SCI: Split the new script patch code in a separate file
svn-id: r51810
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4 changed files with 249 additions and 214 deletions
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@ -113,211 +113,6 @@ void Script::init(int script_nr, ResourceManager *resMan) {
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}
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}
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// signatures are built like this:
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// - first a counter of the bytes that follow
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// - then the actual bytes that need to get matched
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// - then another counter of bytes (0 for EOS)
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// - if not EOS, an adjust offset and the actual bytes
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// - rinse and repeat
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// this here gets called on entry and when going out of game windows
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// uEvt::port will not get changed after kDisposeWindow but a bit later, so
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// we would get an invalid port handle to a kSetPort call. We just patch in
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// resetting of the port selector. We destroy the stop/fade code in there,
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// it seems it isn't used at all in the game.
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const byte hoyle4SignaturePortFix[] = {
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28,
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0x39, 0x09, // pushi 09
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0x89, 0x0b, // lsg 0b
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0x39, 0x64, // pushi 64
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0x38, 0xc8, 0x00, // pushi 00c8
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0x38, 0x2c, 0x01, // pushi 012c
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0x38, 0x90, 0x01, // pushi 0190
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0x38, 0xf4, 0x01, // pushi 01f4
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0x38, 0x58, 0x02, // pushi 0258
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0x38, 0xbc, 0x02, // pushi 02bc
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0x38, 0x20, 0x03, // pushi 0320
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0x46, // calle [xxxx] [xxxx] [xx]
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+5, 43, // [skip 5 bytes]
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0x30, 0x27, 0x00, // bnt 0027 -> end of routine
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0x87, 0x00, // lap 00
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0x30, 0x19, 0x00, // bnt 0019 -> fade out
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0x87, 0x01, // lap 01
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0x30, 0x14, 0x00, // bnt 0014 -> fade out
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0x38, 0xa7, 0x00, // pushi 00a7
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0x76, // push0
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0x80, 0x29, 0x01, // lag 0129
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0x4a, 0x04, // send 04 (song::stop)
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0x39, 0x27, // pushi 27
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0x78, // push1
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0x8f, 0x01, // lsp 01
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0x51, 0x54, // class 54
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0x4a, 0x06, // send 06 (PlaySong::play)
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0x33, 0x09, // jmp 09 -> end of routine
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0x38, 0xaa, 0x00, // pushi 00aa
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0x76, // push0
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0x80, 0x29, 0x01, // lag 0129
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0x4a, 0x04, // send 04
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0x48, // ret
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0
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};
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#define PATCH_END 0xFFFF
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#define PATCH_ADDTOOFFSET 0x8000
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#define PATCH_GETORIGINALBYTE 0x4000
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const uint16 hoyle4PatchPortFix[] = {
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PATCH_ADDTOOFFSET | +33,
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0x38, 0x31, 0x01, // pushi 0131 (selector curEvent)
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0x76, // push0
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0x80, 0x50, 0x00, // lag 0050 (global var 80h, "User")
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0x4a, 0x04, // send 04 (read User::curEvent)
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0x38, 0x93, 0x00, // pushi 0093 (selector port)
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0x78, // push1
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0x76, // push0
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0x4a, 0x06, // send 06 (write 0 to that object::port)
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0x48, // ret
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PATCH_END
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};
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// script, description, magic DWORD, adjust
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const SciScriptSignature hoyle4Signatures[] = {
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{ 0, "port fix when disposing windows", CONSTANT_LE_32(0x00C83864), -5, hoyle4SignaturePortFix, hoyle4PatchPortFix },
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{ 0, NULL, 0, 0, NULL, NULL }
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};
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// this is called on every death dialog. Problem is at least the german
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// version of lsl6 gets title text that is far too long for the
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// available temp space resulting in temp space corruption
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// This patch moves the title text around, so this overflow
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// doesn't happen anymore. We would otherwise get a crash
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// calling for invalid views (this happens of course also
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// in sierra sci)
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const byte larry6SignatureDeathDialog[] = {
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7,
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0x3e, 0x33, 0x01, // link 0133 (offset 0x20)
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0x35, 0xff, // ldi ff
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0xa3, 0x00, // sal 00
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+255, 0,
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+255, 0,
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+170, 12, // [skip 680 bytes]
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0x8f, 0x01, // lsp 01 (offset 0x2cf)
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0x7a, // push2
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0x5a, 0x04, 0x00, 0x0e, 0x01, // lea 0004 010e
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0x36, // push
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0x43, 0x7c, 0x0e, // kMessage[7c] 0e
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+90, 10, // [skip 90 bytes]
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0x38, 0xd6, 0x00, // pushi 00d6 (offset 0x335)
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0x78, // push1
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0x5a, 0x04, 0x00, 0x0e, 0x01, // lea 0004 010e
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0x36, // push
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+76, 11, // [skip 76 bytes]
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0x38, 0xcd, 0x00, // pushi 00cd (offset 0x38b)
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0x39, 0x03, // pushi 03
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0x5a, 0x04, 0x00, 0x0e, 0x01, // lea 0004 010e
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0x36,
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0
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};
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const uint16 larry6PatchDeathDialog[] = {
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0x3e, 0x00, 0x02, // link 0200
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PATCH_ADDTOOFFSET | +687,
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0x5a, 0x04, 0x00, 0x40, 0x01, // lea 0004 0140
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PATCH_ADDTOOFFSET | +98,
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0x5a, 0x04, 0x00, 0x40, 0x01, // lea 0004 0140
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PATCH_ADDTOOFFSET | +82,
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0x5a, 0x04, 0x00, 0x40, 0x01, // lea 0004 0140
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PATCH_END
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};
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// script, description, magic DWORD, adjust
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const SciScriptSignature larry6Signatures[] = {
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{ 82, "death dialog memory corruption", CONSTANT_LE_32(0x3501333e), 0, larry6SignatureDeathDialog, larry6PatchDeathDialog },
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{ 0, NULL, 0, 0, NULL, NULL }
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};
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// will actually patch previously found signature area
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void Script::applyPatch(const uint16 *patch, byte *scriptData, const uint32 scriptSize, int32 signatureOffset) {
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int32 offset = signatureOffset;
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uint16 patchWord = *patch;
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while (patchWord != PATCH_END) {
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if (patchWord & PATCH_ADDTOOFFSET) {
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offset += patchWord & ~PATCH_ADDTOOFFSET;
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} else if (patchWord & PATCH_GETORIGINALBYTE) {
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// TODO: implement this
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} else {
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scriptData[offset] = patchWord & 0xFF;
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offset++;
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}
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patch++;
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patchWord = *patch;
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}
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}
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// will return -1 if no match was found, otherwise an offset to the start of the signature match
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int32 Script::findSignature(const SciScriptSignature *signature, const byte *scriptData, const uint32 scriptSize) {
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if (scriptSize < 4) // we need to find a DWORD, so less than 4 bytes is not okay
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return -1;
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const uint32 magicDWord = signature->magicDWord; // is platform-specific BE/LE form, so that the later match will work
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const uint32 searchLimit = scriptSize - 3;
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uint32 DWordOffset = 0;
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// first search for the magic DWORD
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while (DWordOffset < searchLimit) {
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if (magicDWord == *(const uint32 *)(scriptData + DWordOffset)) {
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// magic DWORD found, check if actual signature matches
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uint32 offset = DWordOffset + signature->magicOffset;
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uint32 byteOffset = offset;
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const byte *signatureData = signature->data;
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byte matchAdjust = 1;
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while (matchAdjust) {
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byte matchBytesCount = *signatureData++;
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if ((byteOffset + matchBytesCount) > scriptSize) // Out-Of-Bounds?
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break;
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if (memcmp(signatureData, &scriptData[byteOffset], matchBytesCount)) // Byte-Mismatch?
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break;
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// those bytes matched, adjust offsets accordingly
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signatureData += matchBytesCount;
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byteOffset += matchBytesCount;
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// get offset...
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matchAdjust = *signatureData++;
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byteOffset += matchAdjust;
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}
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if (!matchAdjust) // all matches worked?
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return offset;
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}
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DWordOffset++;
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}
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// nothing found
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return -1;
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}
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void Script::matchSignatureAndPatch(uint16 scriptNr, byte *scriptData, const uint32 scriptSize) {
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const SciScriptSignature *signatureTable = NULL;
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if (g_sci->getGameId() == GID_HOYLE4)
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signatureTable = hoyle4Signatures;
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if (g_sci->getGameId() == GID_LSL6)
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signatureTable = larry6Signatures;
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if (signatureTable) {
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while (signatureTable->data) {
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if (scriptNr == signatureTable->scriptNr) {
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int32 foundOffset = findSignature(signatureTable, scriptData, scriptSize);
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if (foundOffset != -1) {
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// found, so apply the patch
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warning("matched %s on script %d offset %d", signatureTable->description, scriptNr, foundOffset);
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applyPatch(signatureTable->patch, scriptData, scriptSize, foundOffset);
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}
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}
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signatureTable++;
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}
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}
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}
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void Script::load(ResourceManager *resMan) {
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Resource *script = resMan->findResource(ResourceId(kResourceTypeScript, _nr), 0);
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assert(script != 0);
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