Boot Params

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What are boot params?

A boot param is a special number which allows you (if used appropriately, see below) to go directly to a specific part of a game. These boot params are mostly useful for debugging and playtesting a game; you get teleported to a certain situation in a game, with some of the items appropriate for it. It is not always possible to continue and complete a game from this, because you may lack important items. But for us developers, it's very helpful, because we can quickly get to trouble spots in a clean state, and try to reproduce any bugs you report to us.

These boot params do not exist by chance or magic: they were put into the game data by the original developers of the games, and were meant for exactly the same purpose we use them for: to help in debugging the game. Of course, they also make a nice cheat system (with some caveats, as I tried to outline above).

Note: In some SCUMM games, the boot params can produce a room with music and the cursor, but without actual graphics. This was known to happen with the original executables as well.

How do I use a boot param?

That's quite simple: pick a game from the list, and a boot param for it. Then, specify it on the command line like this: ./scummvm -d0 -b BOOTPARAM TARGET

To be a bit more specific: Let's say you want to get into the hut of the cannibals in Monkey Island 1. Well, the table below tells us that this is boot param 5555. So, enter this on the command line: ./scummvm -d0 -b 5555 monkey

(By the way, this would also work with monkey, monkeyvga etc.).

How did we generate these tables?

Some of these lists are based on the output of ./scummvm -d1 -b1 TARGET; some information is also from this article. These may contain some mistakes. Ultimately we plan to correct these and maybe enhance the descriptions a bit...

I see a lot of question marks in some of the tables, why?

Some of the games contain descriptions for the boot params; some don't. In the latter case, we have to manually fill in the descriptions. This hasn't been done in all cases yet, as you can see.

Help here is welcome -- if you want, feel free to fill in some of the gaps and send us your work, we'll be happy to integrate it here.

Games

The Secret of Monkey Island

Some of the boot params listed in the following table only work in the CD/Mac version of Monkey Island (and not in 'monkeyega' and 'monkeyvga'). Those are marked with an asteriks (*) symbol (except for the cases we overlooked ;-).

In addition to the boot params listed below, you can use values greater than 900 to be teleported to specific rooms. To be precise, if you give the number x, then you get sent to room (x-700).

Furthermore, in the CD/Mac versions of Monkey (target 'monkey', not 'monkeyvga' or 'monkeyega), you can specify a boot param between 3000 and 3777 (including both numbers). It's currently not documented what those boot params do precisely.

Finally, boot params not covered by the list below will be interpreted as raw room numbers and cause the game to start in that room.

Param Description
1 Monkey Island
2 Monkey Island Map Bottom - By Crack
3 Monkey Island Map Centre Left - By Fort
4 Monkey Island Map Centre
5 Monkey Island Map Centre Right - By Monkey Head Clearing
6 Monkey Island Map Top - By Cannibal Village
7 Cabin on Ship - Before ship intro
110 Outside swordmasters with sword and lechuck's note
111 Melee lookout point with sword
112 Outside swordmasters with sword (different number of insults known?)
113 Outside swordmasters with sword (different number of insults known?)
114 Outside swordmasters with sword (different number of insults known?)
115 Outside swordmasters with sword (different number of insults known?)
213 Outside cannibal hut with voodoo root
321 Govenors mansion with sword file and idol
332 Underwater at Melee dock
333 Close-up end cutscene
334 Close-up end cutscene
353 Stans with credit note
408 Cannibal Village, outside hut with monkey head key, leaflet, wimpy little idol
415 Melee Island lookout point with breath mints and rubber chicken
444 Outside governors mansion with meat and yellow petal
456 Jail with breath mints and melting mug of grog
501 Ship Kitchen
555 Melee Island Bridge
666 Scumm Bar -empty
707 Store - storekeeper away
759 Melee Dock
777 Circus tent with pot and hunk of meat
789 Monkey Island Map Bottom - By Crack with 2x rope
800 Melee Island Forest
878 Monkey Island River Fork
888 Outside Smirk's with sword and 50 pieces of 8
900 Monkey Island Upper Beach
999 Caverns Under Monkey Island by ship with magnetic compass, head of naviagator, necklace of navigator
1111 Ship Intro
1212 Melee Dock with Navigator Head, Navigator Necklace, Root Beer Seltzer
1436 Monkey Island - Bottom of crack with magnetic compass, pamphlet, leaflet, brochure, 3 bananas, oars
2221 Ship Kitchen with spell ingredients
2222 Ship deck with breath mints and rubber chicken
2299* Ship Deck with Pamphlet, leaflet, brochure, rope, gunpowder, flaming mass and pot
3777* Melee Island lookout with 2x 300 pieces of eight, sword, shovel, breath mints, rubber chicken
4313 Cannibal Village, outside hut with monkey head key, oars, magnetic compass, pamphlet, leaflet, brochure, navigator head, navigator necklace
4444 Monkey Island - By Monkey with 5 bananas and monkey head key
5555 Inside Hut in Cannibal Village
6342* Ghost Ship Main Deck, outside hut with monkey head key, oars, magnetic compass, pamphlet, leaflet, brochure, navigator head, navigator necklace
6565 Monkey Island beach by banana
6666 Outside Monkey Head with monkey head key
6767 Ship Intro
7777 Monkey Island beach by banana, Guybrush and Rowboat invisible
7981 Monkey Island River Fork after dam blown with 3 bananas, magnetic compass, pamphlet, leaflet, brochure
8742 Cannibal Village, outside hut with monkey head key, oars, magnetic compass, pamphlet, leaflet, brochure
8888 Caverns Under Monkey Island by Bob after ship has sailed (escape with Toothrot)
8889 Caverns Under Monkey Island by Bob after ship has sailed (escape with crew)
8989 Melee Island Church during wedding
9432* Monkey Island Beach, with magnetic compass, pamphlet, leaflet, brochure

Monkey Island 2: LeChuck's Revenge

Parts of the following table were contributed by Ben Gorman and John Gamble. Thanks, Ben and John!

Param Description
123 Men of Low Moral Fiber, laundry claim
213 won drinking contest, telescope, mirror, bottle near-grog
300 governor phatt
323 call box in forest
332 booty island overhead, invitation
333 booty island overhead, invitation dress
353 booty island outhouse
400 forest?
408 scabb island swamp with crate
409 stans with hammer and nails
415 costume shop with invitation
456 woodtick
459 Scabb Island Hill in back of cemetery, Carrying: Shovel
494 captain dredd's ship, heap of stuff
495 woodtick, gold, monacle, shovel
498 woodtick hotel, voodoo doll, pins
500 hotel with mud
501 Scabb Island Inside Largo's Hotel Room, On Ground: Laundry Ticket, Toupee
550 outside drinking contest house
596 Phatt Island Pump, Carrying: Jojo
598 The Bloody Lip with banana and library card
600 elevator
619 Booty Island Shop, On Ground: Map Piece, Horn, Mirror, Saw, Feather Pen, Collector's Plate. Carrying: 420 Pieces o' Eight, Monkey head, Parrot Chow, Spit Plaque
666 Phatt Island arrest
667 Phatt Island
668 Phatt Island Roulette Wheel
669 Phatt Island Back Alley, Carrying: 4 map pieces, toupee, spit, bone, bra, straw, drinks (red, green, blue), shovel, nails, hammer, paper, monocle, rat, voodoo doll (Largo), pins, oar
675 Booty Island, On Ground: Plank. Carrying: (same as 669)
676 Phatt Island Warf, Carrying: Fish
677 Phatt Island Warf, Carrying: Fish
704 Phatt Island Governor's Bedroom, On Ground: Famous Pirate Quotations. Carrying: Useless Library Book
707 Booty Island Cliff Side, Carrying: Fishing Rod, Horn, String, Paper, Spit Encrusted Paper, Map
714 Phatt Island Outside Cottage, Carrying: Telescope, Near-Grog, Mirror, Map
726 Booty Island Upstairs in Marley's Mansion, Movie: Busted stealing map piece
800 card catalog
818 Bloody Lip kitchen
819 The Bloody Lip
820 Woodtick
850 map
878 Phatt Island with small key
887 Scabb Island Woodsmith's Hut, Carrying: 420 Pieces o' Eight, Broken Oar
888 Scabb Island Pirates, On Ground: Rat. Carrying: Saw, Squigglies, Stick, String
890 Booty Island 6112 pieces o' eight
897 Scabb Island Map
898 Phatt Island with Kate leaflet
899 Booty Island 276 pieces o' eight
900 scabb island overhead, with crypt key, pirate quotes, ash-2-life
906 Scabb Island Peninsula, Carrying: 420 Pieces o' Eight, Monocle, Shovel, Knife, String, Stick, Voodoo Doll (Largo), Pins, Spit Encrusted Paper
907 Dread's Boat (On Sea), On Ground: Parrot Chow. Carrying: Dread's Map
908 Dread's Boat (On Sea), On Ground: Parrot Chow. Carrying: Dread's Map
909 Dread's Boat (On Sea), On Ground: Parrot Chow. Carrying: Dread's Map
910 Dread's Boat (On Sea), On Ground: Parrot Chow. Carrying: Dread's Map
989 Booty Island 6112 pieces o' eight and shipwrecks book
993 Dinky Island Inside Hole With Treasure Chest, Carrying: Crowbar & Rope
994 Dinky Island Beach, Carrying: 2 Crackers
995 Dinky Island Jungle (Pile of Rocks), Carrying: Shovel
996 Dinky Island Beach, Carrying: 3 Crackers
997 Dinky Island Beach
998 Dinky Island 'Big X', Carrying: Shovel, Dynamite, Matches, Crowbar & Rope
999 Dinky Island Beach, Carrying: Shovel
1000 scabb island outside shack, heaps of stuff
1001 Phatt Island Movie: Initial Entry (Wanted + Arrested)
1050 phatt island overhead
1100 wally hanging on chains in lechucks dungeon
1297 Scabb Island Wally's Room, On Ground: Monocle. Carrying: 4 Map Pieces
1298 Scabb Island Wally's Room, On Ground: Monocle. Carrying: 3 Map Pieces
1300 scabb island swamp
1350 lechuck's fortress docks
1550 Men of Low Moral Fiber
1600 fish?
1700 underground tunnels
1800 wally at desk
1850 cliff side
1967 Booty Island Treehouse Pile of Maps, Carrying: Dog
1968 Phatt Island Outside Cottage, Carrying: Telescope, Drinks (Green, Blue, Yellow, Red, Purple, Brown, Orange, Empty), Straw, Near-Grog
1974 Beach with paper
1976 Scabb Island Inside Crypt, Carrying: Famous Pirate Quotations, Ash-2-Life
1977 Captain Kate's Ship, Movie: unsuccessful Dive
1978 Scabb Island Inside Crypt, Carrying: Famous Pirate Quotations, Ash-2-Life, Key
1984 Beach cutscene
1985 Scabb Island Voodoo Hut, Carrying: Toupee, Bra, Spit, Bone
1989 Booty Island Marley's Party, On Ground: Map Piece
1990 Carpenters
1991 Scabb Island Swamp, On Ground: Crate. Carrying: 4 Pieces o' Eight, Telescope, Fishing Pole, Crypt Key, Hammer, Green Drink, Straw, Near-Grog, Jojo, Library Card, Lens, Organ, Stick, Small Key, Ash-2-Life, Juju Bag, Shovel, Knife, String, Stick, Doll (Largo), Pins, Spit Encrusted paper, Map, Sign, Horn, Saw, Wreath, Cap, Plate, Hat, Quill, Books (Shipwrecks, Pirate Quotes, Joy of Hex)
1992 Dinky Island Dark Room With Lightswitch, Carrying: 4 Pieces o' Eight, Telescope, Fishing Pole, Crypt Key, Hammer, Green Drink, Straw, Near-Grog, Jojo, Library Card, Lens, Organ, Small Key, Ash-2-Life, Juju Bag + Contents, Shovel, Spit Encrusted paper, Map, Sign, Horn, Wreath, Cap, Plate, Hat, Quill, Books (Shipwrecks, Pirate Quotes, Joy of Hex), Hankie, Glass, Broken Bottle, Rope, Box
1993 LeChuck's Fortress Movie: Hanging in torture chamber
1998 Booty Island Shop, Carrying: 500 Pieces o' Eight (x2), straw, Drinks (Green, Red, Blue), Shovel, Hammer, Nails, Bra, Paper, Monocle, Rat, Doll (Largo), Pins
1999 LeChuck's Fortress Movie: Escaping (Explosion)
2001 Booty Island Outside Marley's Mansion
2010 Woodtick pre-largo intro
2061 Booty Island Ville De La Booty, Carrying: Horn, Drinks (Green, Red, Empty), Straw
3383 Scabb Island Map With Dread's Ship Available
4478 Movie: Part II Four Map Pieces
6711 LeChuck's Fortress Maze Junction With Lots of Signs, Carrying: Spit Encrusted paper (Although when selected it is called 'Spit Dripping Down Wall)
8811 Booty Island Big Tree, On Ground: Plank. Carrying: Spit Encrusted Paper, Oar
9000 Dinky Island Underground in Elevator, Carrying: Helium Balloon, 2 Helium-Filled Surgical Gloves
9065 Phatt Island Outside Jail, Carrying: Dread's Map, hand & Map
9066 Booty Island Ville De La Booty, Carrying: 2 Map Pieces, Dread's Map
9090 Dinky Island Underground Lightswitch Room, On Ground: Ticket. Carrying: Syringe, Voodoo Doll (LeChuck)
9898 Dinky Island Underground Lightswitch Room, On Ground: Ticket.
9999 Dinky Island Underground Lightswitch Room (Dark), Carrying: Juju bag, Hankie
10001 Start game without rolling demo, easy mode
11111 Beach

Indiana Jones and the Fate of Atlantis

The following list was contributed by Laura Abbott. Thanks a lot, Laura!

Param Description
-26143 At the crete ruins with Sophia *Dialog, Sunstone, Moonstone, Whip, Ship Rib, and Amber Fish
-7873 Start from the Introduction as if normal
100 In the introduction, Indy pops out of the hole in the top College Attic and then moves off to the right behind a pole.
101 Indy comes into the Spindle room in the Crete Labyrinth with Sophia *NO ITEMS*
145 Indy and Sophia on the Machine in Middle Atlantis that goes around in circles until you pull the levers
146 Indy and Sophia looking at the Machine in Middle Atlantis that goes around in circles until you pull the levers
666 Indy and Sophia at the start of the Tikal Jungle
667 Indy and Sophia in the Temple with Sternhart
668 Same as 666
787 Indy and Sophia on boat "Exactly 0 miles of Thera" *Sunstone
878 Indy at Thera
879 Indy and Sophia at Thera *2 Orichalcum, Lost Dialog, Sunstone, Moonstone, Worldstone
888 Same as 878
909 Indy before the Doors blocked by a pool of water in Atlantis *2 Orichalcum, Sunstone, Moonstone, Whip
1101 Meeting Klaus Kerner for the first time in Indy's Office
1102 ERROR: (7:10002:0xBF70): Invalid actor -111 in o5_putActorInRoom
1103 Comming to Caswell Hall with Sophia
1104 Indy in Caswell Hall *Whip
1111 Indy by himself with Sophia *Magazine, newspaper
1112 Sophia's Office is Ransacked
1120 Riding the Camel in Fists mode
1122 Riding the Camel in Wits mode
1123 BUG(?)-music like the balloon is flying over the desert, but there is no balloon to control
1130 Flying the balloon over the desert
1162 "A research laboratory somewhere in Germany..."
1181 This initially starts out with a dialog that let's you choose either "Trust"/Team, "Action"/Fists, or "Maze"/Wits. And whatever you choose is what Sophia initially suggests after reading Indy's fortune.
1432 Landing on the Nazi Guard at the Dig site with Balloon *NO ITEMS
2543 Flying the Balloon to catch the Nazi submarine
2718 Starts at the Introduction like a normal game
2728 Monte Carlo with the Team Path selected *Whip, scary mask
2920 Indy at Crete Ruins *Sunstone, Ship rib, Surveyor's Equipment
3142 The screen that show's up after you die with your current IQ and your total IQ points
3654 Tikal
3838 Indy and Sophia in the Crete Labyrinth. You have the Gold Box in your possession, but Indy keeps saying he can't reach it. *Dialog, Sunstone, Moonstone, Worldstone, Gold Box, Whip, Ship Rib Amber Fish
3939 Indy and Sophia Dropped off at Crete *Dialog, Sunstone, Moonstone, Worldstone, whip, rib Amber Fish Clay Jar
3940 Indy in the Labyrinth in Fists Mode *Sunstone, Moonstone, Worldstone, Gold Box, Whip
3941 At Crete with Sophia *Sunstone, Moonstone, Whip, Ship Rib, Amber Fish, Surveyor's Equipment
4040 Indy on Crete After being shot out of the Torpedo *Dialog, Sunstone, Moonstone, Whip, Ship Rib, Statue used to jump start truck at digsite, surveyor's equipment, rope, shovel, and Note with "No Icon"
4041 Indy in room with Atlantis subway *Dialog, Sunstone, Moonstone, Whip, Ship Rib, Statue used to jump start truck at digsite, surveyor's equipment, rope, shovel, and Note with "No Icon"
4061 Very Odd-Starts out like you entered the wrong boot Parameter, but Then goes into Indy and Sophia running out of Atlantis, complete with music
4062 Same as 4061 except Indy is by himself
4063 Ending with Indy and Sophia running away from atlantis
4122 Indy in canal room with Giant Octopus *3 Orichalcum, Whip, Sunstone, Moonstone, Worldstone, Statue Part, Bronze spoked Wheel, Crescent Gear, Ladder, Amber Fish
4123 Indy and Sophia in Canal *3 Orichalcum, Whip, Sunstone, Moonstone, Worldstone, Bronze Gear Bronze spoked Wheel, Crescent Gear, Ladder, Amber Fish
4141 Indy at Crete *Dialog, Sunstone, Moonstone, Archeology Magazine, Whip Ship Rib
4242 Indy landing the Balloon on the Nazi Submarine *NO ITEMS
4343 Indy on top of Nazi Sub in Team Mode(?) *Dialog, Whip, Rib, Amber Fish, Gold Box, Clay Jar
4695 Indy in Orichalcum making room *Lava cup, Bronze Spoked Wheel
4765 Indy in the Room to get Lava for Orichalcum in Atlantis *Stone Cup, Porcelain Mug, Clay Jar, Statue Head
4851 Indy in Crete Labyrinth after physically beating the Nazi whom you can push the stalagmite on. *Whip, Amber fish
4852 Indy in Labyrinth after beating Nazi Carl *CANNOT WALK!* *Whip, Amber Fish
4853 Indy in Labyrinth Somewhere... *Whip, Amber Fish
4854 Indy in Labyrinth after beating Nazi Arnold *CANNOT WALK* *Whip Amber Fish
4855 Indy in Labyrinth after beatting Nazi Otto *Whip, Amber Fish
4949 Indy entering into the room with the Lava Tiles (Not right at them, however)
4950-4959 All the Underwater sub, but at different depths (i.e. farther away, closer to you) *CANNOT GO BACK TO REGULAR GAME
4960 On top of the Nazi Submarine (Team Path?) *NO ITEMS
4962 Colossus with Sophia *Dialog, Sunstone, Moonstone, Worldstone, Archeology Magazine, Whip
4963 Same as 4962, except without Sophia
4964 Indy and Sophia walk in and the God Machine Immediately Starts up
5000 Inside the labyrinth at the Very beginning entrance. Possible to walk out and not be able to get back in again due to lack of stones *Whip
5001 Indy on the Stone platform with the Gigantic Stone Head in the labyrinth *3 Orichalcum, Entrenching tool, Whip, Staff, Comb Scarf
5002 The Start of a Normal Game in NYC
5003 Indy lands balloon in Crete *Sunstone, Whip, Ship Rib, Surveyor's Equipment
5005 Indy and Sophia in Labyrinth (5 way fork)
5234 Indy and Sophia in Middle Atlantis. Sophia talks about how Nur-ab-Sal is present *3 Orichalcum, Amber Fish, Gold Box, Hinge Pin, Light Wand, Sunstone Moonstone, Worldstone
5555 Indy in Monte Carlo *Mask
5557 Indy on the Crowded Market Streets of Algiers
5558 Indy at the Market Place (Wits?) *NO ITEMS
5559 Meeting Omar in his house. Wits Path *Whip
5560 Monte Carlo *NO ITEMS
5561 Monte Carlo with Sunstone
5562 Monte Carlo at Wits Path *Whip, Kidnapping Note
5563 Indy and Sophia on Roof for Balloon Ride *Dialog, Balloon Ticket, Knife, Archeology Magazine, Whip, Sunstone Map to Digsite
5564 Same as 5563, except you only have the balloon ticket
5876 The Ending where Sophia gets out
5877 The Ending where Sophia does not get out
5885 Indy and Sophia in Tikal *Whip
5886 Same as 5885, except with eel figurine
5999 Outside the cave at Thera *Dialog, whip, host, balloon, net, basket
6000 Nothing. This doesn't appear to be a valid boot parameter.
6001 Indy falls down from top attic level to the next bottom level at the introduction.
6002 Indy falls down into the room with books at the very beginning
6003 Indy falls down into the cat room
6004 Indy falls down the coal chute
6005 Indy and Sophia fly to the Azores *NO ITEMS!
6010 Indy in Atlantis Maze. No Nazi's appear to be present. *Rib cage, Sausage, gum
6011 Indy in Octopus room in canal *Crab in cage, Sausage, Gum
6345 Indy in Room with Doors that require the statue to open them *3 Orachulum, Dialog, statue part, bronze gear, bronze spoked wheel crescent gear, ladder, box
6665 Indy at Dig Site. *Dialog, whip
6666 Same as 6665 except Indy Starts off screen
6667 Indy in the dark Dig Site. *Dialog, Sunstone
6668 Indy and Sophia landing on the Nazi at the Digsite *Sunstone
6669 Flying balloon over the Desert
7456 Walking into Sophia's prison in Atlantis *Light Rod, Hinge Pin
7777 Same as 7456 except the guard has been killed by the sentry statue
8100 A spindle *CANNOT GO BACK TO GAME*
8567 Indy at Crete *Whip, Sunstone, Moonstone, Worldstone
8888 Monte Carlo Car Chase
8889 Indy running around Monte Carlo after the Car Chase
8890 Same as above, except with the Stone disk in tow
9000 Monte Carlo with Whip
9001 Indy at a corner in Monte Carlo *NO ITEMS!
9101-9106 Indy and Sophia Enter the Room with the Lava Tiles of Doom (Not directly at the start of the lava tile maze, however) All of these appear to be identical, but I could be wrong
9191 Indy outside Caswell Hall *Whip
9554 Indy and Sophia talking to Omar *Dialog, whip, Sunstone
9555 Same as 9554
9556 Indy in Omar's Shop with Servant *Dialog, Trottier's Card
9557 Talking to the Servant with a red fez *Whip, Trottier's Card
9558 Indy and Sophia Talking with Omar *NO ITEMS
9559 Indy Talking to Servant
9678 Indy in Caswell Hall (Upstairs Closed for Repairs?) *Whip
9900 Indy and Sophia in the room with the Statue that has to open the door *20 Orichalcum, whip, sunstone, moonstone, worldstone, statue part Bronze gear, bronze spoked wheel, crecent statue part, ladder
9901 Indy and Sophia in the Airlock after getting off Nazi Sub *Crecent statue part, hinge pin, amber fish, septer, metal rod Statue head, cup of lava, crab in ribcage, eel figurine
9902 Indy in the outermost ring of Atlantis Maze *CANNOT GO ON TO ANOTHER SCREEN*
9903 Indy and Sophia in the Airlock after getting off Nazi Sub *3 Orichalcum, Dialog, Whip, Sunstone, Moonstone, Worldstone
9904 Outside Lava pit room in Atlantis where Sophia is possessed by Nur-ab-Sal *Scepter, Metal Rod, Statue head, Gold Box, empty stone cup, crab in rib cage, eel figurine
9905 Indy and Sophia in the Airlock after getting off Nazi Sub *25 Orichalcum, Dialog, whip, Sunstone, moonstone, worldstone, box
9909 Indy crashes Tram into Atlantis *Bronze spoked wheel, crecent part, statue head, cup of lava, crab in rib cage, eel figurine

Day of the Tentacle

The following list was contributed by Spencer Travers. Thanks a lot, Spencer!

Param Description
101 Hoagie on rooftop with can opener, blanket, chattering teeth, exploding cigar
111 Hoagie outside by toilet with can opener, lab coat, oil, vinegar, quill pen, exploding cigar, chattering teeth, blanket, bucket, soap, brush, battery, letter, spaghetti, left-handed hammer, right handed hammer, wine bottle, cigar lighter, quarters, dentures, stamp, fork, sweater(shrunk), coffee, decaf coffee
121 Laverne (in tentacle disguise) in basement with scalpel, trophy, extension cord, hamster (in sweater)
122 Hoagie in Ben's room with textbook, can opener, lab coat, battery
131 Hoagie in Red's lab with can opener, battery plans, oil, vinegar, gold plated quill (this is everything needed to make the battery)
141 Hoagie in front of house with can opener, bucket full of water, brush, soap, battery, lab coat (just before the storm)
151 Hoagie in main hall with can opener, red paint
161 Hoagie in Ned and Jed's sculpture workshop with textbook, can opener, left handed hammer, disappearing ink
177 Hoagie outside with can opener, letter (patent application ready to post)
199 Hoagie outside by toilet with can opener, battery
201 Bernard in basement with textbook, hamster, stamp, contract
202 Bernard on 1st floor up with textbook, letter
221 Bernard in lobby with textbook, crowbar
222 Bernard in basement with textbook, help-wanted sign, chattering teelth, decaf cofee, sweater (large), contract, quarters
223 Bernard in Weird Ed Edison's room with textbook, disappearing ink
225 Bernard in office with textbook
232 Bernard in main hall with scalpel, textbook, disappearing ink, flag gun
242 Bernard in Edna's video room (statue swapped) with textbook
252 Bernard in Edna's video room (statue swapped) with textbook, letter, videotape, decaff coffee, coffee, funnel
262 Bernard on 1st floor up with textbook, letter
272 Bernard in basement with textbook, decaff coffee, coffee, funnel
273 Bernard in basement with textbook
301 Laverne in cell with scalpel
323 Laverne in time capsule room with scalpel, can opener
333 Laverne in kitchen with scalpel, food certificate, trophy, tentacle chart, human chart (no picture), frozen hamster
346 Laverne in mummy's room with scalpel, name tag, spaghetti, fork, fake barf, dentures, box o' laughs, disappearing ink
345 Laverne in basement with scalpel, extension cord, hamster (in sweater), sweater (small), disappearing ink
353 Bernard in basement with textbook, contract
363 Laverne at Human show with scalpel, spaghetti, fork, dentures, fake barf, box o' laughs, chattering teeth (all you need to do this part)
370 Laverne in lobby with scalpel
401 Strange looking bernard (with textbook) in Green's room. After a while he 'expands' into three headed 'thing'. Strange thing is you can still switch to Hoagie and Laverne.
408 Hoagie in Ned and Jed's sculpture workshop with can opener, left handed hammer
444 Bernard on roof (threaded pulley) with textbook, red paint
565 Hoagie on roof with can opener, blanket, red paint
555 Hoagie in main hall with text book, can opener, chattering teeth, dentures, exploding cigar, red paint, help-wanted sign, flier (about vacuums), cigar lighter (gun)
567 Bernard in laundry with textbook, quarters, sweater (large)
600 Laverne outside with scalpel, Booboo-B-Gone™, squeaky mouse toy, dinner certificate
601 Hoagie in Red's lab with can opener, help wanted sign, paper (battery plans), oil, vinegar, gold quill
602 Bernard in Edna's video room with textbook, videotape
603 Hoagie on 2nd floor up with textbook, can opener
604 Bernard in basement with textbook, funnel, regular coffee, contract
605 Laverne in cell (but in tentacle disguise???) with scalpel, 'skunk' (cat). When she gets zapped her costume returns to normal. Since there is no guard you can't exit the cell.
701 Laverne on roof with scalpel, tentacle costume. 'Flag' is also on pole, wound down (but no sign of crank).
702 Hoagie in front of house with can opener, stamped letter
703 Bernard in office with textbook, videotape. Dr Ed is sleepwalking and opening/closing the safe
704 Three head in Dwayne's room with textbook, bowling ball. They are large but act as if shrunk. Dwayne is not on bed but when you hover the mouse over where he usually is you get the description on the title bar.
705 Laverne on 1st floor up with scalpel, name tag
706 Hoagie in main hall with can opener, flier
707 Bernard in big snoring guy's room with textbook, 2 dimes
708 Hoagie in Red's lab with can opener, gold quill, oil, battery plans, vinegar
709 Laverne in lobby with scalpel, dinner certificate
710 Bernard in big snoring guy's room with textbook, Swiss bankbook
969 Bernard in office with textbook, Swiss bankbook
979 Bernard outside by car with textbook, keys. Guy is trying to break into car.
989 ERROR: no room zero?
990 Bernard in basement with textbook, battery plans
991 Bernard in basement with textbook, funnel, coffee, decaf coffee
993 Laverne in lobby (no disgiuse) with scalpel, textbook, disappearing ink
994 Bernard in big snoring guy's room with textbook, 2 dimes
995 Bernard in basement with textbook
996 Hoagie in Betsy Ross' room with can opener, tentacle chart (just before the flag changing sequence)
997 Bernard in attic with textbook. IRS guys in background.
998 Three head in basement with textbook, bowling ball. Clones of Purple Tentacle are lined up ready to be bowled!
999 Hoagie in laundry with can opener, soap, lab coat
1000 Sequence in basement just before Dr Ed brings back Hoagie and Laverne
1001 Basement with tentacles lined up. No control character visible, but you can still interact and have the text book. If you go upstairs, you see a strange looking Bernard.
1002 Laverne in the cell with scalpel, disappearing ink
1003 Hoagie in main hall with can opener, disappearing ink
1004 Start of epilogue sequence

Sam & Max Hit the Road

Param Description
101 office
211 carnival
212 carnival
221 tunnel of love
222 tunnel of love
223 doug the moleman
233 hall of oddities
301 world of fish
402 mystery vortex magnets
403 mystery vortex
404 mystery vortex
405 Shuv-Oohl
408 ???
409 mystery vortex
501 worlds largest ball of twine
503 inside fish head at ball of twine
515 binoculars at ball of twine
516 binoculars at ball of twine
517 binoculars at ball of twine
518 binoculars at ball of twine
600 gator golf
650 gator golf
651 gator golf
652 gator golf
701 snuckey's
711 snuckey's
911 frog rock
1001 outside bumpusville
1002 outside bumpusville
1050 bumpusville, conroy's hairpiece
1107 outside savage jungle inn
1113 savage jungle inn, freezer
1150 savage jungle inn, pool
1199 outside savage jungle inn
1210 dino bungee national memorial
1290 end sequence
1301 celebrity vegetable musuem
1400 savage jungle inn, totem poles
1410 savage jungle inn, pool
1420 end sequence
1425 ???
1430 credits
1501 car bomb
1502 wax me
1503 highway racing
1505 ???
1506 dress up
2000 intro

Full Throttle

Param Description
193 The Chrysler demo.
194 Chrysler demo, pt. 2
195 Chrysler demo, roadrash
196 Chrysler demo, pt. 3
197 Chrysler demo, pt. 4
200 just after the opening (dumpster)
210 ride out from barfront
222 melonweed intro (Tim's version)
242 Melonweed: meet Miranda.
300 just after the roadrash (mo-cu) (Steve's version)
333 After whackin Todd
353 simulate CES demo (gas-gate)
360 open gate (gas-gate)
361 Get Gas (gastower)
361 Gas-Run (gastower)
370 get in junkyard (junkgate)
380 Junkyard interior
399 the fixed bike showcase!
400 Corley's murder
401 Testing Ben's riding in and out of kickstand
444 After murder, back at Kickstand
446 In bar with badge
450 After murder, testing night sequence of rooms
495 Arriving at Mink Ranch (daed si luap)
496 Enter ranch from highway9
500 Ben rides into caveturn to get ramp
500 Ben rides into caveroad to get ramp
505 Ben rides into cavemesa to get ramp
509 scold n&b wipeout
510 ben has the goggles & is pursued
530 Messing with Emmet's load.
535 Messing with Emmet's load.
545 Messing with Emmet's load.
546 Messing with Emmet's load.
550 Test mineroad
551 Test Mineroad with goggles
552 enter dustspill from vista
556 The real cavefish hijacking scene
575 Talk to Father Torque on the mineroad
580 Return to vista with ramp
585 Jump the Mighty Poyahoga!
600 arrive at corville
650 souvenier stand
660 Ben arrives at the minefield
661 Ben arrives at the big-door
662 Ben arrives at the vultures
666 the Vultures' hideout
670 Looking at the Photos
680 demo derby intro
690 a test of the demo-derby
700 Inside shot of the derby car
797 Ben and mo blow up
798 Squish that firefly...
799 The arena burns
800 Ben returns after the demolition derby
840 Ripburger's speech to the shareholders
850 Corley's will
900 Finale: Intro
910 Finale: On the bumper
920 Finale: Hopping on fuel lines
930 Finale: In the cargo plane
940 Finale: Kill Ripburger!
950 Finale: Finale

The Dig Demo

The following table was contributed by Ben Gorman. Thanks, Ben!

Param Description
300 Skip intro movies
305 Outside wrecked alien ship
310 Canyon

The Curse of Monkey Island

Param Description
199 stop the music
200 in the treasure hold
201 part II
202 credits room
203 credits room
205 elaine gets stolen
206 beginning the cannon puzzle
215 testing the first person cannon view
220 animated skeleton
225 baby lechuck
226 just talked to voodoo lady
230 testing getting gold tooth
240 testing banjo duel
241 testing easy banjo duel
245 testing caber toss
247 testing caber toss
250 getting the barber shop scissors
255 blowing the tooth-filled helium bubble
260 getting through the jungle
270 danjer beach is open
275 test making rubber plug
280 fixed hole in danjer beach rowboat
281 EASY MODE fixed hole in danjer beach rowboat
282 on lc-deck tarred and feathered
285 testing chicken cos
290 in lc-qurtr after LeChimp's retirement
291 getting out of chicken bucket
300 testing the chicken shop
350 do spotlight puzzle
400 testing brimstone beach club
450 testing brimstone beach club getting the map
460 finish chapter two
465 start rhymes with orange
470 on the deck
475 on the deck
480 begin an insult fight
500 ship combat
502 ship combat
590 ship combat Ready to attack Rottingham
595 ship combat Ready to swordfight Rottingham
600 start blood island
605 waking goodsoup
610 testing trial 1 on blood island
615 trying to become a goodsoup
620 guybrush is a Goodsoup
630 testing gestroom
648 on Skull Island
649 on Skull Island
650 testing Skull Island and smugglers
655 test card game
660 test smuggler's cave battle
660 test stan's crypt
680 test altar
690 test windmill
700 trial 3 the cheese puzzle
710 ready to free elaine
715 have everything to free elaine
720 ready to go to Skull Island
900 beginning of chapter 5 (gondola)
950 at the carnival as l'il guybrush
1000 carnival
1020 at carnival with snowcone ingredients
1050 coaster
1070 hang-dia
2000 win

Broken Sword 1: The Shadow of the Templars

Param Description
0 intro
1 skip the intro
2 bind_alley
3 cafe
4 ready to use phone
5 court_yard
7 sewer_two
8 cafe_repaired
11 costumier
12 hotel_street
14 hotel_corridor
17 hotel_assassin
18 gendarmerie
19 ireland_street
20 macdevitts
21 pub_cellar
22 castle_gate
23 castle_hay_top
24 castle_yard
25 castle_dig
26 cellar_dark
27 musuem_street
31 hospital_street
32 hospital_desk (after we've found out where Marquet is)
35 hospital_jacques
36 montfaucon
37 catacomb_sewer
38 catacomb_room
39 catacomb_meeting
40 excavation_exterior
45 syria_stall
47 syria_carpet
48 templar_church
49 syria_club
50 syria_toilet
53 bull_head pan
54 bull_head
55 bull_secret
56 Countess' room (1st visit)
57 Spain Drive (1st visit)
58 Mausoleum Exterior (1st visit)
59 Mausoleum Interior (1st visit)
60 Spain Reception (1st visit)
61 Spain Well (1st visit)
62 Chess Puzzle (1st visit)
63 train_one
65 compt_one
66 compt_two
67 compt_three
69 train_guard
71 churchyard
72 church_tower
73 crypt
80 Paris Map
99 test text+speech on blank screen (sc99)
956 Countess' room (2nd visit)
957 Spain Drive (2nd visit)
958 Mausoleum Exterior (2nd visit)
959 Mausoleum Interior (2nd visit)
960 Spain Reception (2nd visit)
961 Spain Well (2nd visit)
962 Chess Puzzle (2nd visit)

Broken Sword 2: The Smoking Mirror

Broken Sword 2 handles boot params slightly differently. The startup.inf file contains a list of script resources. For each of these, the game will run script 0 (each script resource can contain several scripts) to give it an opportunity to register any number of starting points. Each starting point is then identified by both its resource and its script number. The descriptions are also provided by the game, but are of course purely decorative.

Currently, ScummVM assumes that when a boot param is specified on the command-line, it should use script 1. As can be seen from the table below that's not always the case. However, you can still access the other start points from the in-game debug console by using the "start" and "starts" commands.

Boot params 19 and 949, with script 1, are what's used to start the demo and full game respectively.

Param Script Description
19 1 DOCKS SECTION START: 11 - Docks
34 1 12: Fence and Hut
299 1 13: Hut Interior
301 1 14: Under the Jetty
301 3 14: Under the Jetty + Sacco outside hut
866 1 QUARAMONTE SECTION START: 31 - Market
870 1 4: cafe
873 1 32: Police Station
928 1 34: Mining Office
933 1 WAREHOUSE SECTION START: 21 - Warehouse exterior
948 1 2: Oubiers hallway
949 1 PARIS SECTION START: 3 - Oubier's study
966 1 33: Jail
967 1 59: Camel's Hump Hill
974 1 35: General's Apartment
1002 1 22: Warehouse Ground Floor
1012 1 23: Warehouse Upper Floor (at lift)
1012 3 23: Warehouse Upper Floor (in room)
1012 4 23: Warehouse Upper Floor (push statue)
1013 1 24: Warehouse Secret Room
1014 1 26: Warehouse Secret Room (Daytime)
1014 4 26: Warehouse Sec. Rm (Day) with icons (george-1)
1014 5 26: Warehouse Sec. Rm (Day) with icons (george-2)
1014 6 26: Warehouse Sec. Rm (Day) with icons (george-3)
1014 7 26: Warehouse Sec. Rm (Day) with icons (george-4)
1014 8 26: Warehouse Sec. Rm (Day) with icons (nico)
1310 1 CARIBBEAN.2 SECTION START: 56 - Lagoon
1334 1 58: Top Of Cliff
1352 1 60: Forest Maze 1
1365 1 61: Forest Maze 2
1451 1 57: Cliff Face - DON'T RUN YET ... IF EVER!
1459 1 62: Forest Maze 3
1463 1 63: Boar's Lair
1466 1 64: Eye Of The Needle
1549 1 6: gallery
1624 1 67: Beach
1629 1 66: Stockade
1692 1 CARIBBEAN.1 SECTION START: 51 - Ketch's Landing
1743 1 52: Museum Exterior
1753 1 CARIBBEAN.1 2ND HALF START: 53: Museum Interior
2074 1 PYRAMID SECTION START: 81 - Base of Pyramid
2116 1 71: British Museum
2117 1 72: Underground
2118 1 73: Ship Exterior
2119 1 74: Cabin
2137 1 JUNGLE SECTION START: 41 - River and Mission
2138 1 42 - Mission Interior
2139 1 43 - Village
2140 1 NICO'S JUNGLE VISIT: 46 - Village burnt out
2178 1 86: Doors and Levers
2353 1 animation test-run, using location 50
2353 3 text & speech test-run, using location 50
2441 1 44 - Campfire
2489 1 84: Wheel room
2772 1 82: Sacrificial platform
2772 3 82: Sacrificial platform - Pablo gone
3093 1 78: Cabin through porthole
3496 1 Title Screen
3869 1 PSX Title Screen
3961 1 28: *new warehouse return to paris

The following boot params are listed in startup.inf, but do not register themselves as starting points.

Param Description
599 Outside Oubier's house.
627 ???
1106 ???
1113 ???
1469 Looking through the theodolite.
2114 ???
2191 ???
2202 ???
2330 ???
2354 ???
2462 Near end of game.
2641 Inside pyramid.
2747 ???
3219 ???
3297 ???
3467 Death screen.
3842 ???
3878 BASS easter egg.

Inherit the Earth: Quest for the Orb

Originally Inherit the Earth didn't have any bootparams, but each scene in it has pre-script which does all necessary preparations. In ScummVM bootparam jumps to specified scene and adds Magic Hat item, which lets either jump to any other scene by using it or gives all important items when you open it.

Param Description
1 World Map (ISO Level)
2 Ferret Village (ISO Level)
3 Boar Castle Exterior
4 Boar King Mudbath
5 Rat Tribe Entrance Chamber
6 Forever Mountain - Day
7 Forever Mountain - Night
8 Dog Castle - Front
9 Dog Prince's Bedroom
10 Elk King's Throneroom
11 Sist's Study
12 Rock Quarry Exterior
13 Garage
14 Dam Control Exterior
15 Allama's Cottage Exterior
16 Forest Stream
17 Moneychanger's Tent
18 Ferret Dry Goods Store
19 Ferret Glassmaker's Shop
20 Wildcat Tribe Tent Interior
21 Ferret Tinker's Guild Hall
22 Mountain Chasm w/ Rockslide
23 Allama's Cottage Interior
24 'J' Maze Office
25 Rock Quarry Interior
26 Ferret Puzzle
27 Orb Sanctuary Gates
28 Dam Control Interior
29 Dog Prince's Throneroom - Day
30 Wolf Ferryman at Dock
31 Beehive Tree
32 Puzzle Tourney - Bleachers Full
33 Tycho Northpaw's House
34 thru 41 Boar Castle Hallway
42 thru 48 Forest Scene
49 Fairgrounds (ISO Level)
50 Boar Castle Gates
51 Rat Tribe Maze (ISO Level)
52 Orb Sanctuary Village (ISO Level)
53 thru 66 House Interior
67 Elk Forest Approach
68 Puzzle Tourney - Bleachers Empty
69 Wildcat Tribe Camp
70 Dog Castle Rear - Day
71 Dog Castle Rear - Night
72 Orb Sanctuary Dome Exterior
73 Fortuneteller's Tent
74 Rat Tribe Sundial
75 Shiala's Waterfall
76 Behind Shiala's Waterfall
77 Shiala's Garden
78 thru 112 Tech Corridor
113 thru 223 Dog Castle Corridor - Night
224 thru 231 Dog Castle Corridor - Day
232 thru 239 Ferret House Interior
240 Ferret House Interior - Under Construction 1
241 Ferret House Interior - Under Construction 2
242 Ferret House Interior - Under Construction 3
243 Ferret House Interior - Under Construction 4
244 Orb Sanctuary Dome Interior
245 Wolf Prison - Day
246 Wolf Prison - Night
247 Wolf Village - Day
248 Wolf Village - Night
249 Gar's Cabin
250 North Island Dock
251 Open Ocean
252 Dog Castle Prison
253 Dog Castle Dining Hall
254 Dog Castle Poker Game
255 Dog Castle Corridor - Day w/ Guards
256 Wildcat Tribe Camp Approach
257 Dog Castle Door
258 Stormy Sky Path
259 Seaside Bluff
260 Road Near Dam
261 Road Approaching Dam
262 Dam Power Plant
263 Dam Fire Main
264 Dam Ladder Overlook
265 Dam Repair Robot
266 Dam Chalkboard Room
267 Dam Bedroom
268 Information Desk
269 Hangar
270 Mountain Chasm w/ Rope
271 Pawprint Close-up
272 Dog Castle Dragon Maze (ISO Level)
273 Airfield (ISO level)
274 Wildcat Tribe Celebration
275 Wildcats Storming Dog Castle
276 Map of the Northern Lands
277 Dragon Maze - Rif Falling
278 Dog Castle Dungeon Escape
279 Top of Dam - Manhole Open
280 Dog Prince's Throneroom - Night
281 Dam Laboratory
282 Dam Access Tunnel
283 Top of Dam - Manhole Closed
284 Tech Corridor 36
285 Tech Corridor 37
286 Chota goes over the edge
287 Chota's Demise
288 Final Celebration
289 Rif & Rhene Closeup
290 Orb of Storms in the River
291 Orb of Storms in the River 2
292 Orb of Storms Closeup
293 Dragon Maze - Rif Climbing
294 Dragon Maze - Rif Falling 2
295 End Credits 1
296 End Credits 2
297 End Credits 3
298 End Credits 4

Fatty Bear's Birthday Surprise

Param Description
100 In the kitchen
101 In the kitchen, with bone (Dog escaped)
102 In the kitchen, with bone and ribbon (Dog escaped)
200 In the kitchen cupboard
300 At the mixing bowl, with all ingredients
301 At the mixing bowl, with all ingredients added
500 At the locked door to attic
600 In the bathroom, with bone and dog
700 In the bedroom, with cake made, given extra tasks
701 In the bedroom, with cake made
702 In the bedroom, with cake made and letters found
703 In the bedroom, at the start of game
750 In the bedroom, dog escaped and letters missing
900 In the backyard

Putt-Putt Joins the Parade

Param Description
800 Outside Car Wash with two coins
850 Outside Car Wash with one coin
900 Outside Cartown Color with three coins
1000 Outside Putt-Putt's house
1001 At the start of Green street
1002 Outside Mr Baldini's Grocery Store with all items