{GID_QFG1VGA,301,928,0,"Blink","init",-1,0,{WORKAROUND_FAKE,0}},// when entering inn, gets called with 1 parameter, but 2nd parameter is used for div which happens to be an object
{GID_LSL6,360,938,0,"ROsc","cycleDone",-1,0,{WORKAROUND_FAKE,1}},// when looking through tile in the shower room initial cycles get set to an object instead of 2, we fix this by setting 1 after decrease
{GID_LSL6HIRES,360,64938,0,"ROsc","cycleDone",-1,0,{WORKAROUND_FAKE,1}},// when looking through tile in the shower room initial cycles get set to an object instead of 2, we fix this by setting 1 after decrease
{GID_MOTHERGOOSE256,4,998,0,"door","setCel",-1,0,{WORKAROUND_FAKE,1}},// after giving the king his pipe back, listening to his song and leaving the castle - bug #3051475
{GID_PEPPER,370,23,0,"eastExitFeature","onMe",-1,0,{WORKAROUND_FAKE,1}},// Pugh's office, when trying to use either the left or right exits, gets called on an integer and a pointer - bug #3040142
{GID_CAMELOT,92,92,0,"endingCartoon2","changeState",0x20d,0,{WORKAROUND_FAKE,0}},// during the ending, sub gets called with no parameters, uses parameter 1 which is theGrail in this case - bug #3044734
{GID_FANMADE,516,983,0,"Wander","setTarget",-1,0,{WORKAROUND_FAKE,0}},// The Legend of the Lost Jewel Demo (fan made): called with object as second parameter when attacked by insects - bug #3038913
{GID_ECOQUEST2,100,0,0,"Rain","points",0xcc6,0,{WORKAROUND_FAKE,0}},// when giving the papers to the customs officer, gets called against a pointer instead of a number - bug #3034464
{GID_CASTLEBRAIN,280,280,0,"programmer","dispatchEvent",-1,0,{WORKAROUND_FAKE,0xf}},// pressing 'q' on the computer screen in the robot room, and closing the help dialog that pops up (bug #3039656). Moves the cursor to the view with the ID returned (in this case, the robot hand)
{GID_HOYLE3,-1,0,1,"Character","say",-1,-1,{WORKAROUND_FAKE,0}},// when starting checkers or dominoes, first time a character says something - temps 504 and 505
{GID_ISLANDBRAIN,140,140,0,"piece","init",-1,3,{WORKAROUND_FAKE,1}},// first puzzle right at the start, some initialization variable. bnt is done on it, and it should be non-0
{GID_ISLANDBRAIN,200,268,0,"anElement","select",-1,0,{WORKAROUND_FAKE,0}},// elements puzzle, gets used before super TextIcon
{GID_JONES,1,232,0,"weekendText","draw",0x3d3,0,{WORKAROUND_FAKE,0}},// jones/cd only - gets called during the game
//{ GID_KQ5, -1, 0, 0, "", "export 29", -1, 3, { WORKAROUND_FAKE, 0xf } }, // called when playing harp for the harpies or when aborting dialog in toy shop, is used for kDoAudio - bug #3034700
{GID_KQ5,55,55,0,"helpScript","doit",-1,0,{WORKAROUND_FAKE,0}},// when giving the tambourine to the monster in the labyrinth (only happens at one of the locations) - bug #3041262
{GID_LAURABOW2,-1,21,0,"dropCluesCode","doit",-1,1,{WORKAROUND_FAKE,0x7fff}},// when asking some questions (e.g. the reporter about the burglary, or the policeman about Ziggy). Must be big, as the game scripts perform lt on it and start deleting journal entries - bugs #3035068, #3036274
{GID_LSL3,340,340,0,"ComicScript","changeState",-1,-1,{WORKAROUND_FAKE,0}},// right after entering the 3 ethnic groups inside comedy club (temps 200, 201, 202, 203)
{GID_LSL3,-1,997,0,"TheMenuBar","handleEvent",-1,1,{WORKAROUND_FAKE,0xf}},// when setting volume the first time, this temp is used to set volume on entry (normally it would have been initialized to 's')
{GID_LSL6,-1,85,0,"washcloth","doVerb",-1,0,{WORKAROUND_FAKE,0}},// washcloth in inventory
{GID_LSL6,-1,928,-1,"Narrator","startText",-1,0,{WORKAROUND_FAKE,0}},// used by various objects that are even translated in foreign versions, that's why we use the base-class
{GID_LSL6HIRES,0,85,0,"LL6Inv","init",-1,0,{WORKAROUND_FAKE,0}},// on startup
{GID_LSL6HIRES,-1,64950,1,"Feature","handleEvent",-1,0,{WORKAROUND_FAKE,0}},// at least when entering swimming pool area
{GID_LSL6HIRES,-1,64964,0,"DPath","init",-1,1,{WORKAROUND_FAKE,0}},// during the game
{GID_MOTHERGOOSE256,-1,0,0,"MG","doit",-1,5,{WORKAROUND_FAKE,0}},// SCI1.1: When moving the cursor all the way to the left during the game (bug #3043955)
{GID_MOTHERGOOSE256,-1,992,0,"AIPath","init",-1,0,{WORKAROUND_FAKE,0}},// Happens in the demo and full version. In the demo, it happens when walking two screens from mother goose's house to the north. In the full version, it happens in rooms 7 and 23 - bug #3049146
{GID_MOTHERGOOSE256,94,94,0,"sunrise","changeState",-1,367,{WORKAROUND_FAKE,0}},// At the very end, after the game is completed - bug #3051163
{GID_MOTHERGOOSEHIRES,-1,64950,1,"Feature","handleEvent",-1,0,{WORKAROUND_FAKE,0}},// right when clicking on a child at the start and probably also later
{GID_QFG1VGA,16,16,0,"lassoFailed","changeState",-1,-1,{WORKAROUND_FAKE,0}},// qfg1vga: casting the "fetch" spell in the screen with the flowers, temps 0 and 1 - bug #3053268
{GID_QFG2,260,260,0,"abdulS","changeState",0x2d22,-1,{WORKAROUND_FAKE,0}},// During the thief's first mission (in the house), just before Abdul is about to enter the house (where you have to hide in the wardrobe), bug #3039891, temps 1 and 2
{GID_QFG2,260,260,0,"jabbarS","changeState",0x2d22,-1,{WORKAROUND_FAKE,0}},// During the thief's first mission (in the house), just before Jabbar is about to enter the house (where you have to hide in the wardrobe), bug #3040469, temps 1 and 2
{GID_QFG3,510,510,0,"awardPrize","changeState",-1,0,{WORKAROUND_FAKE,0}},// Simbani warrior challenge, after throwing the spears and retrieving the ring - bug #3049435
{GID_QFG3,330,330,-1,"Teller","doChild",-1,-1,{WORKAROUND_FAKE,0}},// when talking to King Rajah about "Rajah" (bug #3036390, temp 1) or "Tarna" (temp 0), or when clicking on yourself and saying "Greet" (bug #3039774, temp 1)
{GID_QFG3,470,470,-1,"rm470","notify",-1,0,{WORKAROUND_FAKE,0}},// closing the character screen in the Simbani village in the room with the bridge, bug #3040565
{GID_SQ1,103,103,0,"hand","internalEvent",-1,-1,{WORKAROUND_FAKE,0}},// Spanish (and maybe early versions?) only: when moving cursor over input pad, temps 1 and 2
{GID_KQ5,-1,255,0,"deathIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// english floppy: when getting beaten up in the inn and probably more, called with 2nd parameter as object - bug #3037003
{GID_PQ2,-1,255,0,"DIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// when showing picture within windows, called with 2nd/3rd parameters as objects
{GID_SQ1,1,255,0,"DIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// DEMO: Called with 2nd/3rd parameters as objects when clicking on the menu - bug #3035720
{GID_FANMADE,-1,979,0,"DIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// In The Gem Scenario and perhaps other fanmade games, this is called with 2nd/3rd parameters as objects - bug #3039679
{GID_KQ5,-1,255,0,"deathIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// english floppy: when getting beaten up in the inn and probably more, called with 2nd parameter as object - bug #3037003
{GID_PQ2,-1,255,0,"DIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// when showing picture within windows, called with 2nd/3rd parameters as objects
{GID_SQ1,1,255,0,"DIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// DEMO: Called with 2nd/3rd parameters as objects when clicking on the menu - bug #3035720
{GID_FANMADE,-1,979,0,"DIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// In The Gem Scenario and perhaps other fanmade games, this is called with 2nd/3rd parameters as objects - bug #3039679
{GID_FANMADE,-1,994,1,"Game","save",0xd1c,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Cascade Quest)
{GID_FANMADE,-1,994,1,"Game","save",0xe55,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Demo Quest)
{GID_FANMADE,-1,994,1,"Game","save",0xe57,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (I Want My C64 Back)
{GID_FANMADE,-1,994,1,"Game","save",0xe5c,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Most of them)
{GID_FANMADE,-1,994,1,"Game","restore",0xd1c,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Cascade Quest)
{GID_FANMADE,-1,994,1,"Game","restore",0xe55,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Demo Quest)
{GID_FANMADE,-1,994,1,"Game","restore",0xe57,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (I Want My C64 Back)
{GID_FANMADE,-1,994,1,"Game","restore",0xe5c,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Most of them)
{GID_PQ2,23,23,0,"rm23Script","elements",0x4c1,0,{WORKAROUND_IGNORE,0}},// when looking at the 2nd page of pate's file - 0x75 as id (another pq2 version, bug #3043904)
{GID_KQ4,4,992,0,"Avoid","doit",-1,0,{WORKAROUND_IGNORE,0}},// when the ogre catches you in front of his house, second parameter points to the same object as the first parameter, instead of being an integer (the angle) - bug #3042964
{GID_KQ4,-1,989,0,"mySound","",-1,0,{WORKAROUND_IGNORE,0}},// gets called in the demo when trying to open the non-existent menu with 0:0 - bug #3036942
{GID_KQ5,213,989,0,"globalSound3","fade",-1,0,{WORKAROUND_STILLCALL,0}},// english floppy: when bandits leave the secret temple, parameter 4 is an object - bug #3037594
{GID_KQ6,460,989,0,"globalSound2","fade",-1,0,{WORKAROUND_STILLCALL,0}},// after pulling the black widow's web on the isle of wonder, parameter 4 is an object - bug #3034567
{GID_FANMADE,516,992,0,"Motion","init",-1,0,{WORKAROUND_IGNORE,0}},// The Legend of the Lost Jewel Demo (fan made): called with third/fourth parameters as objects
{GID_KQ6,-1,752,0,"throwDazzle","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// room 740/790 after the Genie is exposed in the Palace (short and long ending), it starts shooting lightning bolts around. An extra 5th parameter is passed - bug #3034610 & #3041734
{GID_ECOQUEST2,100,999,0,"myList","contains",-1,0,{WORKAROUND_FAKE,0}},// When Noah Greene gives Adam the Ecorder, and just before the game gives a demonstration, a null reference to a list is passed - bug #3035186
{GID_ISLANDBRAIN,300,300,0,"dudeViewer","show",-1,0,{WORKAROUND_STILLCALL,0}},// when looking at the gene explanation chart, gets called with 1 extra parameter
{GID_SQ1,43,43,0,"someoneDied","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// when ordering beer, gets called with 1 extra parameter
{GID_SQ1,71,71,0,"destroyXenon","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// during the Xenon destruction cutscene (which results in death), gets called with 1 extra parameter - bug #3040894
{GID_SQ1,53,53,0,"blastEgo","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// when Roger is found and zapped by the cleaning robot, gets called with 1 extra parameter - bug #3040905
{GID_CASTLEBRAIN,420,427,0,"alienIcon","select",-1,0,{WORKAROUND_STILLCALL,0}},// when selecting a card during the alien card game, gets called with 1 extra parameter
{GID_ISLANDBRAIN,290,291,0,"upElevator","changeState",0x201f,0,{WORKAROUND_STILLCALL,0}},// when testing in the elevator puzzle, gets called with 1 argument less - 15 is on stack - bug #3034485
{GID_LSL6,-1,85,0,"rScroller","hide",-1,0,{WORKAROUND_STILLCALL,0}},// happens when restoring (sometimes), same as the one below
{GID_LSL6,-1,85,0,"lScroller","hide",-1,0,{WORKAROUND_STILLCALL,0}},// happens when restoring (sometimes), same as the one below
{GID_LSL6,-1,86,0,"LL6Inv","show",-1,0,{WORKAROUND_STILLCALL,0}},// happens when restoring, is called with hunk segment, but hunk is not allocated at that time
// ^^ TODO: check, if this is really a script error or an issue with our restore code
{GID_LSL6,-1,86,0,"LL6Inv","hide",-1,0,{WORKAROUND_STILLCALL,0}},// happens during the game, gets called with 1 extra parameter
{GID_LSL6,-1,0,0,"LSL6","hideControls",-1,0,{WORKAROUND_STILLCALL,0}},// happens when giving the bungee key to merrily (room 240) and at least in room 650 too - gets called with additional 5th parameter
{GID_SQ4,-1,818,0,"iconTextSwitch","show",-1,0,{WORKAROUND_STILLCALL,0}},// CD: game menu "text/speech" display - parameter 5 is missing, but the right color number is on the stack
{GID_SQ4,405,405,0,"swimAfterEgo","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,406,406,0,"egoFollowed","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// FLOPPY: when getting shot by the police - accidental additional parameter specified
{GID_SQ4,406,406,0,"swimAndShoot","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,410,410,0,"swimAfterEgo","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,411,411,0,"swimAndShoot","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,150,150,0,"laserScript","changeState",0xb2,0,{WORKAROUND_STILLCALL,0}},// when visiting the pedestral where Roger Jr. is trapped, before trashing the brain icon in the programming chapter, accidental additional parameter specified - bug #3094235
{GID_SQ4,-1,704,0,"shootEgo","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// When shot by Droid in Super Computer Maze (Rooms 500, 505, 510...) - accidental additional parameter specified
{GID_KQ5,-1,981,0,"myWindow","dispose",-1,0,{WORKAROUND_STILLCALL,0}},// Happens in the floppy version, when closing any dialog box, accidental additional parameter specified - bug #3036331
{GID_KQ5,-1,995,0,"invW","doit",-1,0,{WORKAROUND_STILLCALL,0}},// Happens in the floppy version, when closing the inventory window, accidental additional parameter specified
{GID_KQ5,-1,995,0,"","export 0",-1,0,{WORKAROUND_STILLCALL,0}},// Happens in the floppy version, when opening the gem pouch, accidental additional parameter specified - bug #3039395
{GID_GK1,50,999,0,"List","eachElementDo",-1,0,{WORKAROUND_FAKE,0}},// GK1 demo, when asking Grace for messages it gets called with an invalid parameter (type "error") - bug #3034519
{GID_ISLANDBRAIN,-1,999,0,"List","eachElementDo",-1,0,{WORKAROUND_FAKE,0}},// when going to the game options, choosing "Info" and selecting anything from the list, gets called with an invalid parameter (type "error") - bug #3035262
{GID_LAURABOW2,-1,999,0,"","export 6",-1,0,{WORKAROUND_FAKE,0}},// during the intro, when exiting the train, talking to Mr. Augustini, etc. - bug #3034490
{GID_ECOQUEST,-1,981,0,"SysWindow","open",-1,0,{WORKAROUND_STILLCALL,0}},// EcoQuest 1 demo uses an in-between interpreter from SCI1 to SCI1.1. It's SCI1.1, but uses the SCI1 semantics for this call - bug #3035057
{GID_QFG4,100,100,0,"doMovie","<noname144>",-1,0,{WORKAROUND_IGNORE,0}},// after the Sierra logo, no flags are passed, thus the call is meaningless - bug #3034506
{GID_CASTLEBRAIN,220,220,0,"robotJokes","animateOnce",-1,0,{WORKAROUND_FAKE,0}},// when trying to view the terminal at the end of the maze without having collected any robot jokes - bug #3039036
{GID_ISLANDBRAIN,300,310,0,"childBreed","changeState",0x1c7c,0,{WORKAROUND_FAKE,0}},// when clicking Breed to get the second-generation cyborg hybrid (Standard difficulty), the two parameters are swapped - bug #3037835
{GID_LONGBOW,210,210,0,"giveScroll","changeState",0x3294,0,{WORKAROUND_FAKE,0}},// German version, when handing the scroll with the druid hand code to Marion - bug #3048054
{GID_CAMELOT,921,921,1,"Script","changeState",0x36,0,{WORKAROUND_IGNORE,0}},// DEMO: While showing Camelot (and other places), the reference is invalid - bug #3035000
{GID_CAMELOT,921,921,1,"Script","init",0x36,0,{WORKAROUND_IGNORE,0}},// DEMO: When being attacked by the boar (and other places), the reference is invalid - bug #3035000
{GID_CASTLEBRAIN,320,377,0,"theWord","show",-1,0,{WORKAROUND_IGNORE,0}},// 2nd word puzzle, when exiting before solving, trying to unload invalid reference - bug #3034473
{GID_ECOQUEST,380,69,0,"lookAtBlackBoard","changeState",-1,0,{WORKAROUND_IGNORE,0}},// German version, when closing the blackboard closeup in the dolphin room - bug #3098353
{GID_LAURABOW2,1,1,0,"sCartoon","changeState",-1,0,{WORKAROUND_IGNORE,0}},// DEMO: during the intro, a 3rd parameter is passed by accident - bug #3034902
{GID_LAURABOW2,2,2,0,"sCartoon","changeState",-1,0,{WORKAROUND_IGNORE,0}},// DEMO: during the intro, a 3rd parameter is passed by accident - bug #3034902
{GID_LAURABOW2,4,4,0,"sCartoon","changeState",-1,0,{WORKAROUND_IGNORE,0}},// DEMO: inside the museum, a 3rd parameter is passed by accident - bug #3034902
{GID_LAURABOW2,6,6,0,"sCartoon","changeState",-1,0,{WORKAROUND_IGNORE,0}},// DEMO: after the murder, a 3rd parameter is passed by accident - bug #3034902
{GID_LAURABOW2,7,7,0,"sCartoon","changeState",-1,0,{WORKAROUND_IGNORE,0}},// DEMO: after the logo is shown, a 3rd parameter is passed by accident - bug #3034902
{GID_SQ3,2,998,0,"View","delete",-1,0,{WORKAROUND_IGNORE,0}},// clicking the mouse button during the intro, after the escape pod gets pulled into the garbage freighter, the reference is invalid - bug #3050856