SCI: Add script patch for QfG2 Jackalmen Oops - bug #10218

Was a game bug, finally fixed.
This was a combined effort of wjp and myself. Thanks to wjp.
We both don't own QfG2 1.000 atm, so we could not try it for that
version.
This commit is contained in:
Martin Kiewitz 2017-09-28 23:51:35 +02:00
parent c8e7a59d6f
commit 6f163b9325

View file

@ -5060,6 +5060,63 @@ static const uint16 qfg2PatchSaurusFreeze[] = {
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 contains the amount of cur. Jackalmen alive.
// Global 137h contains the amount of cur. Jackalmen killed during combat.
//
// Global 137h is subtracted from Global 136h after combat
// has ended, 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 137h twice, which will make global 136h
// negative and which will then make it so that there is an inconsistent state.
// Some variables will show that there is still an enemy, while others don't.
//
// Which will then make the game crash when leaving the current room.
// The original interpreter would show the infamous "Oops, you did something we weren't expecting...".
//
// Applies to at least: English Floppy (1.102+1.105)
// TODO: Check, if patch works for 1.000. That version surely has the same bug.
// 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
@ -5092,7 +5149,7 @@ static const uint16 qfg2PatchImportDialog[] = {
};
// Quest For Glory 2 character import doesn't properly set the character type
// in versions 1.102 and below, which makes all importerted characters a fighter.
// 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.
@ -5141,6 +5198,7 @@ static const uint16 qfg2PatchImportCharType[] = {
// script, description, signature patch
static const SciScriptPatcherEntry qfg2Signatures[] = {
{ 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