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SCI: script patcher documentation
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Martin Kiewitz committed Nov 4, 2013
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46 changes: 46 additions & 0 deletions engines/sci/engine/script_patches.cpp
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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.

#define SIG_END 0xFFFF
#define SIG_MISMATCH 0xFFFE
#define SIG_COMMANDMASK 0xF000
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