = {
0x2f, PATCH_GETORIGINALBYTEADJUST(7, +6), // bt [ exit cond ]
0x78, // push1
0x38, PATCH_UINT16(0x0098), // pushi 0098
0x45, 0x03, PATCH_UINT16(0x0002), // callb proc0_3 [ is flag 152 set? ]
0xa5, 0x02, // sat 02 [ show save in delete mode ]
PATCH_GETORIGINALBYTES(8, 7),
0x31, 0x1d, // bnt 1d
PATCH_GETORIGINALBYTES(17, 11),
0x7a, // push2
0x12, // and
0x31, 0x04, // bnt 04
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
};
// In chapter 5, clicking on the dragon projection in room 16200 locks up the
// game if ego is standing in front of it. sPassageReveal sets ego's heading
// based on room position, but it's missing a handler for position 9. This bug
// occurs the first time the passage is opened. sPassageOpen is used afterwards
// and it has the missing code.
//
// We fix this by adding a default handler for position 9 to sPassageReveal.
// To make room, we combine the identical handlers for positions 11 and 12.
//
// Applies to: All versions
// Responsible method: sPassageReveal:changeState(0)
// Fixes bug: #14568
static const uint16 phant1DragonPassageSignature[] = {
0x1a, // eq? [ global125 == 11 ]
SIG_ADDTOOFFSET(+16),
0x3c, // dup
0x35, SIG_MAGICDWORD, 0x0c, // ldi 0c
0x1a, // eq? [ global125 == 12 ]
0x31, 0x0c, // bnt 0c
0x38, SIG_SELECTOR16(setHeading), // pushi setHeading
0x7a, // push2
0x39, 0x2d, // pushi 2d
0x7c, // pushSelf
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0008), // send 08 [ ego setHeading: 45 self ]
SIG_END
};
static const uint16 phant1DragonPassagePatch[] = {
0x20, // ge? [ global125 >= 11]
PATCH_ADDTOOFFSET(+16),
0x38, PATCH_SELECTOR16(setHeading), // pushi setHeading
0x38, PATCH_UINT16(0x0003), // pushi 0003
0x38, PATCH_UINT16(0x002d), // pushi 002d
0x7c, // pushSelf
0x38, PATCH_UINT16(0x000f), // pushi 000f
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x000a), // send 0a [ ego setHeading: 45 self 15 ]
PATCH_END
};
// In chapter 3 when Harriet is stuck in the barn, leaving the barn before
// helping her can crash the game by sending a selector to a non-object.
//
// Each barn room has a copy of the same script named sHarrietWhines. It sets
// itself as the script to run when the global script takeLastStep completes.
// These scripts expect handsOff mode, but the room with the exit door (24610)
// calls handsOn immediately after handsOff. If the player clicks the door
// before takeLastStep completes then it doesn't dispose itself. The next room
// outside the barn (28300) runs takeLastStep again, and when it completes, the
// previous room's sHarrietWhines script runs in the wrong room and crashes.
// sHarrietWhines is programmed to detect this and defend against it, but it
// does so incorrectly. It disposes of itself outside the barn, but then it
// calls self:cue and continues running anyway.
//
// We fix this by adding a return statement after sHarrietWhines:dispose so that
// the script doesn't continue after disposing of itself. The final room number
// test in this script is redundant and can be overwritten.
//
// Applies to: All versions
// Responsible method: sHarrietWhines:changeState(1)
static const uint16 phant1HarrietWhinesSignature[] = {
SIG_MAGICDWORD,
0x3c, // dup
0x34, SIG_UINT16(0x6e8c), // ldi 06ec
0x1a, // eq? [ room == 28300 ]
0x31, 0x07, // bnt 07
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 0004 [ self dispose: ]
SIG_END
};
static const uint16 phant1HarrietWhinesPatch[] = {
PATCH_GETORIGINALBYTES(+7, 7), // [ self dispose: ]
0x48, // ret [ return after disposing ]
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, 901, "fix delete save", 1, phant1DeleteSaveSignature, phant1DeleteSavePatch },
{ true, 1111, "ignore audio settings from save game", 1, phant1SavedVolumeSignature, phant1SavedVolumePatch },
{ true, 16200, "fix dragon passage", 1, phant1DragonPassageSignature, phant1DragonPassagePatch },
{ true, 20100, "fix basement fast-forward", 1, phant1BasementFastForwardSignature, phant1BasementFastForwardPatch },
{ true, 20200, "fix broken rat init in sEnterFromAlcove", 1, phant1RatSignature, phant1RatPatch },
{ true, 20200, "fix chapter 5 wine cask hotspot", 1, phant1WineCaskHotspotSignature, phant1WineCaskHotspotPatch },
{ true, 24610, "fix harriet whines", 1, phant1HarrietWhinesSignature, phant1HarrietWhinesPatch },
{ 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
};
// Ben Franklin's puzzle box cannot be solved. It is a sliding tile puzzle that
// is always initialized to the same state, but that state cannot reach the
// goal state. The puzzle can only be completed by pressing the Help button,
// because it "solves" the puzzle one tile at a time by swapping them instead
// of sliding. Swapping tiles can place the puzzle in a solvable state.
//
// We have verified this with sliding tile puzzle solver programs. They reject
// the initial state as unsolvable. There is no indication that this was the
// intention for the puzzle box.
//
// We fix this by swapping the initial positions of the last two tiles. This is
// all it takes for the initial state to be solvable.
//
// Applies to: All versions
// Responsible method: rm116:init
// Fixes bug: #15225
static const uint16 pepperSignaturePuzzleBox[] = {
SIG_MAGICDWORD,
0x36, // push
0x72, SIG_UINT16(0x0284), // lofsa t3
SIG_ADDTOOFFSET(+9),
0x72, SIG_UINT16(0x0594), // lofsa t11
SIG_END
};
static const uint16 pepperPatchPuzzleBox[] = {
PATCH_ADDTOOFFSET(+1),
0x72, PATCH_GETORIGINALUINT16(+14), // lofsa t11
PATCH_ADDTOOFFSET(+9),
0x72, PATCH_GETORIGINALUINT16(+2), // lofsa t3
PATCH_END
};
// In the maze, clicking on the dictionary word "musty" can display the wrong
// definition. The east doorway is missing a doVerb method, so unlike the
// other doorways, it does not update the dictionary word global.
//
// We fix this by patching mazeHallE to use mazeHallW's method dictionary
// instead of its own empty one. This creates the missing doVerb method.
//
// Applies to: All versions
// Responsible method: heap in script 400
// Fixes bug: #15266
static const uint16 pepperSignatureMustyMessage[] = {
SIG_MAGICDWORD, // mazeHallW
SIG_UINT16(0x015a), // property dictionary = none
SIG_UINT16(0x015a), // method dictionary = doVerb
SIG_ADDTOOFFSET(+0x58), // mazeHallE
SIG_UINT16(0x0160), // property dictionary = none
SIG_UINT16(0x0160), // method dictionary = empty
SIG_END
};
static const uint16 pepperPatchMustyMessage[] = {
PATCH_ADDTOOFFSET(+0x5e), // mazeHallE
PATCH_UINT16(0x015a), // method dictionary = doVerb
PATCH_END
};
// In Act 6, exiting the Penn Mansion kitchen and re-entering while the butler
// is standing guard can lockup the game. This also occurs in the original.
// The bug can be triggered by clicking Walk on the kitchen when the speed
// slider is set to slow, or by first clicking the Truth icon on the kitchen.
//
// When clicking Walk on the kitchen, ego starts turning and a 3 cycle timer is
// set. When the timer cues, sCaughtGoToKitchen:changeState(0) calls handsOff
// and sets ego's motion to zero. But if ego is in the middle of turning, the
// turn will complete and ego will then begin walking. This cannot be seen,
// because the script hides ego so that the butler's view can contain Pepper.
// When the scene completes, ego suddenly appears in an unexpected location,
// causing ego's final motion to fail to reach the new-room trigger.
//
// We fix this by calling pepper:normalize instead of pepper:setMotion(0) in
// sCaughtGoToKitchen:changeState(0). This stops ego's turn in addition to
// their motion. The setMotion call is redundant because it is preceded
// by a handsOff call that also calls setMotion(0).
//
// Applies to: All versions
// Responsible method: sCaughtGoToKitchen:changeState(0)
// Fixes bug: #15263
static const uint16 pepperSignatureKitchenLockup[] = {
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion
0x78, // push1
0x76, // push0
0x81, 0x00, // lag 00
0x4a, SIG_MAGICDWORD, 0x06, // send 06 [ pepper setMotion: 0 ]
0x38, SIG_SELECTOR16(stop), // pushi stop
SIG_END
};
static const uint16 pepperPatchKitchenLockup[] = {
0x38, PATCH_SELECTOR16(normalize), // pushi normalize
0x39, 0x00, // pushi 00
PATCH_ADDTOOFFSET(+2),
0x4a, 0x04, // send 04 [ pepper normalize: ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pepperSignatures[] = {
{ true, 116, "puzzle box fix", 1, pepperSignaturePuzzleBox, pepperPatchPuzzleBox },
{ true, 380, "kitchen lockup fix", 1, pepperSignatureKitchenLockup, pepperPatchKitchenLockup },
{ true, 400, "musty message fix", 1, pepperSignatureMustyMessage, pepperPatchMustyMessage },
{ 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
};
// PQ3 plays the wrong ending if the player woke Marie from her coma but still
// has an extra rose in their inventory. Room 300 checks to see if Marie is
// awake by testing flags and item locations, but one of these tests is wrong
// and out of sync with similar tests in other scripts.
//
// Giving Marie the rose places it in her room, but purchasing a second rose
// changes rose:owner from her room back to ego, and the location check fails.
//
// We fix this by testing rose:state instead of rose:owner, as all the other
// scripts do. Sierra fixed this in later versions.
//
// Applies to: English PC VGA Floppy
// Responsible method: rm300:init
static const uint16 pq3SignatureWrongEnding[] = {
0x38, SIG_SELECTOR16(owner), // pushi owner
0x76, // push0
0x39, SIG_MAGICDWORD, // pushi at
SIG_SELECTOR8(at),
0x78, // push1
0x39, 0x24, // pushi 24 [ rose ]
SIG_ADDTOOFFSET(+7),
0x35, 0x24, // ldi 24 [ hospital room ]
0x1a, // eq [ (rose owner:) == 36 ]
SIG_END
};
static const uint16 pq3PatchWrongEnding[] = {
0x38, PATCH_SELECTOR16(state), // pushi state
PATCH_ADDTOOFFSET(+13),
0x35, 0x00, // ldi 00
0x1e, // gt? [ (rose state:) > 0 ]
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, 300, "fix wrong ending", 1, pq3SignatureWrongEnding, pq3PatchWrongEnding },
{ 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
};
// In the brigands' fortress (room 94), opening the jack in the box and then
// tripping over the wire next to it locks up the game. The `egoTripsSouth`
// script is missing a call to egoObj:ignoreActors, unlike `egoTripsNorth`.
// Without this, the jack in the box causes egoObj:canBeHere to return false.
//
// We fix this by adding the missing call to ignoreActors. This bug occurs in
// the original, but only in some versions, and inconsistently, because another
// unrelated bug can cancel it out. Due to a script typo and a compiler bug,
// Actor:canBeHere reads an invalid property and tests out of bounds memory to
// determine if kCanBeHere is called to perform collision tests. We normalize
// this behavior in `validate_property`.
//
// Applies to: All versions
// Responsible method: egoTripsSouth:changeState(0)
// Fixes bug: #15736
static const uint16 qfg1egaSignatureTripWire[] = {
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, // bnt [ state 1 ]
SIG_ADDTOOFFSET(+71),
0x4a, 0x30, // send 30 [ egoObj ... ]
SIG_END
};
static const uint16 qfg1egaPatchTripWire[] = {
0x2e, PATCH_GETORIGINALUINT16ADJUST(5, +4), // bt [ state 1 ]
0x38, PATCH_SELECTOR16(ignoreActors), // pushi ignoreActors
0x36, // push0
PATCH_ADDTOOFFSET(+69),
0x4a, 0x34, // send 34 [ egoObj ignoreActors: ... ]
PATCH_END
};
static const uint16 qfg1egaSignatureTripWirePC98[] = {
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, // bnt [ state 1 ]
SIG_ADDTOOFFSET(+72),
0x4a, 0x30, // send 30 [ egoObj ... ]
SIG_END
};
static const uint16 qfg1egaPatchTripWirePC98[] = {
0x2e, PATCH_GETORIGINALUINT16ADJUST(5, +4), // bt [ state 1 ]
0x38, PATCH_SELECTOR16(ignoreActors), // pushi ignoreActors
0x36, // push0
PATCH_ADDTOOFFSET(+70),
0x4a, 0x34, // send 34 [ egoObj ignoreActors: ... ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg1egaSignatures[] = {
{ true, 54, "throw rock at nest while running", 1, qfg1egaSignatureThrowRockAtNest, qfg1egaPatchThrowRockAtNest },
{ true, 94, "trip wire", 1, qfg1egaSignatureTripWirePC98, qfg1egaPatchTripWirePC98 },
{ true, 189, "trip wire", 1, qfg1egaSignatureTripWire, qfg1egaPatchTripWire },
{ 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
};
// QFG1VGA throttles the Sierra logo palette animation to once every third
// game cycle. This runs very slow when combined with our own throttling.
// This appears to be the only game that does this, so we just disable it.
//
// Applies to: All versions
// Responsible method: LogoRoom:doit
static const uint16 qfg1vgaSignatureSierraLogoSpeed[] = {
SIG_MAGICDWORD,
0x0a, // mod
0x36, // push
0x35, 0x00, // ldi 00
0x1a, // eq?
SIG_END
};
static const uint16 qfg1vgaPatchSierraLogoSpeed[] = {
PATCH_ADDTOOFFSET(+1),
0x76, // push0
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, 603, "sierra logo speed", 1, qfg1vgaSignatureSierraLogoSpeed, qfg1vgaPatchSierraLogoSpeed },
{ 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
};
// ===========================================================================
// Quest for Glory 2
// 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 two scripts running the mountSaurus script concurrently.
// desertReg:handleEvent sets mountSaurus as the room script when entering
// "ride". sheepScript sets mountSaurus as ego's script when saurus animation
// completes after entering the saurus room. The unexpected second instance of
// mountSaurus interrupts the motions and cyclers that the other is waiting on,
// preventing them from both completing and returning control to the player.
//
// We fix this by patching sheepScript to skip running mountSaurus if input is
// already disabled. Alternatively, we could expand this into a larger patch
// that tests if the room script is already mountSaurus.
//
// Applies to: All versions
// Responsible method: sheepScript:changeState(2)
// 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
};
// On day 27, approaching the Emir's palace at night without a visa crashes with
// a missing text error. The script is missing the first boolean parameter to
// the game-over procedure, causing the other parameters to be misinterpreted
// as text resource numbers.
//
// We fix this by adding the missing parameter, just like script 380's version.
//
// Applies to: All versions
// Responsible method: backToInn:changeState(6)
static const uint16 qfg2SignatureVisaCrash[] = {
0x39, SIG_MAGICDWORD, 0x04, // pushi 04
0x38, SIG_UINT16(0x0191), // pushi 0191
0x39, 0x12, // pushi 12
0x39, SIG_ADDTOOFFSET(+1), // pushi title
0x72, SIG_ADDTOOFFSET(+2), // lofsa "...Get a visa"
0x36, // push
0x47, 0x01, 0x18, 0x08, // calle proc1_24 [ game-over, missing first parameter ]
SIG_END
};
static const uint16 qfg2PatchVisaCrash[] = {
0x39, 0x05, // pushi 05
0x78, // push1
PATCH_GETORIGINALBYTES(2, 7),
0x74, PATCH_GETORIGINALUINT16ADJUST(10, -1), // lofss "...Get a visa"
0x47, 0x01, 0x18, 0x0a, // calle proc1_24 [ game-over ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg2Signatures[] = {
{ true, 98, "disable speed test", 1, sci01SpeedTestGlobalSignature, sci01SpeedTestGlobalPatch },
{ true, 401, "visa crash", 1, qfg2SignatureVisaCrash, qfg2PatchVisaCrash },
{ 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
};
// Asking Uhura about Woo in room 440 crashes. The Woo dialog option (-75) is
// handled by uhuraTell:doChild so that it can award 2 points, but the script
// is missing a necessary return statement. This causes the default handler to
// also run, but because the "query" value is negative, the default handler
// treats it as opening a submenu. There is no submenu for query -75, and this
// causes Teller:doChild to read uhuraTell:keys out of bounds.
//
// The Woo dialog handler isn't just broken, it's redundant. It never awards the
// points it attempts to. The points are tied to flag 268, but this same method
// already sets that flag when awarding points for asking Uhura about marriage.
// Asking about marriage is the precondition for asking about Woo.
//
// We fix this by replacing the redundant hero:solvePuzzle call with the missing
// return statement. Alternatively, we could patch the heap to change the Woo
// dialog option from -75 to 75, but existing save games could still crash.
//
// Applies to: All versions
// Responsible method: uhuraTell:doChild
// Fixes bug: #5172
static const uint16 qfg3SignatureWooDialog[] = {
0x38, SIG_SELECTOR16(solvePuzzle), // pushi solvePuzzle
0x7a, // push2
0x38, SIG_UINT16(0x010c), // pushi 010c
0x7a, // push2
0x81, 0x00, // lag 00
0x4a, 0x08, // send 08 [ hero solvePuzzle: 268 2 ]
SIG_MAGICDWORD,
0x67, 0x12, // pTos query
0x35, 0xfc, // ldi fc
SIG_END
};
static const uint16 qfg3PatchWooDialog[] = {
0x35, 0x01, // ldi 01
0x48, // ret
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 Simbani
// initiation.
// However the array of possible 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 Simbani"
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, 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
};
// 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
};
// When throwing a projectile at the rock pile in room 800, the game crashes if
// the target is hit before hero finishes animating. This is a script bug that
// also occurs in the original. It depends on the game's speed setting and
// where hero throws from. Setting the speed to fast avoids the crash.
//
// This is similar to the bug in the final room when casting a spell: there's no
// synchronization with the `project` room script. When the projectile reaches
// the rocks, fRocks:getHurt sets the room script to sThrowIt. If `project` is
// still running then it's interrupted before it can restore hero's state.
// Attempting to walk from this unexpected state crashes the game by sending a
// message to a non-object.
//
// We fix this by calling hero:normalize in sThrowIt:changeState so that hero's
// state is always reset, even if the `project` script was interrupted.
//
// Applies to: All versions
// Responsible method: sThrowIt:changeState(1)
// Fixes bug: #14921
static const uint16 qfg4RockPileThrowSignature[] = {
0x8b, SIG_MAGICDWORD, 0x0a, // lsl 0a
0x35, 0x03, // ldi 03
0x1c, // ne? [ local10 != 3 ]
0x31, 0x13, // bnt 13 [ move bush ]
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 [ self dispose: ]
0x32, // jmp [ toss, ret ]
SIG_END
};
static const uint16 qfg4RockPileThrowPatch[] = {
0x38, PATCH_SELECTOR16(normalize), // pushi normalize
0x78, // push1
0x76, // push0
0x81, 0x00, // lag 00
0x4a, PATCH_UINT16(0x0006), // send 06 [ hero normalize: 0 ]
0x7a, // push2
0x83, 0x0a, // lal 0a
0x20, // ge? [ 2 >= local10 ]
0x31, 0x0a, // bnt 0a [ move bush ]
0x38, PATCH_SELECTOR16(changeState),// pushi changeState
0x78, // push1
0x39, 0x04, // pushi 04
0x54, PATCH_UINT16(0x0006), // self 06 [ self changeState: 4 (handsOn, dispose) ]
0x48, // ret
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-existent 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
};
// There are several rooms in which throwing a projectile (dagger or rock) uses
// two or three items instead of just one. In addition, throwing a dagger in
// these rooms when the player has exactly two locks up the game. For example,
// this occurs in room 600 at night when throwing at the castle gate.
//
// These problems are due to an incorrect coding pattern with several mistakes
// that was repeated in rooms 600, 625, 730, and 740. These scripts manually
// remove the thrown projectile from inventory with hero:use, but that is
// incorrect because the global script `project` does this for all throws.
// These scripts also prevent the player from throwing their last dagger with a
// message, but they repeat the check after removing the item from inventory
// and make a broken call to gloryMessgaer:say within a handsOff script. This
// redunant check wouldn't have any effect if it weren't for the first bug.
//
// We fix this by patching out all of the hero:use calls that consume daggers or
// rocks in the rooms with this bug. There are several forms of these scripts,
// so we patch the "use" selector to "has" so that the calls have no effect.
//
// Applies to: All versions
// Responsible methods: aGate:doVerb, rm625:doVerb, theGhost:doVerb, avis:doVerb,
// altarHead:doVerb, sThrowIt:changeState in script 740
// Fixes bug: #13824
static const uint16 qfg4UseExtraProjectileSignature1[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(use), // pushi use
0x7a, // push2
0x39, SIG_ADDTOOFFSET(+1), // pushi 05 [ dagger ] or 06 [ rock ]
0x78, // push1
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0008), // send 08 [ hero use: (5 or 6) 1 ]
0x35, SIG_ADDTOOFFSET(+1), // ldi 01 or 02
0xa3, // sal
SIG_END
};
static const uint16 qfg4UseExtraProjectileSignature2[] = {
0x38, SIG_SELECTOR16(use), // pushi use
0x78, // push1
0x39, SIG_MAGICDWORD, 0x05, // pushi 05 [ dagger ]
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0006), // send 06 [ hero use: 5 ]
SIG_END
};
static const uint16 qfg4UseExtraProjectileSignature3[] = {
0x38, SIG_SELECTOR16(use), // pushi use
0x78, // push1
0x39, SIG_MAGICDWORD, 0x06, // pushi 06 [ rock ]
0x81, 0x00, // lag 00
0x4a, SIG_UINT16(0x0006), // send 06 [ hero use: 6 ]
SIG_END
};
static const uint16 qfg4UseExtraProjectilePatch[] = {
0x38, PATCH_SELECTOR16(has), // pushi has
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, 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, 600, "fix using extra projectile", 2, qfg4UseExtraProjectileSignature1, qfg4UseExtraProjectilePatch },
{ true, 625, "fix using extra projectile", 4, qfg4UseExtraProjectileSignature1, qfg4UseExtraProjectilePatch },
{ 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, 730, "fix using extra projectile", 1, qfg4UseExtraProjectileSignature2, qfg4UseExtraProjectilePatch },
{ true, 730, "fix using extra projectile", 1, qfg4UseExtraProjectileSignature3, qfg4UseExtraProjectilePatch },
{ true, 740, "fix using extra projectile", 2, qfg4UseExtraProjectileSignature2, qfg4UseExtraProjectilePatch },
{ true, 740, "fix using extra projectile", 1, qfg4UseExtraProjectileSignature3, qfg4UseExtraProjectilePatch },
{ 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, 800, "fix rock pile throw", 1, qfg4RockPileThrowSignature, qfg4RockPileThrowPatch },
{ 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 alter any scripts. Instead they shipped a dummy text
// resource, which prevented the missing-resource crash, but still showed
// another textbox with garbage in it. The new text resource contains the text:
// "Hi! This is a kludge!" By avoiding script changes, the patch was compatible
// with all versions on all platforms, and didn't invalidate existing saves.
//
// 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
};
// On the inventory screen, clicking an item on the buckazoids when there are
// less than three crashes the game. RInvItem:show picks a message by loading
// the text resource with the same number as the target item's view property.
// The problem is that the buckazoid view is dynamic and changes when the count
// gets low. This causes RInvItem:show to attempt to load a text resource that
// doesn't exist.
//
// We fix this by restoring buckazoid:view after drawing it in inventory.
// Sierra fixed this bug in the Amiga and Mac versions by resetting the
// buckazoid view to its original value before handling inventory verbs.
//
// Applies to: All versions
// Responsible method: buckazoid:show
static const uint16 sq1vgaBuckazoidInventorySignature[] = {
SIG_MAGICDWORD,
0x89, 0xa5, // lsg a5 [ buckazoid-count ]
0x35, 0x03, // ldi 03
0x20, // ge? [ buckazoid-count >= 3 ]
0x30, SIG_UINT16(0x0006), // bnt 0006
SIG_ADDTOOFFSET(+15),
0x59, 0x01, // &rest 01 [ unnecessary ]
0x57, SIG_ADDTOOFFSET(+1), 0x04,// super RInvItem 04 [ super show: &rest ]
SIG_END
};
static const uint16 sq1vgaBuckazoidInventoryPatch[] = {
0x67, 0x08, // pTos view [ store view ]
0x7a, // push2
0x81, 0xa5, // lag a5 [ buckazoid-count ]
0x22, // lt? [ 2 < buckazoid-count ]
0x31, 0x06, // bnt 06
PATCH_ADDTOOFFSET(+15),
PATCH_GETORIGINALBYTES(25, 3), // super RInvItem 04 [ super show: ]
0x69, 0x08, // sTop view [ restore view ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq1vgaSignatures[] = {
{ true, 0, "buckazoid inventory", 1, sq1vgaBuckazoidInventorySignature, sq1vgaBuckazoidInventoryPatch },
{ 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, 928, "talker rollover", 1, sciSignatureTalkerRollover, sciPatchTalkerRollover },
{ 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, 12, "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
};
// The ExitFeature class has a bug that breaks the walk icon. This is unrelated
// to the bug above. ExitFeature changes walkIcon0's type and message (verb)
// when mousing over it. ExitFeature is supposed to restore these values, or
// else walking doesn't work, but the script doesn't handle leaving the room
// by other methods, among other things. If the next room has an ExitFeature
// then the bug is masked, because that ExitFeature resets the icon state.
//
// In room 340 on Polysorbate LX, the player leaves by clicking the transporter
// signaler in their inventory. If the inventory window places the signaler
// over the entrance to the liquor store, and the previous icon was walk, then
// clicking on the right spot will close the window and change the icon state
// to ExitFeature values before beaming the player to room 480. Room 480 does
// not have any ExitFeatures, and so the player can no longer walk.
//
// We fix this by resetting walkIcon0's internal state on room initialization.
// Other obscure methods have been found to trigger this bug, and this patch
// should handle them all. By patching a system script (64994), we can also fix
// all versions with one patch: some versions of SQ6 were compiled with debug
// instructions, but only in the game scripts.
//
// Applies to: All versions
// Responsible method: Room:init
// Fixes bug: #14537
static const uint16 sq6ResetWalkIconSignature[] = {
SIG_MAGICDWORD,
0x54, SIG_UINT16(0x0006), // self 06 [ self drawPic: picture ]
0x38, SIG_ADDTOOFFSET(+2), // pushi reflectPosn
0x7a, // push2
0x38, SIG_SELECTOR16(alterEgo), // pushi alterEgo
0x76, // push0
0x81, 0x50, // lag 50 [ User ]
0x4a, SIG_UINT16(0x0004), // send 04 [ User alterEgo: ]
0x36, // push
0x38, SIG_SELECTOR16(edgeHit), // pushi edgeHit
0x76, // push0
0x38, SIG_SELECTOR16(alterEgo), // pushi alterEgo
0x76, // push0
0x81, 0x50, // lag 50 [ User ]
0x4a, SIG_UINT16(0x0004), // send 04 [ User alterEgo: ]
0x4a, SIG_UINT16(0x0004), // send 04 [ ego edgeHit: ]
0x36, // push
0x54, SIG_UINT16(0x0008), // self 08 [ self reflectPosn: ego (ego edgeHit:) ]
0x38, SIG_SELECTOR16(edgeHit), // pushi edgeHit
0x78, // push1
0x76, // push0
0x38, SIG_SELECTOR16(alterEgo), // pushi alterEgo
0x76, // push0
0x81, 0x50, // lag 50 [ User ]
0x4a, SIG_UINT16(0x0004), // send 04 [ User alterEgo: ]
0x4a, SIG_UINT16(0x0006), // send 06 [ ego edgeHit: 0 ]
SIG_END
};
static const uint16 sq6ResetWalkIconPatch[] = {
PATCH_GETORIGINALBYTES(3, 4), // pushi reflectPosn, push2
0x81, 0x00, // lag 00 [ ego ]
0x36, // push
0x38, PATCH_SELECTOR16(edgeHit), // pushi edgeHit
0x76, // push0
0x4a, PATCH_UINT16(0x0004), // send 04 [ ego edgeHit: ]
0x36, // push
0x54, PATCH_UINT16(0x000e), // self 0e [ self drawPicture: picture, reflectPosn: ego (ego edgeHit:) ]
0x38, PATCH_SELECTOR16(edgeHit), // pushi edgeHit
0x78, // push1
0x76, // push0
0x81, 0x00, // lag 00 [ ego ]
0x4a, PATCH_UINT16(0x0006), // send 06 [ ego edgeHit: 0 ]
0x81, 0x45, // lag 45 [ SQIconbar ]
0x30, PATCH_UINT16(0x0015), // bnt 0015 [ skip reset if no iconbar ]
0x38, PATCH_SELECTOR16(walkIconItem), // pushi walkIconItem
0x76, // push0
0x4a, PATCH_UINT16(0x0004), // send 04 [ SQIconbar walkIconItem: ]
0x39, PATCH_SELECTOR8(type), // pushi type
0x78, // push1
0x38, PATCH_UINT16(0x5000), // pushi 5000 [ verb | move ]
0x39, PATCH_SELECTOR8(message), // pushi message
0x78, // push1
0x39, 0x03, // pushi 03 [ walk ]
0x4a, PATCH_UINT16(0x000c), // send 0c [ walkIcon0 type: $5000, message: 3 ]
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
};
// The SQ6 demo can crash the inventory screen because ego:put doesn't clear the
// highlighted icon when dropping an item. This was fixed in the real game.
//
// We fix this by clearing SQInventory:highlightedIcon when showing inventory.
//
// Applies to: Demo (all versions)
// Responsible method: SQInventory:show
// Fixes bug: #14547
static const uint16 sq6DemoInventorySignature[] = {
SIG_MAGICDWORD,
0x36, // push
0x35, 0x01, // ldi 01
0x02, // add
SIG_ADDTOOFFSET(+8),
0x72, SIG_ADDTOOFFSET(+2), // lofsa invPlane
0x36, // push
SIG_END
};
static const uint16 sq6DemoInventoryPatch[] = {
0x76, // push0
0x69, 0x22, // sTop highlightedIcon [ highlightedIcon = 0 ]
0x78, // push1
0x02, // add
PATCH_GETORIGINALBYTES(+4, 8),
0x74, PATCH_GETORIGINALUINT16(+13), // lofss invPlane
PATCH_END
};
// The trash can in Roger's room (390) doesn't respond to clicks, even though it
// has messages. Instead, click events are sent to the kitchen because it has a
// higher priority. Feature priority is determined by the `y` property.
//
// We fix this by increasing trashCan:y to raise its priority over the kitchen.
// This does not affect the clickable area; that is defined by a polygon.
//
// Applies to: All versions
// Responsible method: heap in script 390
static const uint16 sq6TrashCanSignature[] = {
SIG_MAGICDWORD, // trashCan
SIG_UINT16(0x0092), // x: 146
SIG_UINT16(0x0031), // y: 49 (kitchen:y == 50)
SIG_END
};
static const uint16 sq6TrashCanPatch[] = {
PATCH_ADDTOOFFSET(+2),
PATCH_UINT16(0x033), // y: 51
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 },
{ false, 15, "demo: fix inventory crash", 1, sq6DemoInventorySignature, sq6DemoInventoryPatch },
{ 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, 390, "fix trash can", 1, sq6TrashCanSignature, sq6TrashCanPatch },
{ 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 },
{ true, 64994, "reset walk icon", 1, sq6ResetWalkIconSignature, sq6ResetWalkIconPatch },
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 = *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_GETORIGINALBYTES: {
// get range of original bytes from script
uint16 lengthValue;
patchData++; lengthValue = (uint16)(*patchData);
if ((uint32)patchValue + lengthValue >= orgDataSize)
error("Script-Patcher: can not get requested original byte from script");
memcpy(scriptData.getUnsafeDataAt(offset, lengthValue), &orgData[patchValue], lengthValue);
offset += lengthValue;
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 = 0;
byte magicDWord[4];
int magicDWordLeft = 0;
byte byte1 = 0;
byte byte2 = 0;
memset(magicDWord, 0, sizeof(magicDWord));
uint16 curWord = *signatureData;
while (curWord != SIG_END) {
uint16 curCommand = curWord & SIG_COMMANDMASK;
uint32 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(kResourceTypeView, 21))) {
// Hoyle school house math
enablePatch(signatureTable, "disable sierra logo");
enablePatch(signatureTable, "disable main menu buttons");
enablePatch(signatureTable, "disable Euchre and Bridge");
} else 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");
}
if (!g_sci->isDemo()) {
enablePatch(signatureTable, "ride unicorn at night");
}
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");
}
// enable a patch to fix a script incompatibility when we
// play sounds that did not play in the original.
if (g_sci->isCD() &&
g_sci->getPlatform() != Common::kPlatformFMTowns &&
ConfMan.getBool("prefer_digitalsfx")) {
enablePatch(signatureTable, "CD: falling sound");
}
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");
// Enables Mac-only patch for dialog box incompatibilities
enablePatch(signatureTable, "Mac: fix about dialogs");
}
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");
enablePatch(signatureTable, "CD: enable control panel");
} else {
enablePatch(signatureTable, "Floppy: enable control panel");
}
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 crest bookshelf");
enablePatch(signatureTable, "CD: fix peer bats, upper door (2/2)");
} else {
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;
case GID_SQ6:
if (g_sci->isDemo()) {
enablePatch(signatureTable, "demo: fix inventory crash");
}
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
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