Difference between revisions of "SCI/Debug Modes"

From ScummVM :: Wiki
< SCI
Jump to navigation Jump to search
m (pq2)
 
(14 intermediate revisions by 3 users not shown)
Line 1: Line 1:
Sierra On-Line Debug Mode FAQ
Sierra On-Line Debug Mode FAQ
Version 0.93 [14-Jan-06] by HWM [hwmol@hotmail.com]
Version 0.94 [15-Apr-08] by HWM


Thanks to Omer Mor, Lars Skovlund & Kelmer for their valuable information.
Thanks to Omer Mor, Lars Skovlund & Kelmer for their valuable information.
Line 9: Line 9:


Before you read, keep in mind the following things:
Before you read, keep in mind the following things:
 
* References to "ego" mean "the main character" or the object you control.
- References to "ego" mean "the main character" or the object you control.
* Any brackets, asterisks or quotation marks should NOT be typed in. They're only used to clarify.
 
* Anything between brackets means it's either a key or a combination of keys. So [CTRL + D] means you push the CONTROL-key and the D-key '''at the same time'''.
- Any brackets, asterisks or quotation marks should NOT be typed in. They're only used to clarify.
* Between quotation marks means it should be typed in.
 
* Words between asterisks should be replaced with a proper word/object/thing. So "PITCH *object name*" means you should type the object you want to get, e.g. "PITCH WIG".
- Anything between brackets means it's either a key or a combination of keys. So:
* Commands to be used in the debug modes are listed in upper case and are followed by dash and a description of their effect. The input of commands is case insensitive.
 
  [CTRL + D] means you push the CONTROL-key and the D-key AT THE SAME TIME.
 
- Between quotation marks means it should be typed in.
 
- Words between asterisks should be replaced with a proper word/object/thing. So:
 
  "PITCH *object name*" means you should type the object you want to get, e.g. "PITCH WIG".


And while you might know, Sierra games use an "interpreter". This basically is a program/system which translates the program statements (in byte-code) into executable machine code one line at a time as the program is running; as opposed to a compiler, which translates the entire program before the program is executed. The different interpreters used by Sierra for their games are described in the next chapter.
And while you might know, Sierra games use an "interpreter". This basically is a program/system which translates the program statements (in byte-code) into executable machine code one line at a time as the program is running; as opposed to a compiler, which translates the entire program before the program is executed. The different interpreters used by Sierra for their games are described in the next chapter.
Line 34: Line 26:
* Video: 320x200 resolution, 16 colors (and dithering)
* Video: 320x200 resolution, 16 colors (and dithering)
* Audio: MIDI
* Audio: MIDI
* Platform: IBM PC (including PCjr & TANDY), Commodore AMIGA, Atari ST & Apple Macintosh
* Platform: IBM PC (including PCjr & TANDY), Commodore AMIGA, Atari ST, Apple Macintosh, NEC PC-9801
* Period: 1988-1990
* Period: 1988-1990


Line 50: Line 42:
* Police Quest 2: The Vengeance
* Police Quest 2: The Vengeance
* Quest for Glory 1: So You Want to be a Hero? (AKA Hero's Quest)
* Quest for Glory 1: So You Want to be a Hero? (AKA Hero's Quest)
* Quest for Glory 2: Trial by Fire
* Space Quest 3: The Pirates of Pestulon
* Space Quest 3: The Pirates of Pestulon
* The Colonel's Bequest
* The Colonel's Bequest
Line 60: Line 51:
* Video: 320x200 resolution, 256 colors (32 colors on the Amiga)
* Video: 320x200 resolution, 256 colors (32 colors on the Amiga)
* Audio: MIDI/Digital audio
* Audio: MIDI/Digital audio
* Platform: IBM PC (286+), Commodore AMIGA, Apple Macintosh & FM Towns(?)
* Platform: IBM PC (286+), Commodore AMIGA, Apple Macintosh, NEC PC-9801 & FM Towns
* Period: 1990-1993
* Period: 1990-1993


Line 86: Line 77:
* Police Quest 3: The Kindred
* Police Quest 3: The Kindred
* Quest for Glory 1: So You Want to be a Hero (SCI remake)
* Quest for Glory 1: So You Want to be a Hero (SCI remake)
* Quest for Glory 2: Trial by Fire
* Quest for Glory 3: Wages of War
* Quest for Glory 3: Wages of War
* Slater & Charlie Go Camping
* Slater & Charlie Go Camping
Line 106: Line 98:
* Gabriel Knight 1: Sins of the Fathers
* Gabriel Knight 1: Sins of the Fathers
* Gabriel Knight 2: The Beast Within
* Gabriel Knight 2: The Beast Within
* Hoyle Classic Games
* King's Quest 7: The Princeless Bride
* King's Quest 7: The Princeless Bride
* Leisure Suit Larry 6: Shape Up or Slip Out! (SVGA CD-ROM version)
* Leisure Suit Larry 6: Shape Up or Slip Out! (SVGA CD-ROM version)
* Leisure Suit Larry 7: Love For Sail!
* Leisure Suit Larry 7: Love For Sail!
* Lighthouse
* Lighthouse: The Dark Being
* Mixed-Up Mother Goose Deluxe
* Mixed-Up Mother Goose Deluxe
* Phantasmagoria
* Phantasmagoria
* Phantasmagoria 2
* Phantasmagoria 2: A Puzzle of Flesh
* Police Quest 4: Open Season
* Police Quest 4: Open Season
* Police Quest SWAT
* Police Quest SWAT
Line 118: Line 111:
* RAMA
* RAMA
* Shivers
* Shivers
* Shivers 2
* Shivers 2: Harvest of Souls
* Space Quest 6: Roger Wilco in the Spinal Frontier
* Space Quest 6: Roger Wilco in the Spinal Frontier
* The Realm
* Torin's Passage
* Torin's Passage


=== Debug mode in SCI0 games ===
=== Debug mode in SCI0 games ===


Nearly all SCI0 games have an internal debugger, meaning a build-in debugger in the game's interpreter. Next to that, some games also have a script debugger. Like with AGI games, a script debugger is a debug script located directly in the game code itself, rather than in the interpreter's code.
Nearly all SCI0 games have an internal debugger, meaning a build-in debugger in the game's interpreter. Besides that, some games also have a script debugger. Like with AGI games, a script debugger is a debug script located directly in the game code itself, rather than in the interpreter's code.


==== Internal Debugger ====
==== Internal Debugger ====


The internal debugger is activated by pressing [SHIFT + SHIFT + MINUS]. So both SHIFTs and the MINUS key located at the NUMERIC keypad AT ONCE. The debugger is/was mainly useful for programmers, but some things like changing variables can be easily done.
The internal debugger is activated by pressing [SHIFT + SHIFT + MINUS]. So both SHIFTs and the MINUS key located at the NUMERIC keypad SIMULTANEOUSLY. The debugger was mainly useful for the programmers at Sierra, but some things like changing variables can be easily done. Changing the variables allows one for instance to change the current room of the ego/player or to activate the script debugger, giving access to more (easy to use) functions.


Options:
Options:
Line 137: Line 131:
|-
|-
|[B]||Set breakpoint
|[B]||Set breakpoint
|-
|-
|[A]||Inspect ID in accumulator
|[A]||Inspect ID in accumulator
Line 144: Line 137:
|-
|-
|[I]||Inspect object or memory
|[I]||Inspect object or memory
|-
|-
|[F]||Show free heap
|[F]||Show free heap
Line 157: Line 149:
|-
|-
|[SHIFT + S]||Show stack usage
|[SHIFT + S]||Show stack usage
|-
|-
|[G]||Change global variable
|[G]||Change global variable
Line 164: Line 155:
|-
|-
|[T]||Change temp variable
|[T]||Change temp variable
|-
|-
|[ENTER]||Proceed single step
|[ENTER]||Proceed single step
|-
|-
|[TAB]||Step across send
|[TAB]||Step across send
|-
|-
|[SHIFT + /]||Help
|[SHIFT + /]||Help
Line 176: Line 165:
Note that these are case sensitive, so [CAPS LOCK] should be de-activated.
Note that these are case sensitive, so [CAPS LOCK] should be de-activated.


Example: The room number is controlled by global variable 13. When the debug is activated, push [G]. It will ask which global variable should be changed. Enter "13". Now it will show the current value of the variable. Change this to your preferred, valid room number. Exit the debugger to see the effect.
Example: The room number is controlled by global variable 13. When the debug is activated, push [G]. It will ask which global variable should be changed. Enter "13". Now it will show the current value of the variable. Change this to your preferred, valid room number. Exit the debugger, by pressing either [SHIFT + SHIFT + MINUS] again or [SHIFT + SHIFT + D], to see the effect.


==== Script Debugger ====
==== Script Debugger ====


The script debugger is a bit more interesting and often more extensive. Not all games have a script debugger, some of them were likely removed before the final release of the game in question. However, a fair amount of games still have it. The script debugger is in most cases activated by typing a certain sentence in the game. This sentence differs from game to game.
The script debugger is a bit more interesting and often more extensive. Not all games have a script debugger, some of them were likely removed before the final release of the game in question. However, a big amount of games still have it. The script debugger is in most cases activated by typing a certain sentence in the game. This sentence differs from game to game.


When there isn't a sentence to type, but a debug is present in the game, it can be activated by changing the value of a certain global variable. An example of doing this is given in the previous chapter "Internal Debugger".
When there isn't a sentence to type, but a debug is present in the game, it can be activated by changing the value of a certain global variable. An example how to do this is given in the previous section "Internal Debugger".


Note that in some games, the debug mode will be activated on room change.
Note that in some games, the debug commands will only work after exiting the current screen / on room change.


When the script debugger is activated, the following general commands are available:
When the script debugger is activated, the following general commands are available:
Line 190: Line 179:
{| border="1"
{| border="1"
|-
|-
|[CTRL + left mouse click]||Instant movement (of ego)||Does not work with Quest for Glory / Hero's Quest
|[CTRL + left mouse click]||Instant movement (of ego)||Does not work in Quest for Glory / Hero's Quest
|-
|-
|[SHIFT + left mouse click]||Show coordinates
|[SHIFT + left mouse click]||Show coordinates
Line 199: Line 188:
To activate the debug mode, type: "overtime nosleep". An extra menu item will be activated on room change.
To activate the debug mode, type: "overtime nosleep". An extra menu item will be activated on room change.


The following options are available:
The following commands are available:


{| border="1"
{| border="1"
Line 208: Line 197:
|-
|-
|GET MEMORY||Show memory
|GET MEMORY||Show memory
|-
|-
|[ALT + E]||Show ego information
|[ALT + E]||Show ego information
Line 225: Line 213:
|-
|-
|[ALT + L]||Log information
|[ALT + L]||Log information
|-
|-
|[CTRL + D]||Internal debug will pop up when entering a new room
|[CTRL + D]||Internal debug will pop up when entering a new room
|-
|-
|[F4]||Show control lines
|[F4]||Show control lines
Line 235: Line 221:
|-
|-
|[F10]||Show visual screen
|[F10]||Show visual screen
|-
|-
|[ALT + left mouse click]||Show ego information
|[ALT + left mouse click]||Show ego information
Line 244: Line 229:
===== Game Specific: Leisure Suit Larry 2 =====
===== Game Specific: Leisure Suit Larry 2 =====


There are two ways of activating this debug mode, depending on the version of your copy of the game.
There are three ways of activating this debug mode, depending on the version of your copy of the game.


With v1.000.011, the debug mode can be activated by typing: "praise lord"
With v1.000.011, the debug mode can be activated by typing: "praise lord"
Line 250: Line 235:


Although "praise lord" works too in v1.002.000 (the one included in the Leisure Suit Larry collections), it offers another method. At the copy-protection sequence at the start of the game, a phone number is asked. Enter "555-0724" to pass the copy-protection and get the debug mode activated.
Although "praise lord" works too in v1.002.000 (the one included in the Leisure Suit Larry collections), it offers another method. At the copy-protection sequence at the start of the game, a phone number is asked. Enter "555-0724" to pass the copy-protection and get the debug mode activated.
You can also use the internal debugger. Activate the debugger directly after executing the game. Don't try this on anything higher than a 386, but rather use DOSBox with 3000 CPU cycles or so. When the debugger shows up, change global variable 100 into 1 and exit the debugger. The main difference with the other activation methods is that you'll get a room selector at the beginning and the copy-protection is disabled. Both versions support this.


The following options are available:
The following options are available:
Line 267: Line 254:
|SHOW EGO||Show ego information
|SHOW EGO||Show ego information
|-
|-
|SHOW GRID||Show grid
|SHOW GRID||Show grid||This option is removed and crashes the game
|-
|HELP||Help
|-
|-
|[ALT + C]||Show control lines
|[ALT + C]||Show control lines
Line 278: Line 267:
|-
|-
|[ALT + D]||Internal debug mode
|[ALT + D]||Internal debug mode
|-
|[ALT + P]||Show priority screen
|-
|-
|[ALT + R]||Show current room number
|[ALT + R]||Show current room number
Line 285: Line 276:
|[ALT + Z]||Quit
|[ALT + Z]||Quit
|}
|}
The debug mode also activates some extra features, mainly in the last scenes of the game. Larry doesn't die after falling in and around the vulcano and the items for the final act are given. Earlier in the game, on the ship, a message is displayed when entering your cabin, giving information on the (coming) presence of "Mama".


===== Game Specific: Leisure Suit Larry 3 =====
===== Game Specific: Leisure Suit Larry 3 =====


To activate the debug mode, type: "ascot backdrop". The debug mode will be activated when entering a new room.
To activate the debug mode, type: "ascot place". The debug mode will be activated when entering a new room.


The following options are available:
The following options are available:
Line 295: Line 288:
|-
|-
|TP||Teleport (change room/scene/script)
|TP||Teleport (change room/scene/script)
|-
|GET *object name*||Get object
|-
|PITCH *object name*||Drop object
|-
|-
|[ALT + W]||Write to log
|[ALT + W]||Write to log
Line 306: Line 303:
|[ALT + P]||Show priority screen
|[ALT + P]||Show priority screen
|-
|-
|[ALT + S]||Change from Larry to Patty or vice versa
|[ALT + S]||Change from Larry to Patty and vice versa
|-
|-
|[ALT + D]||Internal debug mode
|[ALT + D]||Internal debug mode
Line 319: Line 316:
|-
|-
|[ALT + M]||Show memory
|[ALT + M]||Show memory
|-
|[ALT + X]||Quit
|-
|[ALT + Z]||Quit
|}
The debug mode has some extra effects, for example limiting the actions required at the gym to five times and giving extra debug information at some parts, like the copy-protection sequence in the casino.
It also activates some "game state" modifiers. In the casino, go upstairs and walk to the right, to the room with mirror and bar entrance. Commands you can use here are:
{| border="1"
|-
|INCREASE BACKSTAGE||Change (increase) state of showroom (Cherri Tart)
|-
|INCREASE NEWSPAPER||Change (increase) state of newspaper (messages)
|-
|INCREASE LAWYER||Change (increase) state of lawyer (Suzi Cheatem)
|}
|}


Also, the self-running demo of LSL3 has the same debug mode, apart from a room-selector on the beginning. It can be activated by extracting SCRIPT.000 from the RESOURCE files (the easiest way being SCI DECODER v1.0) and in addition changing the byte at offset 0x00000064 to "00" (instead of the original "01"). Beware that it's not really worth it, since it's pretty much the same deal and lots of missing resources cause it to crash easily.
Furthermore, the self-running demo of LSL3 has the same debug mode, but also includes a room-selector at the beginning. It can be activated by extracting SCRIPT.000 from the RESOURCE files (the easiest way being SCI DECODER v1.0) and in addition changing the byte at offset 0x64 to "00" (instead of the original "01"). Beware that it's not really worth it, since it's pretty much the same deal and lots of missing resources cause it to crash easily. Fun fact: The phrase to activate the debug mode in the demo (and likely early in development too) is "shit bush".


<references/>
An additional option is available in the non-English versions of the game, regardless if the debug mode is activated or not. It can be activated by typing "adjust bambi": It toggles (room) information to be displayed on the menu bar. This option doesn't seem work in any of the English versions however.


===== Game specific: Mixed-up Mother Goose =====
===== Game specific: Mixed-up Mother Goose =====
Line 346: Line 360:
|-
|-
|[CTRL + C]||Changes score to 17 out of 18
|[CTRL + C]||Changes score to 17 out of 18
|-
|-
|[ALT + left mouse click]||Show ego information
|[ALT + left mouse click]||Show ego information
|}
|}


A useless (but interesting for some nonetheless) debug menu is still partly in the game's scripts. It can be activated by extracting SCRIPT.000 from the RESOURCE files (the easiest way being SCI DECODER v1.0) and in addition changing the byte at offset 0x000026C7 to "01" (instead of the original "00"). This will activate the debug mode at the start of the game, which will also initialize the extra pulldown menu's.
A useless (but interesting for some nonetheless) debug menu is still partly in the game's scripts. It can be activated by extracting SCRIPT.000 from the RESOURCE files (the easiest way being SCI DECODER v1.0) and in addition changing the byte at offset 0x26C7 to "01" (instead of the original "00"). This will activate the debug mode at the start of the game, which will also initialize the extra pulldown menus.


===== Game specific: Police Quest 2 =====
===== Game specific: Police Quest 2 =====


Police Quest 2 should respond to the sentence: "kiss angel 187", but somehow it doesn't work. So use the internal debugger to change the value of global variable 101 to 1.
The debug command appears to have been "kiss death angel", but the script is structured in a way that it cannot be enabled. Presumably it was intentionally disabled for release. So use the internal debugger to change the value of global variable 101 to 1.


The following options are available:
The following options are available:
Line 376: Line 389:
|-
|-
|[ALT + E]||Show ego information
|[ALT + E]||Show ego information
|-
|-
|[SHIFT + /]||Help
|[SHIFT + /]||Help
Line 410: Line 422:
|-
|-
|[ALT + K]||Change value of skills
|[ALT + K]||Change value of skills
|-
|-
|[SHIFT + /]||Help
|[SHIFT + /]||Help
Line 417: Line 428:
===== Game specific: Quest for Glory 2 =====
===== Game specific: Quest for Glory 2 =====


Technically this is a SCI1 game, however visually it's indiscernible from the other SCI0 games, therefore this (plain wrong) classification. As with most SCI1 interpreters, this game does not have an internal debugger. The demo version however, does provide it, and its interpreter can be used with the full version. This may have some restrictions, since some versions of the game use a more recent interpreter than the demo, which potentially can cause problems. Please refer to 5.1 on how to swap interpreters in the early SCI1 games.
To activate the debug mode, type: "suck blue frog"
To activate the debug mode, type: "suck blue frog"


Line 453: Line 466:
|[ALT + G]||Path Writer
|[ALT + G]||Path Writer
|-
|-
|[ALT + U]||Show cast 2?
|[ALT + U]||Show updating fields
|-
|-
|[ALT + N]||Write note
|[ALT + N]||Write note
Line 460: Line 473:
|-
|-
|[CTRL + W]||Write cast to file (for tester)
|[CTRL + W]||Write cast to file (for tester)
|-
|-
|[SHIFT + /]||Help
|[SHIFT + /]||Help
Line 467: Line 479:
===== Game Specific: Space Quest 3 =====
===== Game Specific: Space Quest 3 =====


To activate the debug mode, type: "backstage pass"
To activate the debug mode, type: "backstage pass" or "pump shark"


The following options are available:
The following options are available:
Line 491: Line 503:
|[ALT + Z]||Quit
|[ALT + Z]||Quit
|}
|}
Another option is available in the starting room of the game: Type "QA" to get a selection screen with the choice between various game states (in space, arriving on different planets, ending).


=== Debug mode in SCI1 games ===
=== Debug mode in SCI1 games ===


SCI1 is a whole different story. The internal debugger has been removed from pretty much every (public) release of the games. You can still use the key combination [SHIFT + SHIFT + MINUS], but it will throw you out of the game, due to the absence of the debugger. That said, internal SCI1 debuggers are not non-existant (really early versions, like the interpreter used with "Jones in the Fast Lane" still have their debugger) and work just like the SCI0 ones.
SCI1 is a whole different story. The internal debugger has been removed from pretty much most (public) releases of the games. You can still use the key combination [SHIFT + SHIFT + MINUS], but it will throw you out of the game, due to the absence of the debugger. That said, internal SCI1 debuggers are not non-existant (early versions, like the interpreter distributed with "Jones in the Fast Lane", still have their debugger) and work just like the SCI0 ones.


However, script debuggers have survived in a bunch of games. The way of activating them depends mainly on the version of the SCI interpreter.
Also, script debuggers have survived in a bunch of games. The way of activating them depends mainly on the version of the SCI interpreter.


SCI1 games (interpreter version < 1.001.000) do not have a standard way of activating the script debugger (atleast, I haven't found one yet).
SCI1 games (interpreter version < 1.001.000) do not have a standard way of activating the script debugger (atleast, I haven't found one yet).


SCI11 games (interpreter versions > 1.001.000) are activated by extracting the debug script from the packed RESOURCE files. Some kind of routine checks if the file is present in the game directory (and not just in the RESOURCE files) and the debug mode gets activated. An empty file won't do the trick, since the external scripts override the ones in the packed resource.
SCI11 games (interpreter versions > 1.001.000) are activated by extracting the debug script from the packed RESOURCE files. Some kind of routine checks if the script file is present in the game directory (and not merely in the RESOURCE files) and the debug mode gets activated. An empty file won't do the trick, since the external scripts override the ones in the packed resource.


==== Internal Debugger ====
==== Internal Debugger ====
Line 506: Line 520:
Since the SCI1 internal debugger is pretty much the same as the one found in the SCI0 games, refer to chapter 4.1 on its usage. Currently, the following SCI1 games with an internal debugger are known:
Since the SCI1 internal debugger is pretty much the same as the one found in the SCI0 games, refer to chapter 4.1 on its usage. Currently, the following SCI1 games with an internal debugger are known:


Jones in the Fast Lane (both CGA/EGA/Tandy and VGA disk releases)
* Jones in the Fast Lane (both CGA/EGA/Tandy and VGA disk releases)
Jones in the Fast Lane (CD-ROM version, only the SCIDHV executable)
* Jones in the Fast Lane (CD-ROM version, only the SCIDHV executable)
Mixed-Up Mother Goose (1990 CD-ROM version)
* Mixed-Up Mother Goose (1990 CD-ROM version, only the SIERRADZ executable)
 
* Quest for Glory 2 (demo version)
Sometimes an interpreter can be swapped with another one, to use within other games, but often the games get too buggy to play. As of yet, trail-and-error is the key here.
* XMAS Card 1990 (both CGA/EGA/Tandy and VGA releases)
Older SCI1 interpreters (pre-1991) can be swapped with other (newer) ones, which creates the possibility to use the debugger within other games. The best option is to use the XMAS Card 1990 interpreters, since they are freely available, come in both video modes (which has to match the game), include a parser and are the last pre-1991 interpreters made. So all in all it renders them compatible for all early SCI1 games.


==== SCI version < 1.001.000 (SCI1) ====
==== SCI version < 1.001.000 (SCI1) ====
Line 516: Line 532:
There's no known standard way of activating the script debugger.
There's no known standard way of activating the script debugger.


===== Game specific: Police Quest 3 =====
===== Game specific: King's Quest 5 (Disk version) =====


Rename/remove the file "version" in your PQ3 directory, or set the attribute to "read-only".
This unusual way of activating the debug mode is only found in game versions BELOW 0.000.062. I'm currently aware of the following versions:


This will give you some options at the beginning to configure which flags should be set and where/when you will start the game.
* King's Quest 5 EGA 0.000.055 (interpreter version 1.000.058)
* King's Quest 5 VGA 0.000.051 (interpreter version 1.000.060)


===== Game specific: Space Quest 4 (beta) =====
To activate the debug mode, perform the following steps, while in the game:
 
* Click on the question mark (located in the icon bar - help function)
Somewhere in 1991, the cracking group The Humble Guys released a beta version of Space Quest 4. I suspect it had version number 1.052 (I found some saves of the beta), but the first sales release had that too, so far for that lead.
* Click on "HELP"
 
* Click on "EXIT"
However, someone named "Beamer" typed up a list back then describing the functions and based on that, I made this following list:


It activates the following options:
{| border="1"
{| border="1"
|-
|-
|[ALT + A]||Show ego information||Seems like either Sierra or the author of the original text file swapped the keys for "Show cast" and "Show ego information"
|[ALT + C]||Clear flag
|-
|-
|[ALT + B]||Polygon editor (edit walking areas)||This option is removed and crashes the game
|[ALT + D]||Show free memory||Doesn't seem to do anything
|-
|-
|[ALT + C]||Show control map
|[ALT + I]||Get inventory item
|-
|-
|[ALT + D]||DebugOn toggle (not sure what this does)
|[ALT + S]||Set flag
|-
|-
|[ALT + E]||Show cast (information about all objects on screen)||Seems like either Sierra or the author of the original text file swapped the keys for "Show cast" and "Show ego information"
|[ALT + R]||Show room info
|-
|[ALT + T]||Teleport (change room/scene/script)
|-
|[ALT + W]||Feature writer||This option is removed and crashes the game
|-
|[ALT + X]||Exit game instantly
|-
|[ALT + Z]||Exit game
|}
 
Note that the activation procedure has to be repeated for each time you use an option! To overcome this annoying feat, extract SCRIPT.000 from the RESOURCE files and use the table below to know which byte to change in your version. While you're at it, you can also change a byte to enable the debug mode from start.
 
                                Remove deactivation  Enable debug from start
                                  offset  org new      offset  org new
King's Quest 5 EGA 0.000.055    0xB77  00  01        0x3A6A  00  01
King's Quest 5 VGA 0.000.051    0xB75  00  01        0x3A66  00  01
 
===== Game specific: King's Quest 5 (CD-ROM version) =====
 
Unlike the disk-based version, the CD-ROM version has a debug mode that cannot be activated in-game. An older 0.SCR in the RESOURCE file reveals that originally the version number was checked in order to activate the debug mode (a routine like used in Police Quest 3, but not functioning in this case). The 0.SCR as used by the game is a newer version, residing outside the RESOURCE file. Enable the debug mode by editing this script and changing the byte at offset 0x877 to "01" (instead of the original "00").
 
It activates the following options:
{| border="1"
|-
|[ALT + C]||Clear flag
|-
|-
|[ALT + F]||Show free memory
|[ALT + F]||Show free memory
|-
|-
|[ALT + G]||Set global variable
|[ALT + G]||Switch items from inventory?
|-
|-
|[ALT + I]||Get inventory item
|[ALT + I]||Get inventory item
|-
|-
|[ALT + M]||Gives 20 buckazoids/money
|[ALT + J]||Playing?
|-
|-
|[ALT + N]||QA logger
|[ALT + S]||Set flag
|-
|[ALT + P]||Show priority map
|-
|-
|[ALT + R]||Show room info
|[ALT + R]||Show room info
Line 558: Line 598:
|[ALT + W]||Feature writer||This option is removed and crashes the game
|[ALT + W]||Feature writer||This option is removed and crashes the game
|-
|-
|[ALT + Y]||Adjust vanishing point
|[ALT + X]||Exit game instantly
|-
|[ALT + Y]||Play sound
|-
|-
|[ALT + Z]||Exit game
|[ALT + Z]||Exit game?
|}
|}


==== SCI version > 1.001.000 (SCI11) ====
===== Game specific: Leisure Suit Larry 5 =====


At the time of writing, VAG's SCIResDump can be used for games using an interpreter > 1.001.000. This is a bit tricky, but beats any other manual method. Refer to its documentation on further use. When dumping the files, it would be advisable to dump, apart from the SCR file, the accompanying HEP and TEX file. Some debug modes will not work properly without them.
This game has several debug features, but I've not been able to get them activated all at once, if it's possible at all. It looks like the debug mode originally was activated by clicking the letter "O" of the "Hollywood" sign outside Larry's workplace, but this does not work (at least not instantly).


Besides giving you the usual debug options, some games will give the "Where to?" dialog. Basically, this is a dialog giving you the opportuninty to set various flags/variables at the beginning of the game, so you can for example start halfway in the game or so.
A rather crude way of activating the debug mode is extracting 0.SCR from the RESOURCE files and change the byte at offset 0xB76 to "00" (instead of the original "24"). This only works with the VGA version of the game; the activation code is removed in the CGA/EGA/Tandy release.


===== Game specific: EcoQuest 2 =====
It activates the following options:


The "magic" script is 98. Extract 98.SCR & 98.HEP
{| border="1"
 
This debug mode however, is partially removed or something. Only the "Where to?" room select dialog on start will appear, the rest of the keys won't work.
 
===== Game specific: Freddy Pharkas: Frontier Pharmacist =====
 
The "magic" script is 10. However, this script cannot be found in the English release of Freddy Pharkas. Extract 10.SCR/10.HEP/10.TEX from the RESOURCE.MSG file (instead of the usual RESOURCE.000) in a NON-ENGLISH(!) release. I've tested this with the German, Spanish and French release. The extracted script will work with every version of the game, also the English one.
 
It activates the following options:
 
{| border="1"
|-
|-
|[ALT + A]||Show cast (information about all objects on screen)
|[ALT + A]||Show cast (information about all objects on screen)
|-
|[ALT + B]||Polygon editor (edit walking areas)
|-
|-
|[ALT + C]||Show control map
|[ALT + C]||Show control map
|-
|-
|[ALT + D]||Dialog editor
|[ALT + E]||Show ego information
|-
|[ALT + E]||Every puzzle can be found||Not sure what this does or if it works at all
|-
|-
|[ALT + F]||Show feature outlines||This option is awfully buggy or will crash the game instantly
|[ALT + F]||Feature writer
|-
|-
|[ALT + G]||Set global variable
|[ALT + G]||Set global variable
Line 601: Line 629:
|[ALT + I]||Get inventory item
|[ALT + I]||Get inventory item
|-
|-
|[ALT + J]||Justify text on screen
|[ALT + M]||Changes amount of money (dollars / silvers)
|-
|-
|[ALT + K]||Show palette
|[ALT + P]||Show priority map
|-
|-
|[ALT + L]||Set flag
|[ALT + R]||Show room info / free memory
|-
|-
|[ALT + M]||Clear flag
|[ALT + T]||Teleport (change room/scene/script)
|-
|-
|[ALT + N]||Show flag
|[ALT + X]||Exit game
|-
|-
|[ALT + O]||QA logger
|[ALT + Z]||Exit game
|-
|-
|[ALT + P]||Show priority map
|[Left mouse click + ALT]||Instant movement
|-
|-
|[ALT + Q]||Set detail to 1||This option is awfully buggy or will crash the game instantly
|[Left mouse click + CTRL + LSHIFT]||Show ego information
|-
|-
|[ALT + R]||Show room info / free memory||This option is awfully buggy or will crash the game instantly
|[Left mouse click + CTRL + RSHIFT]||Show room info / free memory
|-
|-
|[ALT + S]||Show string or message
|[Left mouse click + CTRL + ALT]||Show position
|}
 
As mentioned, there are other debug features: While on the plane, a menu is available to select which dream-interlude will play. A way of activating it would be extracting script 320 and changing the byte at offset 0x14 to "1C" (instead of the original "1A"). Apart from that, there also seems to be a way to skip the copy-protection sequence.
 
===== Game specific: Police Quest 3 =====
 
Rename/remove the file "version" in your PQ3 directory, or set the attribute to "read-only".
 
This will give you some options at the beginning to configure which flags should be set and where/when you will start the game. Most of them won't work however!
 
===== Game specific: Space Quest 4 (beta) =====
 
Somewhere in 1991, the cracking group The Humble Guys released a beta version of Space Quest 4. Someone named "Beamer" typed up a list back then describing the debug functions and based on that, I made the following list. Eventually I got the beta myself and only a small correction was needed. The debug mode doesn't need activation, offers a room selector at the beginning and supports the following commands:
 
{| border="1"
|-
|-
|[ALT + T]||Teleport (change room/scene/script)||This option is awfully buggy or will crash the game instantly
|[ALT + A]||Show cast information (information about all objects on screen)
|-
|-
|[ALT + U]||Give HandsOn (return user control)||Not sure what this does or if it works at all
|[ALT + B]||Polygon editor (edit walking areas)||This option is removed and crashes the game
|-
|-
|[ALT + V]||Show visual map
|[ALT + C]||Show control map
|-
|-
|[ALT + W]||Feature writer
|[ALT + D]||DebugOn toggle (internal debugger on room change)||Works, but crashes on room change since the debugger is unavailable
|-
|-
|[ALT + X]||Exit game
|[ALT + E]||Show ego information
|-
|-
|[ALT + Y]||Stuff or unstuff a clue||Not sure what this does or if it works at all
|[ALT + F]||Show free memory
|-
|-
|[ALT + Z]||Exit game
|[ALT + G]||Set global variable
 
|-
|[ALT + I]||Get inventory item
|-
|[ALT + M]||Gives 20 buckazoids/money
|-
|[ALT + N]||QA logger
|-
|[ALT + P]||Show priority map
|-
|-
|[SHIFT + /]||Help
|[ALT + R]||Show room info
 
|-
|-
|[Left mouse click + ALT]||Instant movement||This option is awfully buggy or will crash the game instantly
|[ALT + T]||Teleport (change room/scene/script)
|-
|-
|[Left mouse click + CTRL + LSHIFT]||Show ego||This option is awfully buggy or will crash the game instantly
|[ALT + W]||Feature writer||This option is removed and crashes the game
|-
|-
|[Left mouse click + CTRL + RSHIFT]||Show room||This option is awfully buggy or will crash the game instantly
|[ALT + Y]||Adjust vanishing point
|-
|-
|[Left mouse click + CTRL + ALT]||Show position
|[ALT + Z]||Exit game
|}
|}


===== Game specific: Leisure Suit Larry 6 =====
==== SCI version > 1.001.000 (SCI11) ====


The "magic" script is 911. Extract 911.SCR/911.HEP/911.TEX. Besides giving you a "Where to?" dialog at the beginning, it activates the following options:
At the time of writing, VAG's SCIResDump can be used for games using an interpreter > 1.001.000. This is a bit tricky, but beats any other manual method. Refer to its documentation on further use. When dumping the files, it would be advisable to dump, apart from the SCR file, the accompanying HEP and TEX file. Some debug modes will not work properly without them.


{| border="1"
Besides giving you the usual debug options, some include a "Where to?" dialog. Basically, this is a room selector and sometimes gives you the opportunity to set various flags/variables at the beginning of the game, so you can for example start halfway in the game or so.
|-
 
===== Game specific: Castle of Dr. Brain =====
 
The "magic" script is 800. Extract 800.SCR & 800.TEX.
Press ALT-D to activate debug mode.
 
===== Game specific: Conquests of the Longbow =====
 
The "magic" script is 799. However, it's not available anymore in the game's resource files. So to activate the debug mode, debug scripts from another game should be used. You can use the script from either The Dagger of Amon Ra or Police Quest (SCI remake). The files should be renamed to 799.SCR/799.HEP/799.TEX.
 
Now the "Where to?" dialog works, while the remaining functions don't. Perhaps the scripts used are not fully compatible with this game.
 
===== Game specific: EcoQuest 2 =====
 
The "magic" script is 98. Extract 98.SCR & 98.HEP
 
This debug mode however, is partially removed or something. Only the "Where to?" room select dialog on start will appear, the rest of the keys won't work.
 
===== Game specific: Freddy Pharkas: Frontier Pharmacist =====
 
The "magic" script is 10. However, this script cannot be found in the English release of Freddy Pharkas. Extract 10.SCR/10.HEP/10.TEX from the RESOURCE.MSG file (instead of the usual RESOURCE.000) in a NON-ENGLISH(!) release. I've tested this with the German, Spanish and French release. The extracted script will work with every version of the game (so including the English one).
 
It activates the following options:
 
{| border="1"
|-
|[ALT + A]||Show cast (information about all objects on screen)
|[ALT + A]||Show cast (information about all objects on screen)
|-
|-
Line 660: Line 734:
|[ALT + C]||Show control map
|[ALT + C]||Show control map
|-
|-
|[ALT + D]||DebugOn toggle (internal debugger on room change)||Doesn't seem to do anything
|[ALT + D]||Dialog editor
|-
|-
|[ALT + E]||Show ego information
|[ALT + E]||Every puzzle can be found||Not sure what this does or if it works at all
|-
|-
|[ALT + F]||Set flag / clear
|[ALT + F]||Show feature outlines||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + G]||Set global variable
|[ALT + G]||Set global variable
|-
|-
|[ALT + H]||Show features
|[ALT + H]||Show global variable
|-
|-
|[ALT + I]||Get inventory item
|[ALT + I]||Get inventory item
|-
|-
|[ALT + L]||Logfile
|[ALT + J]||Justify text on screen
|-
|[ALT + K]||Show palette
|-
|[ALT + L]||Set flag
|-
|[ALT + M]||Clear flag
|-
|[ALT + N]||Show flag
|-
|-
|[ALT + M]||Show free memory
|[ALT + O]||QA logger
|-
|-
|[ALT + P]||Show priority map
|[ALT + P]||Show priority map
|-
|-
|[ALT + Q]||Show cursor coordinates
|[ALT + Q]||Set detail to 1||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + R]||Show room info
|[ALT + R]||Show room info / free memory||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + S]||Updating cast elements
|[ALT + S]||Show string or message
|-
|-
|[ALT + T]||Teleport (change room/scene/script)
|[ALT + T]||Teleport (change room/scene/script)||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + U]||Give HandsOn (return user control)
|[ALT + U]||Give HandsOn (return user control)||Not sure what this does or if it works at all
|-
|-
|[ALT + V]||Show visual map
|[ALT + V]||Show visual map
Line 694: Line 776:
|[ALT + X]||Exit game
|[ALT + X]||Exit game
|-
|-
|[ALT + Y]||Adjust vanishing point
|[ALT + Y]||Stuff or unstuff a clue||Not sure what this does or if it works at all
|-
|-
|[ALT + Z]||Exit game
|[ALT + Z]||Exit game
|-
|-
|[SHIFT + /]||Help
|[SHIFT + /]||Help
|}
|-
|[Left mouse click + ALT]||Instant movement||This option is awfully buggy or will crash the game instantly
|-
|[Left mouse click + CTRL + LSHIFT]||Show ego||This option is awfully buggy or will crash the game instantly
|-
|[Left mouse click + CTRL + RSHIFT]||Show room||This option is awfully buggy or will crash the game instantly
|-
|[Left mouse click + CTRL + ALT]||Show position
|}


===== Game specific: Pepper's Adventures In Time (AKA Twisty History) =====
===== Game specific: Leisure Suit Larry 6 =====


The "magic" script is 880. Extract 880.SCR/880.HEP/880.TEX.
The "magic" script is 911. Extract 911.SCR/911.HEP/911.TEX. Besides giving you a "Where to?" dialog at the beginning, it activates the following options:
 
Besides giving you a "Where to?" dialog, it activates the following options:


{| border="1"
{| border="1"
Line 716: Line 803:
|[ALT + C]||Show control map
|[ALT + C]||Show control map
|-
|-
|[ALT + D]||Place an actor
|[ALT + D]||DebugOn toggle (internal debugger on room change)||Doesn't seem to do anything
|-
|-
|[ALT + E]||Show ego information
|[ALT + E]||Show ego information
|-
|-
|[ALT + F]||Show feature outlines
|[ALT + F]||Set flag / clear
|-
|-
|[ALT + G]||Set global variable
|[ALT + G]||Set global variable
|-
|-
|[ALT + H]||Show global variable
|[ALT + H]||Show features
|-
|-
|[ALT + I]||Get inventory item
|[ALT + I]||Get inventory item
|-
|-
|[ALT + J]||QA logger (it should "Justify text on screen", but doesn't)
|[ALT + L]||Logfile
|-
|-
|[ALT + K]||Show palette
|[ALT + M]||Show free memory
|-
|-
|[ALT + L]||Set flag
|[ALT + P]||Show priority map
|-
|-
|[ALT + M]||Clear flag
|[ALT + Q]||Show cursor coordinates
|-
|-
|[ALT + N]||Show flag
|[ALT + R]||Show room info
|-
|-
|[ALT + P]||Show priority map
|[ALT + S]||Updating cast elements
|-
|[ALT + Q]||Set detail to 1
|-
|[ALT + R]||Show room info / free memory
|-
|[ALT + S]||Show string or message
|-
|-
|[ALT + T]||Teleport (change room/scene/script)
|[ALT + T]||Teleport (change room/scene/script)
Line 754: Line 835:
|[ALT + W]||Feature writer
|[ALT + W]||Feature writer
|-
|-
|[ALT + Y]||Stuff or unstuff a clue (or some sort of "Change ego" function)
|[ALT + X]||Exit game
|-
|-
|[ALT + X]||Exit game
|[ALT + Y]||Adjust vanishing point
|-
|-
|[ALT + Z]||Exit game
|[ALT + Z]||Exit game
|-
|-
|[SHIFT + /]||Help
|[SHIFT + /]||Help
|}
|}


===== Game specific: Police Quest (SCI remake) =====
===== Game specific: Pepper's Adventures In Time (AKA Twisty History) =====


The "magic" script is 899. Extract 899.SCR/899.HEP/899.TEX. To activate the debug mode in this case, they should be first renamed to 702.SCR/702.HEP/702.TEX.
The "magic" script is 880. Extract 880.SCR/880.HEP/880.TEX.


It activates the following options:
Besides giving you a "Where to?" dialog, it activates the following options:


{| border="1"
{| border="1"
Line 774: Line 854:
|[ALT + A]||Show cast (information about all objects on screen)
|[ALT + A]||Show cast (information about all objects on screen)
|-
|-
|[ALT + B]||Polygon editor (edit walking areas)||This option is removed and crashes the game
|[ALT + B]||Polygon editor (edit walking areas)
|-
|-
|[ALT + C]||Show control map
|[ALT + C]||Show control map
|-
|-
|[ALT + D]||Place an actor||This option is awfully buggy
|[ALT + D]||Place an actor
|-
|-
|[ALT + E]||Show ego information
|[ALT + E]||Show ego information
Line 790: Line 870:
|[ALT + I]||Get inventory item
|[ALT + I]||Get inventory item
|-
|-
|[ALT + J]||Justify text on screen
|[ALT + J]||QA logger (it should "Justify text on screen", but doesn't)
|-
|-
|[ALT + K]||Show palette
|[ALT + K]||Show palette
Line 798: Line 878:
|[ALT + M]||Clear flag
|[ALT + M]||Clear flag
|-
|-
|[ALT + N]||QA logger (it should "Show flag", but doesn't)
|[ALT + N]||Show flag
|-
|[ALT + O]||QA logger
|-
|-
|[ALT + P]||Show priority map
|[ALT + P]||Show priority map
|-
|-
|[ALT + Q]||Set detail to 1||Not sure what this does or if it works at all
|[ALT + Q]||Set detail to 1
|-
|-
|[ALT + R]||Show room info / free memory
|[ALT + R]||Show room info / free memory
Line 812: Line 890:
|[ALT + T]||Teleport (change room/scene/script)
|[ALT + T]||Teleport (change room/scene/script)
|-
|-
|[ALT + U]||Give HandsOn (return user control)||Not sure what this does or if it works at all
|[ALT + U]||Give HandsOn (return user control)
|-
|-
|[ALT + V]||Show visual map
|[ALT + V]||Show visual map
|-
|-
|[ALT + W]||Feature writer||This option is removed and crashes the game
|[ALT + W]||Feature writer
|-
|[ALT + Y]||Stuff or unstuff a clue (or some sort of "Change ego" function)
|-
|-
|[ALT + X]||Exit game
|[ALT + X]||Exit game
|-
|-
|[ALT + Z]||Exit game
|[ALT + Z]||Exit game
|-
|-
|[SHIFT + /]||Help
|[SHIFT + /]||Help
|}
|}


===== Game specific: Quest for Glory (SCI remake) =====
===== Game specific: Police Quest (SCI remake) =====


The "magic" script is 298. However, it's not available anymore in the game's resource files. So to activate the debug mode, debug scripts from another game should be used. You can use the script from either Laura Bow 2 or Police Quest (SCI remake). They should be first renamed to 298.SCR/298.HEP/298.TEX.
The "magic" script is 899. Extract 899.SCR/899.HEP/899.TEX. To activate the debug mode in this case, they should be first renamed to 702.SCR/702.HEP/702.TEX.


Now the "Where to?" dialog works, while the remaining functions don't. Perhaps the scripts used are not fully compatible with this game.
It activates the following options:
 
===== Game specific: Space Quest 5 (beta) =====
 
The Space Quest series seem to be the major victim of leaked betas at Sierra. A Space Quest 5 beta version was released by some group, back in 1993. This beta was actually a reviewer's copy, included a script debugger (but no internal debugger) and works just like most of them.
 
The version in question is version 0.028, it has the following commands:


{| border="1"
{| border="1"
|-
|-
|[ALT + E]||Show ego information
|[ALT + A]||Show cast (information about all objects on screen)
|-
|-
|[ALT + R]||Show room info / free memory
|[ALT + B]||Polygon editor (edit walking areas)||This option is removed and crashes the game
|-
|-
|[ALT + O]||QA logger
|[ALT + C]||Show control map
|-
|-
|[ALT + P]||Show priority map
|[ALT + D]||Place an actor||This option is awfully buggy
|-
|[ALT + E]||Show ego information
|-
|[ALT + F]||Show feature outlines
|-
|[ALT + G]||Set global variable
|-
|-
|[ALT + H]||Show global variable
|[ALT + H]||Show global variable
|-
|-
|[ALT + J]||Show cast (information about all objects on screen)
|[ALT + I]||Get inventory item
|-
|[ALT + J]||Justify text on screen
|-
|-
|[ALT + K]||Show palette
|[ALT + K]||Show palette
|-
|-
|[ALT + C]||Show control map
|[ALT + L]||Set flag
|-
|-
|[ALT + V]||Show visual map
|[ALT + M]||Clear flag
|-
|-
|[ALT + N]||Show flag
|[ALT + N]||QA logger (it should "Show flag", but doesn't)
|}
 
===== Game specific: The Dagger of Amon Ra =====
 
This probably is the buggiest debug mode, thus not really interesting. The "magic" script (10), can be found in the CD-ROM version's resource files only, but can be applied to both the floppy and CD version. So extract 10.SCR/10.HEP/10.TEX to the game directory.
 
It somewhat activates the following options:
 
{| border="1"
|-
|-
|[ALT + A]||Show cast (information about all objects on screen)||This option is awfully buggy or will crash the game instantly
|[ALT + O]||QA logger
|-
|-
|[ALT + B]||Polygon editor (edit walking areas)||This option is removed and crashes the game
|[ALT + P]||Show priority map
|-
|-
|[ALT + C]||Show control map
|[ALT + Q]||Set detail to 1||Not sure what this does or if it works at all
|-
|-
|[ALT + D]||Place an actor||This option is awfully buggy or will crash the game instantly
|[ALT + R]||Show room info / free memory
|-
|-
|[ALT + E]||Show ego information||This option is awfully buggy or will crash the game instantly
|[ALT + S]||Show string or message
|-
|-
|[ALT + F]||Show feature outlines||This option is awfully buggy or will crash the game instantly
|[ALT + T]||Teleport (change room/scene/script)
|-
|-
|[ALT + G]||Set global variable
|[ALT + U]||Give HandsOn (return user control)||Not sure what this does or if it works at all
|-
|-
|[ALT + H]||Show global variable
|[ALT + V]||Show visual map
|-
|-
|[ALT + I]||Get inventory item||This option is awfully buggy or will crash the game instantly
|[ALT + W]||Feature writer||This option is removed and crashes the game
|-
|-
|[ALT + J]||Justify text on screen||Not sure what this does or if it works at all
|[ALT + X]||Exit game
|-
|-
|[ALT + K]||Show palette
|[ALT + Z]||Exit game
|-
|-
|[ALT + L]||Set flag
|[SHIFT + /]||Help
|-
|}
|[ALT + M]||Clear flag
 
|-
===== Game specific: Quest for Glory (SCI remake) =====
|[ALT + N]||Show flag
 
The "magic" script is 298. However, it's not available anymore in the game's resource files. So to activate the debug mode, debug scripts from another game should be used. You can use the script from either The Dagger of Amon Ra or Police Quest (SCI remake). The files should be renamed to 298.SCR/298.HEP/298.TEX.
 
Now the "Where to?" dialog works, while the remaining functions don't. Perhaps the scripts used are not fully compatible with this game.
 
===== Game specific: Quest for Glory 3 =====
 
The "magic" script is 18. However, it's not available anymore in the game's resource files. So to activate the debug mode, debug scripts from another game should be used. You can use the script from either The Dagger of Amon Ra or Police Quest (SCI remake). The files should be renamed to 18.SCR/18.HEP/18.TEX.
 
Now the "Where to?" dialog works, while the remaining functions don't. Perhaps the scripts used are not fully compatible with this game.
 
===== Game specific: Slater & Charlie Go Camping =====
 
The "magic" script is 880. However, this script is removed from the final release. The debug script used in Freddy Pharkas is its closest relative, so get it and rename it to 880.SCR/880.HEP. You should NOT rename 10.TEX, as it would break the "Show room info / free memory" command. Because of the original debug script being number 10, room 10 in the game becomes unplayable after activation.
 
It activates the following options:
 
{| border="1"
|-
|-
|[ALT + O]||QA logger||This option is removed and crashes the game
|[ALT + A]||Show cast (information about all objects on screen)
|-
|-
|[ALT + P]||Show priority map
|[ALT + B]||Polygon editor (edit walking areas)||This option is removed / incompatible and crashes the game
|-
|-
|[ALT + Q]||Set detail to 1||This option is removed and crashes the game
|[ALT + C]||Show control map
|-
|-
|[ALT + R]||Show room info / free memory||This option is awfully buggy or will crash the game instantly
|[ALT + D]||Dialog editor||This option is removed / incompatible and crashes the game  
|-
|-
|[ALT + S]||Show string or message||This option is awfully buggy or will crash the game instantly
|[ALT + E]||Every puzzle can be found||Not sure what this does or if it works at all
|-
|-
|[ALT + T]||Teleport (change room/scene/script)
|[ALT + F]||Show feature outlines||This option is removed / incompatible and crashes the game
|-
|-
|[ALT + U]||Give HandsOn (return user control)||This option is awfully buggy or will crash the game instantly
|[ALT + G]||Set global variable
|-
|-
|[ALT + V]||Show visual map
|[ALT + H]||Show global variable
|-
|-
|[ALT + W]||Feature writer||This option is removed and crashes the game
|[ALT + I]||Get inventory item||This option is removed / incompatible and crashes the game
|-
|-
|[ALT + X]||Exit game
|[ALT + J]||Justify text on screen||This option is removed / incompatible and crashes the game
|-
|-
|[ALT + Y]||Stuff or unstuff a clue||This option is awfully buggy or will crash the game instantly
|[ALT + K]||Show palette
|-
|-
|[ALT + Z]||Exit game
|[ALT + L]||Set flag||Not sure what this does or if it works at all
 
|-
|-
|[SHIFT + /]||Help
|[ALT + M]||Clear flag||This option is removed / incompatible and crashes the game
 
|-
|-
|[Left mouse click + ALT]||Instant movement||This option is awfully buggy or will crash the game instantly
|[ALT + N]||Show flag||Not sure what this does or if it works at all
|-
|-
|[Left mouse click + CTRL + LSHIFT]||Show ego||This option is awfully buggy or will crash the game instantly
|[ALT + O]||QA logger||This option is removed / incompatible and crashes the game
|-
|-
|[Left mouse click + CTRL + RSHIFT]||Show room||This option is awfully buggy or will crash the game instantly
|[ALT + P]||Show priority map
|-
|-
|[Left mouse click + CTRL + ALT]||Show position
|[ALT + Q]||Set detail to 1||Not sure what this does or if it works at all
|}
 
=== SCI32 ===
 
In the beginning, SCI32 games had the same activation procedure as SCI11 games. In this FAQ, this will be called the "Traditional" method. However, at a certain point, this procedure got replaced by the so-called "CLASSES" method. Both are explained below.
 
==== Internal Debugger ====
 
There is currently one SCI32 interpreter known with an internal debugger. It's bundled with a rare Gabriel Knight 2 demo and can be activated by pushing the [`] key, usually above [TAB].
 
Options:
 
{| border="1"
|-
|-
|[Q]||Quit game
|[ALT + R]||Show room info / free memory
|-
|-
|[`]||Toggle debug
|[ALT + S]||Show string or message
|-
|-
|[SHIFT + `]||Check memory
|[ALT + T]||Teleport (change room/scene/script)
|-
|[ALT + U]||Give HandsOn (return user control)||This option is removed / incompatible and crashes the game
|-
|-
|[/]||Toggle menu
|[ALT + V]||Show visual map
 
|-
|-
|[B]||Set breakpoint - Object, method
|[ALT + W]||Feature writer
|-
|-
|[SHIFT + B]||Set breakpoint - Object, method (sticky)
|[ALT + X]||Exit game
|-
|-
|[N]||Set breakpoint - Script, offset
|[ALT + Y]||Stuff or unstuff a clue||Not sure what this does or if it works at all
|-
|-
|[SHIFT + N]||Set breakpoint - Script, offset (sticky)
|[ALT + Z]||Exit game
|-
|-
|[K]||Set breakpoint - Kernal call
|[SHIFT + /]||Help
|-
|-
|[SHIFT + K]||Set breakpoint - Kernal call (sticky)
|[Left mouse click + ALT]||Instant movement||This option is removed / incompatible and crashes the game
|-
|-
|[T]||Set breakpoint - Changed memory
|[Left mouse click + CTRL + LSHIFT]||Show ego||Not sure what this does or if it works at all
|-
|-
|[SHIFT + R]||Break out of current routine
|[Left mouse click + CTRL + RSHIFT]||Show room
|-
|-
|[SHIFT + C]||Clear all breakpoints
|[Left mouse click + CTRL + ALT]||Show position
|}


===== Game specific: Space Quest 5 (beta) =====
The Space Quest series seem to be the major victim of leaked betas at Sierra. A Space Quest 5 beta version was released by some group, back in 1993. This beta was actually a reviewer's copy and included a script debugger (but no internal debugger). This script debugger is removed in the public releases.
The version in question is version 0.028, it has the following commands:
{| border="1"
|-
|-
|[F7]||Step by source line
|[ALT + E]||Show ego information
|-
|[F8]||Step across source line
|-
|[ENTER]||Proceed single step
|-
|-
|[TAB]||Step across send
|[ALT + R]||Show room info / free memory
|-
|-
|[M]||Change display mode
|[ALT + O]||QA logger
 
|-
|-
|[A]||Inspect ID in accumulator
|[ALT + P]||Show priority map
|-
|-
|[C]||Inspect current object
|[ALT + H]||Show global variable
|-
|-
|[I]||Inspect object or memory
|[ALT + J]||Show cast (information about all objects on screen)
 
|-
|-
|[F]||Show largest memory
|[ALT + K]||Show palette
|-
|-
|[S]||Show sends
|[ALT + C]||Show control map
|-
|-
|[R]||Show resources
|[ALT + V]||Show visual map
|-
|-
|[O]||Show objects in heap
|[ALT + N]||Show flag
|-
|[SHIFT + O]||Show objects with adresses
|-
|[P]||Show palette
 
|-
|[G]||Edit global variable
|-
|[L]||Edit local variable
|-
|[E]||Edit memory
 
|-
|[V]||Show version information
|-
|[SHIFT + /]||Help
|}
|}


Note that these are case sensitive, so [CAPS LOCK] should be de-activated.
===== Game specific: The Dagger of Amon Ra =====


This particular interpreter also support the following command line parameters:
This probably is the buggiest debug mode, thus not really interesting. What is somewhat interesting though, is that the "magic" script (10), can only be found in the CD version of the game. Extract 10.SCR/10.HEP/10.TEX to the game directory. The scripts also work with the disk version of the game.


-c      -  Cursor display for resource loading (e.g. -c958 for cursor 958)
It somewhat activates the following options:
-E      -  Extract resources (in VOLs) to current directory (e.g. -E*.v56)
-i      -  Integrity checking(?) (default is on; use -i0 to turn off)
-k      -  Set kernel calls between integrity checks (default is 50,000)
-m      -  Max. memory to use (examples: -m1M -m1024K -m1048576 -m$fffff)
-p      -  Play digital audio sample (examples: -P100.WAV -PA0010203.045)
 
So to use this, start the game using a command line, e.g. "SCIW -i0 -m1M".
 
==== "Traditional" method ====
 
The "Traditional" method is the same method as the SCI11 one: It relies on extracting scripts from the RESOURCE or RESMAP file. Again, at the time of writing, VAG's SCIResDump is the tool to use. Please refer to its documention on further use.
 
===== Game specific: Gabriel Knight (CD-ROM version) =====
 
The "magic" script is 99. Extract 99.SCR/99.HEP.


{| border="1"
{| border="1"
|-
|-
|[ALT + A]||Show cast (information about all objects on screen)
|[ALT + A]||Show cast (information about all objects on screen)||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + B]||Polygon editor (edit walking areas)||This option is removed and crashes the game
|[ALT + B]||Polygon editor (edit walking areas)||This option is removed and crashes the game
|-
|-
|[ALT + C]||Show control map||Doesn't seem to do anything
|[ALT + C]||Show control map
|-
|[ALT + D]||Place an actor||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + D]||DebugOn toggle (internal debugger on room change)||Doesn't seem to do anything
|[ALT + E]||Show ego information||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + F]||Set flag / clear
|[ALT + F]||Show feature outlines||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + G]||Set global variable
|[ALT + G]||Set global variable
|-
|-
|[ALT + H]||Help
|[ALT + H]||Show global variable
|-
|-
|[ALT + I]||Get inventory item
|[ALT + I]||Get inventory item||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + L]||Logfile
|[ALT + J]||Justify text on screen||Not sure what this does or if it works at all
|-
|-
|[ALT + M]||Show free memory
|[ALT + K]||Show palette
|-
|-
|[ALT + P]||Show priority map||Doesn't seem to do anything
|[ALT + L]||Set flag
|-
|-
|[ALT + Q]||Show cursor coordinates
|[ALT + M]||Clear flag
|-
|-
|[ALT + R]||Show room info
|[ALT + N]||Show flag
|-
|-
|[ALT + S]||Updating cast elements
|[ALT + O]||QA logger||This option is removed and crashes the game
|-
|-
|[ALT + T]||Teleport (change room/scene/script)
|[ALT + P]||Show priority map
|-
|-
|[ALT + U]||Give HandsOn (return user control)
|[ALT + Q]||Set detail to 1||This option is removed and crashes the game
|-
|-
|[ALT + V]||Show visual map||Doesn't seem to do anything
|[ALT + R]||Show room info / free memory||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + W]||Feature writer||Doesn't seem to do anything
|[ALT + S]||Show string or message||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + X]||Exit game
|[ALT + T]||Teleport (change room/scene/script)
|-
|-
|[ALT + Y]||Adjust vanishing point||This option is removed and crashes the game
|[ALT + U]||Give HandsOn (return user control)||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + Z]||Position ego at cursor
|[ALT + V]||Show visual map
|}
 
===== Game specific: King's Quest 7 =====
 
The "magic" script is 99. Extract 99.SCR/99.HEP.
 
{| border="1"
|-
|-
|[ALT + A]||Show cast (information about all objects on screen)
|[ALT + W]||Feature writer||This option is removed and crashes the game
|-
|-
|[ALT + B]||Polygon editor (edit walking areas)
|[ALT + X]||Exit game
|-
|-
|[ALT + D]||DebugOn toggle (internal debugger on room change)||Doesn't seem to do anything
|[ALT + Y]||Stuff or unstuff a clue||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + E]||Show ego information
|[ALT + Z]||Exit game
|-
|-
|[ALT + F]||Set flag / clear
|[SHIFT + /]||Help
|-
|-
|[ALT + G]||Set global variable
|[Left mouse click + ALT]||Instant movement||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + H]||Help
|[Left mouse click + CTRL + LSHIFT]||Show ego||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + I]||Get inventory item
|[Left mouse click + CTRL + RSHIFT]||Show room||This option is awfully buggy or will crash the game instantly
|-
|-
|[ALT + J]||Load picture
|[Left mouse click + CTRL + ALT]||Show position
|}
 
=== SCI32 ===
 
In the beginning, SCI32 games had the same activation procedure as SCI11 games. In this FAQ, this will be called the "Traditional" method. However, at a certain point, this procedure got replaced by the so-called "CLASSES" method. Both are explained below.
 
==== Internal Debugger ====
 
There are a couple of SCI32 interpreters with an internal debugger. The currently known versions are bundled with demos (Gabriel Knight 2, Shivers, Hoyle Classic Games) and can be activated by pushing the [`] key, usually above [TAB].
 
Options:
 
{| border="1"
|-
|-
|[ALT + K]||Show palette
|[Q]||Quit game
|-
|-
|[ALT + L]||Logfile
|[`]||Toggle debug
|-
|-
|[ALT + M]||Show free memory
|[SHIFT + `]||Check memory
|-
|-
|[ALT + P]||Position ego at cursor
|[/]||Toggle menu
|-
|-
|[ALT + Q]||Show cursor coordinates
|[B]||Set breakpoint - Object, method
|-
|[SHIFT + B]||Set breakpoint - Object, method (sticky)
|-
|-
|[ALT + R]||Show room info
|[N]||Set breakpoint - Script, offset
|-
|-
|[ALT + S]||Updating cast elements
|[SHIFT + N]||Set breakpoint - Script, offset (sticky)
|-
|-
|[ALT + T]||Teleport (change room/scene/script)
|[K]||Set breakpoint - Kernal call
|-
|-
|[ALT + U]||Give HandsOn (return user control)
|[SHIFT + K]||Set breakpoint - Kernal call (sticky)
|-
|-
|[ALT + V]||Show room polygons
|[T]||Set breakpoint - Changed memory
|-
|-
|[ALT + W]||Feature writer||This option is removed and crashes the game
|[SHIFT + R]||Break out of current routine
|-
|-
|[ALT + X]||Exit game
|[SHIFT + C]||Clear all breakpoints
|-
|-
|[ALT + Y]||Adjust vanishing point||This option is removed and crashes the game
|[F7]||Step by source line
|-
|-
|[CTRL + B]||Capture screenshot (in BMP format)
|[F8]||Step across source line
|-
|-
|[CTRL + S]||Sound test
|[ENTER]||Proceed single step
 
|-
|-
|[SHIFT + /]||Help
|[TAB]||Step across send
|}
 
===== Game specific: Police Quest 4 (Disk version) =====
 
The "magic" script is 1. Extract 1.SCR/1.HEP.
 
{| border="1"
|-
|-
|[ALT + A]||Show cast (information about all objects on screen)
|[M]||Change display mode
|-
|-
|[ALT + D]||Dialog editor||Doesn't seem to do anything
|[A]||Inspect ID in accumulator
|-
|-
|[ALT + E]||Show ego information
|[C]||Inspect current object
|-
|-
|[ALT + F]||Show features||Doesn't seem to do anything
|[I]||Inspect object or memory
|-
|-
|[ALT + I]||Get inventory item
|[F]||Show largest memory
|-
|-
|[ALT + J]||Justify text on screen||This option is awfully buggy or will crash the game instantly
|[S]||Show sends
|-
|-
|[ALT + K]||Show palette||Doesn't seem to do anything
|[R]||Show resources
|-
|-
|[ALT + O]||Create obstacles||This option is awfully buggy or will crash the game instantly
|[O]||Show objects in heap
|-
|-
|[ALT + P]||Show priority map||Doesn't seem to do anything
|[SHIFT + O]||Show objects with adresses
|-
|-
|[ALT + R]||Show room info / free memory
|[P]||Show palette
|-
|-
|[ALT + S]||Switch alter ego||This option is awfully buggy or will crash the game instantly
|[G]||Edit global variable
|-
|-
|[ALT + T]||Teleport (change room/scene/script)
|[L]||Edit local variable
|-
|-
|[ALT + U]||Give HandsOn (return user control)
|[E]||Edit memory
|-
|-
|[ALT + V]||Show visual map||Doesn't seem to do anything
|[V]||Show version information
|-
|[ALT + W]||Feature writer||Doesn't seem to do anything
|-
|[ALT + X]||Exit game
|-
|[ALT + Y]||Toggle CD rooms||Confirmed by a message, yet doesn't seem to do anything
|-
|[ALT + Z]||Reverse palette||Confirmed by a message, yet doesn't seem to do anything
|-
|[CTRL + L]||QA logger||Doesn't seem to do anything
|-
|[CTRL + S]||Sound test
 
|-
|-
|[SHIFT + /]||Help
|[SHIFT + /]||Help
|}
|}


===== Game specific: Police Quest 4 (CD-ROM version) =====
Note that these are case sensitive, so [CAPS LOCK] should be de-activated.
 
This isn't exactly the "traditional" method, but it does involve external scripts. Activate the debug mode by renaming/removing 4.SCR


This particular interpreter also supports the following command line parameters:
{| border="1"
{| border="1"
|-
|-
|[ALT + A]||Show cast (information about all objects on screen)
| -c||Cursor display for resource loading (e.g. -c958 for cursor 958)
|-
|-
|[ALT + D]||Dialog editor||Doesn't seem to do anything
| -E||Extract resources (in VOLs) to current directory (e.g. -E*.v56)
|-
|-
|[ALT + E]||Show ego information
| -i||Integrity checking(?) (default is on; use -i0 to turn off)
|-
|-
|[ALT + F]||Show features||Doesn't seem to do anything
| -k||Set kernel calls between integrity checks (default is 50,000)
|-
|-
|[ALT + I]||Get inventory item
| -m||Max. memory to use (examples: -m1M -m1024K -m1048576 -m$fffff)
|-
|-
|[ALT + J]||Justify text on screen||Doesn't seem to do anything
| -p||Play digital audio sample (examples: -P100.WAV -PA0010203.045)
|}
 
So to use this, start the game using the command line, e.g. "SCIW -i0 -m1M".
 
==== "Traditional" method ====
 
The "Traditional" method is the same method as the SCI11 one: It relies on extracting scripts from the RESOURCE or RESMAP file. Again, at the time of writing, VAG's SCIResDump is the tool to use. Please refer to its documention on further use.
 
===== Game specific: Gabriel Knight (CD-ROM version) =====
 
The "magic" script is 99. Extract 99.SCR/99.HEP.
 
{| border="1"
|-
|-
|[ALT + K]||Show palette||Doesn't seem to do anything
|[ALT + A]||Show cast (information about all objects on screen)
|-
|-
|[ALT + O]||Create obstacles||Doesn't seem to do anything
|[ALT + B]||Polygon editor (edit walking areas)||This option is removed and crashes the game
|-
|-
|[ALT + P]||Show priority map||Doesn't seem to do anything
|[ALT + C]||Show control map||Doesn't seem to do anything
|-
|-
|[ALT + R]||Show room info / free memory
|[ALT + D]||DebugOn toggle (internal debugger on room change)||Doesn't seem to do anything
|-
|-
|[ALT + S]||Switch alter ego||Doesn't seem to do anything
|[ALT + F]||Set flag / clear
|-
|-
|[ALT + T]||Teleport (change room/scene/script)
|[ALT + G]||Set global variable
|-
|-
|[ALT + U]||Give HandsOn (return user control)
|[ALT + H]||Help
|-
|-
|[ALT + V]||Show visual map||Doesn't seem to do anything
|[ALT + I]||Get inventory item
|-
|[ALT + L]||Logfile
|-
|[ALT + M]||Show free memory
|-
|-
|[ALT + W]||Feature writer||Doesn't seem to do anything
|[ALT + P]||Show priority map||Doesn't seem to do anything
|-
|-
|[ALT + X]||Exit game
|[ALT + Q]||Show cursor coordinates
|-
|-
|[ALT + Y]||Toggle CD rooms||Confirmed by a message, yet doesn't seem to do anything
|[ALT + R]||Show room info
|-
|-
|[ALT + Z]||Reverse palette||Confirmed by a message, yet doesn't seem to do anything
|[ALT + S]||Updating cast elements
|-
|-
|[CTRL + L]||QA logger||Doesn't seem to do anything
|[ALT + T]||Teleport (change room/scene/script)||Teleport to room 370 to start a new chapter.
|-
|-
|[CTRL + S]||Sound test
|[ALT + U]||Give HandsOn (return user control)
 
|-
|-
|[SHIFT + /]||Help
|[ALT + V]||Show visual map||Doesn't seem to do anything
 
|-
|-
|[Left mouse click + ALT]||Instant movement
|[ALT + W]||Feature writer||Doesn't seem to do anything
|-
|-
|[Left mouse click + CTRL + LSHIFT]||Show ego
|[ALT + X]||Exit game
|-
|-
|[Left mouse click + CTRL + RSHIFT]||Show room
|[ALT + Y]||Adjust vanishing point||This option is removed and crashes the game
|-
|-
|[Left mouse click + CTRL + ALT]||Show position||This option is awfully buggy or will crash the game instantly
|[ALT + Z]||Position ego at cursor
|}
|}


===== Game specific: Quest for Glory 4 (Disk version) =====
===== Game specific: King's Quest 7 =====


The "magic" script is 18. Extract 18.SCR/18.HEP.
The "magic" script is 99. Extract 99.SCR/99.HEP.


{| border="1"
{| border="1"
Line 1,258: Line 1,307:
|[ALT + A]||Show cast (information about all objects on screen)
|[ALT + A]||Show cast (information about all objects on screen)
|-
|-
|[ALT + B]||Change amount of money
|[ALT + B]||Polygon editor (edit walking areas)
|-
|[ALT + C]||Learn a new spell
|-
|-
|[ALT + D]||DebugOn toggle (internal debugger on room change)||Doesn't seem to do anything
|[ALT + D]||DebugOn toggle (internal debugger on room change)||Doesn't seem to do anything
|-
|-
|[ALT + E]||Show ego information & free memory
|[ALT + E]||Show ego information
|-
|-
|[ALT + F]||Show features||Doesn't seem to do anything
|[ALT + F]||Set flag / clear
|-
|-
|[ALT + G]||Set flag / clear
|[ALT + G]||Set global variable
|-
|-
|[ALT + H]||Set hour of the day
|[ALT + H]||Help
|-
|-
|[ALT + I]||Get inventory item
|[ALT + I]||Get inventory item
|-
|-
|[ALT + K]||Set one of the ego's skills
|[ALT + J]||Load picture
|-
|[ALT + K]||Show palette
|-
|[ALT + L]||Logfile
|-
|-
|[ALT + M]||Show free memory
|[ALT + M]||Show free memory
|-
|-
|[ALT + O]||Create obstacles||Doesn't seem to do anything
|[ALT + P]||Position ego at cursor
|-
|-
|[ALT + P]||Show priority map||Doesn't seem to do anything
|[ALT + Q]||Show cursor coordinates
|-
|-
|[ALT + R]||Show room info
|[ALT + R]||Show room info
|-
|-
|[ALT + S]||Shift user alterego(?)
|[ALT + S]||Updating cast elements
|-
|-
|[ALT + T]||Teleport (change room/scene/script)
|[ALT + T]||Teleport (change room/scene/script)
Line 1,290: Line 1,341:
|[ALT + U]||Give HandsOn (return user control)
|[ALT + U]||Give HandsOn (return user control)
|-
|-
|[ALT + V]||Show visual map||Doesn't seem to do anything
|[ALT + V]||Show room polygons
|-
|-
|[ALT + W]||Feature writer||Doesn't seem to do anything
|[ALT + W]||Feature writer||This option is removed and crashes the game
|-
|-
|[ALT + X]||Set all of the ego's skills
|[ALT + X]||Exit game
|-
|-
|[ALT + Y]||Show palette||Doesn't seem to do anything
|[ALT + Y]||Adjust vanishing point||This option is removed and crashes the game
|-
|-
|[ALT + Z]||Reverse palette||Doesn't seem to do anything
|[CTRL + B]||Capture screenshot (in BMP format)
|-
|[CTRL + L]||QA logger
|-
|-
|[CTRL + S]||Sound test
|[CTRL + S]||Sound test
Line 1,306: Line 1,355:
|-
|-
|[SHIFT + /]||Help
|[SHIFT + /]||Help
|-
|[Left mouse click + ALT]||Instant movement
|-
|[Left mouse click + CTRL + LSHIFT]||Show ego
|-
|[Left mouse click + CTRL + RSHIFT]||Show room
|-
|[Left mouse click + CTRL + ALT]||Show position
|}
|}


==== "CLASSES" method ====
===== Game specific: Phantasmagoria =====
 
The later SCI32 games (1995-1997) use the "CLASSES" method. They depend on a file in the game directory, called "CLASSES". This can be an empty file. It's checked on existance by some code in the script, if found, the debug mode gets activated. "AUTOTP" as an empty file will function too sometimes, however its purpose is not fully clear to me.


Note that the CLASSES file should NOT have an extension (like .txt, etc.)
The "magic" script is 21. Extract 21.SCR/21.HEP. To get the "Where to?" dialog (too), extract 24.SCR/24.HEP.
 
===== Game specific: Gabriel Knight 2 =====
 
Activate the debug mode usings the "CLASSES" method. Besides giving you a "Where to?" dialog at the beginning, it activates the following options:


{| border="1"
{| border="1"
|-
|-
|[ALT + A]||Reload room
|[ALT + B]||Capture screenshot (in BMP format)||This option is removed and crashes the game
|-
|-
|[ALT + B]||Capture screenshot (in BMP format)||This option is removed or does not work properly
|[ALT + A]||Show cast (information about all objects on screen)
|-
|-
|[ALT + C]||Show cast (information about all objects on screen)
|[ALT + D]||Drop inventory item
|-
|-
|[ALT + E]||Show ego information
|[ALT + E]||Show ego information
|-
|-
|[ALT + F]||Edit features
|[ALT + F]||Show features
|-
|-
|[ALT + G]||Show/set/clear flag
|[ALT + G]||Show/set/clear flag
|-
|-
|[ALT + I]||Get inventory item
|[ALT + I]||Get inventory item
|-
|-
|[ALT + P]||Polygon editor (edit walking areas)||This option is removed or does not work properly
|[ALT + L]||Load picture||Doesn't seem to do anything
|-
|-
|[ALT + R]||Show room info / free memory(?)
|[ALT + O]||Polygon editor (edit walking areas)||This option is removed and crashes the game
|-
|-
|[ALT + S]||Scaler tools||This option is removed or does not work properly
|[ALT + P]||Position editor
|-
|-
|[ALT + T]||Teleport (change room/scene/script)
|[ALT + Q]||Robot compliant form
|-
|-
|[ALT + U]||Give HandsOn (return user control)
|[ALT + R]||Show room info
|-
|[ALT + S]||Scaler tools
|-
|[ALT + T]||Teleport (change room/scene/script)
|-
|[ALT + U]||Give HandsOn (return user control)
|-
|[ALT + W]||Feature writer||This option is removed and crashes the game
|-
|[ALT + X]||Exit game
|-
|[CTRL + I]||Actor info
|-
|[CTRL + S]||Sound test
|-
|[SHIFT + /]||Help
|}
 
===== Game specific: Police Quest 4 (Disk version) =====
 
The "magic" script is 1. Extract 1.SCR/1.HEP.
 
{| border="1"
|-
|[ALT + A]||Show cast (information about all objects on screen)
|-
|[ALT + D]||Dialog editor||Doesn't seem to do anything
|-
|[ALT + E]||Show ego information
|-
|[ALT + F]||Show features||Doesn't seem to do anything
|-
|[ALT + I]||Get inventory item
|-
|[ALT + J]||Justify text on screen||This option is awfully buggy or will crash the game instantly
|-
|[ALT + K]||Show palette||Doesn't seem to do anything
|-
|[ALT + O]||Create obstacles||This option is awfully buggy or will crash the game instantly
|-
|[ALT + P]||Show priority map||Doesn't seem to do anything
|-
|[ALT + R]||Show room info / free memory
|-
|[ALT + S]||Switch alter ego||This option is awfully buggy or will crash the game instantly
|-
|[ALT + T]||Teleport (change room/scene/script)
|-
|[ALT + U]||Give HandsOn (return user control)
|-
|[ALT + V]||Show visual map||Doesn't seem to do anything
|-
|[ALT + W]||Feature writer||Doesn't seem to do anything
|-
|[ALT + X]||Exit game
|-
|[ALT + Y]||Toggle CD rooms||Confirmed by a message, yet doesn't seem to do anything
|-
|[ALT + Z]||Reverse palette||Confirmed by a message, yet doesn't seem to do anything
|-
|[CTRL + L]||QA logger||Doesn't seem to do anything
|-
|[CTRL + S]||Sound test
|-
|[SHIFT + /]||Help
|}
 
===== Game specific: Police Quest 4 (CD-ROM version) =====
 
This isn't exactly the "traditional" method, but it does involve external scripts. Activate the debug mode by renaming/removing 4.SCR
 
{| border="1"
|-
|[ALT + A]||Show cast (information about all objects on screen)
|-
|[ALT + D]||Dialog editor||Doesn't seem to do anything
|-
|[ALT + E]||Show ego information
|-
|[ALT + F]||Show features||Doesn't seem to do anything
|-
|[ALT + I]||Get inventory item
|-
|[ALT + J]||Justify text on screen||Doesn't seem to do anything
|-
|[ALT + K]||Show palette||Doesn't seem to do anything
|-
|[ALT + O]||Create obstacles||Doesn't seem to do anything
|-
|[ALT + P]||Show priority map||Doesn't seem to do anything
|-
|[ALT + R]||Show room info / free memory
|-
|[ALT + S]||Switch alter ego||Doesn't seem to do anything
|-
|[ALT + T]||Teleport (change room/scene/script)
|-
|[ALT + U]||Give HandsOn (return user control)
|-
|[ALT + V]||Show visual map||Doesn't seem to do anything
|-
|[ALT + W]||Feature writer||Doesn't seem to do anything
|-
|[ALT + X]||Exit game
|-
|[ALT + Y]||Toggle CD rooms||Confirmed by a message, yet doesn't seem to do anything
|-
|[ALT + Z]||Reverse palette||Confirmed by a message, yet doesn't seem to do anything
|-
|[CTRL + L]||QA logger||Doesn't seem to do anything
|-
|[CTRL + S]||Sound test
|-
|[SHIFT + /]||Help
|-
|[Left mouse click + ALT]||Instant movement
|-
|[Left mouse click + CTRL + LSHIFT]||Show ego
|-
|[Left mouse click + CTRL + RSHIFT]||Show room
|-
|[Left mouse click + CTRL + ALT]||Show position||This option is awfully buggy or will crash the game instantly
|}
 
===== Game specific: Quest for Glory 4 (Disk version) =====
 
The "magic" script is 18. Extract 18.SCR/18.HEP.
 
{| border="1"
|-
|[ALT + A]||Show cast (information about all objects on screen)
|-
|[ALT + B]||Change amount of money
|-
|[ALT + C]||Learn a new spell
|-
|[ALT + D]||DebugOn toggle (internal debugger on room change)||Doesn't seem to do anything
|-
|[ALT + E]||Show ego information & free memory
|-
|[ALT + F]||Show features||Doesn't seem to do anything
|-
|[ALT + G]||Set flag / clear
|-
|[ALT + H]||Set hour of the day
|-
|[ALT + I]||Get inventory item
|-
|[ALT + K]||Set one of the ego's skills
|-
|[ALT + M]||Show free memory
|-
|[ALT + O]||Create obstacles||Doesn't seem to do anything
|-
|[ALT + P]||Show priority map||Doesn't seem to do anything
|-
|[ALT + R]||Show room info
|-
|[ALT + S]||Shift user alterego(?)
|-
|[ALT + T]||Teleport (change room/scene/script)
|-
|[ALT + U]||Give HandsOn (return user control)
|-
|[ALT + V]||Show visual map||Doesn't seem to do anything
|-
|[ALT + W]||Feature writer||Doesn't seem to do anything
|-
|[ALT + X]||Set all of the ego's skills
|-
|[ALT + Y]||Show palette||Doesn't seem to do anything
|-
|[ALT + Z]||Reverse palette||Doesn't seem to do anything
|-
|[CTRL + L]||QA logger
|-
|[CTRL + S]||Sound test
|-
|[SHIFT + /]||Help
|-
|[Left mouse click + ALT]||Instant movement
|-
|[Left mouse click + CTRL + LSHIFT]||Show ego
|-
|[Left mouse click + CTRL + RSHIFT]||Show room
|-
|[Left mouse click + CTRL + ALT]||Show position
|}
 
===== Game specific: RAMA =====
 
The "magic" script is 10. Extract 10.CSC.
 
{| border="1"
|-
|[ALT + A]||Show cast (information about all objects on screen)
|-
|[ALT + B]||Capture screenshot (in BMP format)||This option is awfully buggy or will crash the game instantly
|-
|[ALT + D]||Drop inventory item
|-
|[ALT + E]||Show ego information
|-
|[ALT + F]||Show features||Doesn't seem to do anything
|-
|[ALT + G]||Show/set/clear flag
|-
|[ALT + I]||Get inventory item
|-
|[ALT + L]||Load picture||Doesn't seem to do anything
|-
|[ALT + O]||Polygon editor (edit walking areas)
|-
|[ALT + P]||Position editor||This option is awfully buggy or will crash the game instantly
|-
|[ALT + Q]||Robot compliant form
|-
|[ALT + R]||Show room info
|-
|[ALT + S]||Scaler tools||This option will crash the game instantly
|-
|[ALT + T]||Teleport (change room/scene/script)
|-
|[ALT + U]||Give HandsOn (return user control)
|-
|[ALT + W]||Feature writer
|-
|[ALT + X]||Exit game
|-
|[CTRL + I]||Actor info||This option will crash the game instantly
|-
|[CTRL + S]||Sound test
|-
|[SHIFT + /]||Help
|}
 
==== "CLASSES" method ====
 
The later SCI32 games (1995-1997) use the "CLASSES" method. They depend on a file in the game directory, called "CLASSES". This can be an empty file. It's checked on existance by some code in the script, if found, the debug mode gets activated. "AUTOTP" as an empty file has an effect too in some cases, however its purpose is not fully clear to me.
 
Note that the CLASSES file should NOT have an extension (like .txt, etc.)
 
===== Game specific: Gabriel Knight 2 =====
 
Activate the debug mode usings the "CLASSES" method. Besides giving you a "Where to?" dialog at the beginning, it activates the following options:
 
{| border="1"
|-
|[ALT + A]||Reload room
|-
|[ALT + B]||Capture screenshot (in BMP format)||This option is removed or does not work properly
|-
|[ALT + C]||Show cast (information about all objects on screen)
|-
|[ALT + E]||Show ego information
|-
|[ALT + F]||Edit features
|-
|[ALT + G]||Show/set/clear flag
|-
|[ALT + I]||Get inventory item
|-
|[ALT + P]||Polygon editor (edit walking areas)||This option is removed or does not work properly
|-
|[ALT + R]||Show room info / free memory(?)
|-
|[ALT + S]||Scaler tools||This option is removed or does not work properly
|-
|[ALT + T]||Teleport (change room/scene/script)
|-
|[ALT + U]||Give HandsOn (return user control)
|-
|-
|[ALT + M]||Show free memory
|[ALT + M]||Show free memory
Line 1,358: Line 1,663:
|-
|-
|[CTRL + S]||Sound test
|[CTRL + S]||Sound test
|-
|-
|[SHIFT + /]||Help
|[SHIFT + /]||Help
Line 1,382: Line 1,686:
|-
|-
|[ALT + V]||VMD player
|[ALT + V]||VMD player
|-
|-
|[CTRL + D]||Unload current view
|[CTRL + D]||Unload current view
Line 1,411: Line 1,714:
|-
|-
|[L]||Loop(?)
|[L]||Loop(?)
|-
|-
|[H]||Hide/show actor(?)
|[H]||Hide/show actor(?)
Line 1,426: Line 1,728:
|-
|-
|[0]-[9]||Actors
|[0]-[9]||Actors
|-
|-
|[O]||Open robot
|[O]||Open robot
Line 1,447: Line 1,748:
|-
|-
|[D]||Display single robot frame
|[D]||Display single robot frame
|-
|-
|[,]||Scroll large pics left and right
|[,]||Scroll large pics left and right
Line 1,461: Line 1,761:
===== Game specific: Leisure Suit Larry 7 =====
===== Game specific: Leisure Suit Larry 7 =====


Activate the debug mode usings the "CLASSES" method and when in the game, press both SHIFTs and the PLUS key located at the NUMERIC keypad AT ONCE. It activates the following options:
Activate the debug mode usings the "CLASSES" method and when in the game, press both [ALT] keys and the [+] key located on the NUMERIC keypad SIMULTANEOUSLY. This only seems to work with the DOS version of the game. The key combination is not needed (for both versions) at (for instance) the main menu of the game. It activates the following options:


{| border="1"
{| border="1"
Line 1,467: Line 1,767:
|[ALT + A]||Add view
|[ALT + A]||Add view
|-
|-
|[ALT + B]||Capture screenshot (in BMP format)
|[ALT + B]||Capture screenshot (in BMP format)||This option is removed or does not work properly
|-
|-
|[ALT + C]||Show cast (information about all objects on screen)
|[ALT + C]||Show cast (information about all objects on screen)
Line 1,514: Line 1,814:
|-
|-
|[CTRL + D]||Sound test
|[CTRL + D]||Sound test
|-
|-
|[SHIFT + /]||Help
|[SHIFT + /]||Help
|-
|[Left mouse click + ALT]||Drag & scale cast around the screen
|-
|[Left mouse click + CTRL + LSHIFT]||Make nearest cast member current
|-
|[Left mouse click + CTRL]||Show position
|}
|}


Line 1,540: Line 1,845:
===== Game specific: Space Quest 6 =====
===== Game specific: Space Quest 6 =====


Activate the debug mode usings the "CLASSES" method. Besides giving you a "Where to?" dialog at the beginning, it activates the following options:
Activate the debug mode using the "CLASSES" method. Besides giving you a "Where to?" dialog at the beginning, it activates the following options:


{| border="1"
{| border="1"
Line 1,583: Line 1,888:
===== Game specific: Leisure Suit Larry 6 (SVGA CD-ROM version) =====
===== Game specific: Leisure Suit Larry 6 (SVGA CD-ROM version) =====


This game has no real debug mode (anymore), but yet it had some leftovers of one, which were actually worth to mention. Trigger certain actions by clicking 4 times with the "hand icon" on the following list of objects:
This game has no real debug mode (anymore), but yet it had some leftovers of one, which are actually worth to mention. Trigger certain actions by clicking four times with the "hand icon" on the following list of objects:


'''FRONT DESK LOBBY:''':
'''FRONT DESK LOBBY:''':
Line 1,625: Line 1,930:
Interesting fact:
Interesting fact:


When clicking 4 times on the big tree, to activate the "Shablee sequence", somehow the debug mode gets activated (sort of), because the game will react to key combinations used in debug. However, being removed, it will terminate the game directly with the error "cannot find 911.hep". Also, clicking 4 times will be reduced to 2 times.
When clicking four times on the big tree, to activate the "Shablee sequence", somehow the debug mode gets activated (sort of), because the game will react to key combinations used in debug. However, being removed, it will terminate the game directly with the error "cannot find 911.hep". Also, clicking four times will be reduced to two times.


=== Suspected of having a debug mode ===
=== Suspected of having a debug mode ===
Line 1,632: Line 1,937:


* EcoQuest: The Search for Cetus
* EcoQuest: The Search for Cetus
* Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work
* Mixed-Up Fairy Tales


Games that I do not have (or haven't tried yet):
Games that contain debug scripts, but do not have a (regular) activation routine in script 0:


* Lighthouse
* Lighthouse: The Dark Being
* Phantasmagoria
* Phantasmagoria 2: A Puzzle of Flesh
* Phantasmagoria 2
* Police Quest SWAT
* Police Quest SWAT
* RAMA
 
Other games not mentioned here or in the list did not seem to have debug options. Exceptions are some demos (for instance of Conquests of Camelot and Codename: ICEMAN) that do have a debug mode, but are really not worth the hassle, since they have limited resources and do not work "out of the box".

Latest revision as of 21:58, 28 June 2024

Sierra On-Line Debug Mode FAQ Version 0.94 [15-Apr-08] by HWM

Thanks to Omer Mor, Lars Skovlund & Kelmer for their valuable information.

Intro

This FAQ will explain the several debug modes found in Sierra On-Line adventure games.

Before you read, keep in mind the following things:

  • References to "ego" mean "the main character" or the object you control.
  • Any brackets, asterisks or quotation marks should NOT be typed in. They're only used to clarify.
  • Anything between brackets means it's either a key or a combination of keys. So [CTRL + D] means you push the CONTROL-key and the D-key at the same time.
  • Between quotation marks means it should be typed in.
  • Words between asterisks should be replaced with a proper word/object/thing. So "PITCH *object name*" means you should type the object you want to get, e.g. "PITCH WIG".
  • Commands to be used in the debug modes are listed in upper case and are followed by dash and a description of their effect. The input of commands is case insensitive.

And while you might know, Sierra games use an "interpreter". This basically is a program/system which translates the program statements (in byte-code) into executable machine code one line at a time as the program is running; as opposed to a compiler, which translates the entire program before the program is executed. The different interpreters used by Sierra for their games are described in the next chapter.

This FAQ only covers the debug modes of IBM PC versions, however, some of them might work on the other systems too.

SCI0

SCI0 (Sierra's Creative Interpreter v0.xxx.xxx)

  • Video: 320x200 resolution, 16 colors (and dithering)
  • Audio: MIDI
  • Platform: IBM PC (including PCjr & TANDY), Commodore AMIGA, Atari ST, Apple Macintosh, NEC PC-9801
  • Period: 1988-1990

Games using the SCI0 interpreter:

  • Codename: ICEMAN
  • Conquests of Camelot
  • Hoyle Volume 1: Official Book of Games
  • Hoyle Volume 2: Solitaire
  • King's Quest 1: Quest for the Crown (SCI remake)
  • King's Quest 4: The Perils of Rosella
  • Leisure Suit Larry 2: Goes Looking for Love (In Several Wrong Places)
  • Leisure Suit Larry 3: Passionate Patti in Pursuit of the Pulsating Pectorals
  • Mixed-Up Mother Goose (SCI remake)
  • Police Quest 2: The Vengeance
  • Quest for Glory 1: So You Want to be a Hero? (AKA Hero's Quest)
  • Space Quest 3: The Pirates of Pestulon
  • The Colonel's Bequest

SCI1/SCI11

SCI1/SCI11 (Sierra's Creative Interpreter v1.xxx.xxx)

  • Video: 320x200 resolution, 256 colors (32 colors on the Amiga)
  • Audio: MIDI/Digital audio
  • Platform: IBM PC (286+), Commodore AMIGA, Apple Macintosh, NEC PC-9801 & FM Towns
  • Period: 1990-1993

Games using the SCI1/SCI11 interpreter:

  • Castle of Dr. Brain
  • Conquests of the Longbow
  • EcoQuest: The Search for Cetus
  • EcoQuest 2: The Lost Secret of the Rainforest
  • Freddy Pharkas Frontier Pharmacist
  • Hoyle Classic: Card Games
  • Hoyle Volume 3: Great Board Games
  • Island of Dr. Brain
  • Jones in the Fast Lane
  • King's Quest 5: Absence Makes the Heart go Yonder
  • King's Quest 6: Heir Today, Gone Tomorrow
  • Leisure Suit Larry 1: In the Land of the Lounge Lizards (SCI remake)
  • Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work
  • Leisure Suit Larry 6: Shape Up or Slip Out!
  • Mixed-Up Fairy Tales
  • Mixed-Up Mother Goose (SCI1 remake)
  • Mixed-Up Mother Goose (SCI11 remake)
  • Pepper's Adventures in Time (AKA Twisty History)
  • Police Quest 1: In Pursuit of the Death Angel (SCI remake)
  • Police Quest 3: The Kindred
  • Quest for Glory 1: So You Want to be a Hero (SCI remake)
  • Quest for Glory 2: Trial by Fire
  • Quest for Glory 3: Wages of War
  • Slater & Charlie Go Camping
  • Space Quest 1: The Sarien Encounter (SCI remake)
  • Space Quest 4: Roger Wilco and the Time Rippers
  • Space Quest 5: Roger Wilco in the Next Mutation
  • The Dagger of Amon Ra

SCI32

SCI32 (Sierra's Creative Interpreter v2.xxx.xxx & v3.xxx.xxx)

  • Video: 32 bit, 320x200/640x400/others?
  • Audio: MIDI/Digital audio
  • Platform: IBM PC (386+) & Apple Macintosh
  • Period: 1993-1997

Games using the SCI32 interpreter:

  • Gabriel Knight 1: Sins of the Fathers
  • Gabriel Knight 2: The Beast Within
  • Hoyle Classic Games
  • King's Quest 7: The Princeless Bride
  • Leisure Suit Larry 6: Shape Up or Slip Out! (SVGA CD-ROM version)
  • Leisure Suit Larry 7: Love For Sail!
  • Lighthouse: The Dark Being
  • Mixed-Up Mother Goose Deluxe
  • Phantasmagoria
  • Phantasmagoria 2: A Puzzle of Flesh
  • Police Quest 4: Open Season
  • Police Quest SWAT
  • Quest for Glory 4: Shadows of Darkness
  • RAMA
  • Shivers
  • Shivers 2: Harvest of Souls
  • Space Quest 6: Roger Wilco in the Spinal Frontier
  • The Realm
  • Torin's Passage

Debug mode in SCI0 games

Nearly all SCI0 games have an internal debugger, meaning a build-in debugger in the game's interpreter. Besides that, some games also have a script debugger. Like with AGI games, a script debugger is a debug script located directly in the game code itself, rather than in the interpreter's code.

Internal Debugger

The internal debugger is activated by pressing [SHIFT + SHIFT + MINUS]. So both SHIFTs and the MINUS key located at the NUMERIC keypad SIMULTANEOUSLY. The debugger was mainly useful for the programmers at Sierra, but some things like changing variables can be easily done. Changing the variables allows one for instance to change the current room of the ego/player or to activate the script debugger, giving access to more (easy to use) functions.

Options:

[Q] Quit game
[B] Set breakpoint
[A] Inspect ID in accumulator
[C] Inspect current object
[I] Inspect object or memory
[F] Show free heap
[S] Show sends
[R] Show resource types
[O] Show objects in heap
[SHIFT + O] Show objects with adresses
[SHIFT + S] Show stack usage
[G] Change global variable
[L] Change local variable
[T] Change temp variable
[ENTER] Proceed single step
[TAB] Step across send
[SHIFT + /] Help

Note that these are case sensitive, so [CAPS LOCK] should be de-activated.

Example: The room number is controlled by global variable 13. When the debug is activated, push [G]. It will ask which global variable should be changed. Enter "13". Now it will show the current value of the variable. Change this to your preferred, valid room number. Exit the debugger, by pressing either [SHIFT + SHIFT + MINUS] again or [SHIFT + SHIFT + D], to see the effect.

Script Debugger

The script debugger is a bit more interesting and often more extensive. Not all games have a script debugger, some of them were likely removed before the final release of the game in question. However, a big amount of games still have it. The script debugger is in most cases activated by typing a certain sentence in the game. This sentence differs from game to game.

When there isn't a sentence to type, but a debug is present in the game, it can be activated by changing the value of a certain global variable. An example how to do this is given in the previous section "Internal Debugger".

Note that in some games, the debug commands will only work after exiting the current screen / on room change.

When the script debugger is activated, the following general commands are available:

[CTRL + left mouse click] Instant movement (of ego) Does not work in Quest for Glory / Hero's Quest
[SHIFT + left mouse click] Show coordinates
Game specific: King's Quest 4

To activate the debug mode, type: "overtime nosleep". An extra menu item will be activated on room change.

The following commands are available:

TP Teleport (change room/scene/script)
ENTER NIGHT Changes gamestate into night
GET MEMORY Show memory
[ALT + E] Show ego information
[ALT + F] Show memory
[ALT + R] Show current room number
[ALT + P] Show ATPs (Add-To-Pic)
[ALT + S] Gives inventory item
[ALT + V] Set global variable
[ALT + G] Gives all inventory items
[ALT + L] Log information
[CTRL + D] Internal debug will pop up when entering a new room
[F4] Show control lines
[F6] Show priority screen
[F10] Show visual screen
[ALT + left mouse click] Show ego information

Most options are also available in the debug menu item. The menu option "Clicks" will (de-)activate the debug options triggered by mouse.

Game Specific: Leisure Suit Larry 2

There are three ways of activating this debug mode, depending on the version of your copy of the game.

With v1.000.011, the debug mode can be activated by typing: "praise lord" The debug mode will be activated when entering a new room.

Although "praise lord" works too in v1.002.000 (the one included in the Leisure Suit Larry collections), it offers another method. At the copy-protection sequence at the start of the game, a phone number is asked. Enter "555-0724" to pass the copy-protection and get the debug mode activated.

You can also use the internal debugger. Activate the debugger directly after executing the game. Don't try this on anything higher than a 386, but rather use DOSBox with 3000 CPU cycles or so. When the debugger shows up, change global variable 100 into 1 and exit the debugger. The main difference with the other activation methods is that you'll get a room selector at the beginning and the copy-protection is disabled. Both versions support this.

The following options are available:

TP Teleport (change room/scene/script)
GET *object name* Get object
PITCH *object name* Drop object
MAKE NOTE Log information
SHOW TIMER Show timer
SHOW EGO Show ego information
SHOW GRID Show grid This option is removed and crashes the game
HELP Help
[ALT + C] Show control lines
[ALT + F] Show fragmenting
[ALT + I] Regain typing during movies
[ALT + M] Show memory
[ALT + D] Internal debug mode
[ALT + P] Show priority screen
[ALT + R] Show current room number
[ALT + V] Show visual screen
[ALT + Z] Quit

The debug mode also activates some extra features, mainly in the last scenes of the game. Larry doesn't die after falling in and around the vulcano and the items for the final act are given. Earlier in the game, on the ship, a message is displayed when entering your cabin, giving information on the (coming) presence of "Mama".

Game Specific: Leisure Suit Larry 3

To activate the debug mode, type: "ascot place". The debug mode will be activated when entering a new room.

The following options are available:

TP Teleport (change room/scene/script)
GET *object name* Get object
PITCH *object name* Drop object
[ALT + W] Write to log
[ALT + E] Change view of ego
[ALT + R] Show current room number
[ALT + T] ?
[ALT + P] Show priority screen
[ALT + S] Change from Larry to Patty and vice versa
[ALT + D] Internal debug mode
[ALT + F] Internal debug will pop up when entering a new room
[ALT + G] Room tester Before this will work, you'll have to place the SCI picture resource of the room you want to test in the game directory and rename it to "PIC.999". That specific picture/room will be shown and can be tested in the game.
[ALT + C] Show control lines
[ALT + V] Show visual screen
[ALT + M] Show memory
[ALT + X] Quit
[ALT + Z] Quit

The debug mode has some extra effects, for example limiting the actions required at the gym to five times and giving extra debug information at some parts, like the copy-protection sequence in the casino.

It also activates some "game state" modifiers. In the casino, go upstairs and walk to the right, to the room with mirror and bar entrance. Commands you can use here are:

INCREASE BACKSTAGE Change (increase) state of showroom (Cherri Tart)
INCREASE NEWSPAPER Change (increase) state of newspaper (messages)
INCREASE LAWYER Change (increase) state of lawyer (Suzi Cheatem)

Furthermore, the self-running demo of LSL3 has the same debug mode, but also includes a room-selector at the beginning. It can be activated by extracting SCRIPT.000 from the RESOURCE files (the easiest way being SCI DECODER v1.0) and in addition changing the byte at offset 0x64 to "00" (instead of the original "01"). Beware that it's not really worth it, since it's pretty much the same deal and lots of missing resources cause it to crash easily. Fun fact: The phrase to activate the debug mode in the demo (and likely early in development too) is "shit bush".

An additional option is available in the non-English versions of the game, regardless if the debug mode is activated or not. It can be activated by typing "adjust bambi": It toggles (room) information to be displayed on the menu bar. This option doesn't seem work in any of the English versions however.

Game specific: Mixed-up Mother Goose

Since the input is disabled, use the internal debugger to change the value of global variable 100 to 1.

The following options are available:

[ALT + P] Show priority screen
[ALT + C] Show control lines
[ALT + V] Show visual screen
[ALT + S] Show cast (information about all objects on screen)
[CTRL + T] Teleport (change room/scene/script)
[CTRL + D] Shows which item is in which room
[CTRL + C] Changes score to 17 out of 18
[ALT + left mouse click] Show ego information

A useless (but interesting for some nonetheless) debug menu is still partly in the game's scripts. It can be activated by extracting SCRIPT.000 from the RESOURCE files (the easiest way being SCI DECODER v1.0) and in addition changing the byte at offset 0x26C7 to "01" (instead of the original "00"). This will activate the debug mode at the start of the game, which will also initialize the extra pulldown menus.

Game specific: Police Quest 2

The debug command appears to have been "kiss death angel", but the script is structured in a way that it cannot be enabled. Presumably it was intentionally disabled for release. So use the internal debugger to change the value of global variable 101 to 1.

The following options are available:

[ALT + P] Show priority screen
[ALT + C] Show control lines
[ALT + V] Show visual screen
[ALT + S] Show cast (information about all objects on screen)
[ALT + M] Show memory
[ALT + T] Teleport (change room/scene/script)
[ALT + I] Gives inventory item
[ALT + E] Show ego information
[SHIFT + /] Help
Game Specific: Quest for Glory / Hero's Quest

To activate the debug mode, type: "razzle dazzle root beer"

The following options are available:

[ALT + P] Show priority screen
[ALT + C] Show control lines
[ALT + V] Show visual screen
[ALT + S] Show cast (information about all objects on screen)
[ALT + M] Show memory
[ALT + T] Teleport (change room/scene/script)
[ALT + I] Gives inventory item
[ALT + E] Show ego information
[ALT + B] Change amount of silvers
[ALT + X] Sets all stats to 80
[ALT + K] Change value of skills
[SHIFT + /] Help
Game specific: Quest for Glory 2

Technically this is a SCI1 game, however visually it's indiscernible from the other SCI0 games, therefore this (plain wrong) classification. As with most SCI1 interpreters, this game does not have an internal debugger. The demo version however, does provide it, and its interpreter can be used with the full version. This may have some restrictions, since some versions of the game use a more recent interpreter than the demo, which potentially can cause problems. Please refer to 5.1 on how to swap interpreters in the early SCI1 games.

To activate the debug mode, type: "suck blue frog"

The following options are available:

[ALT + P] Show priority screen
[ALT + C] Show control lines
[ALT + V] Show visual screen
[ALT + S] Show cast (information about all objects on screen)
[ALT + M] Show memory
[ALT + T] Teleport (change room/scene/script)
[ALT + I] Gives inventory item
[ALT + E] Show ego information
[ALT + B] Change amount of silvers
[ALT + L] Write to log
[ALT + K] Change value of skills
[ALT + H] Change all skills to one value
[ALT + W] Write features
[ALT + F] Shows free heap
[ALT + G] Path Writer
[ALT + U] Show updating fields
[ALT + N] Write note
[ALT + Z] Exit game
[CTRL + W] Write cast to file (for tester)
[SHIFT + /] Help
Game Specific: Space Quest 3

To activate the debug mode, type: "backstage pass" or "pump shark"

The following options are available:

TP Teleport (change room/scene/script)
[ALT + E] Show ego information
[ALT + R] Show current room number
[ALT + Y] Assign object
[ALT + P] Show priority screen
[ALT + H] Show free heap
[ALT + C] Show control lines
[ALT + V] Show visual screen
[ALT + Z] Quit

Another option is available in the starting room of the game: Type "QA" to get a selection screen with the choice between various game states (in space, arriving on different planets, ending).

Debug mode in SCI1 games

SCI1 is a whole different story. The internal debugger has been removed from pretty much most (public) releases of the games. You can still use the key combination [SHIFT + SHIFT + MINUS], but it will throw you out of the game, due to the absence of the debugger. That said, internal SCI1 debuggers are not non-existant (early versions, like the interpreter distributed with "Jones in the Fast Lane", still have their debugger) and work just like the SCI0 ones.

Also, script debuggers have survived in a bunch of games. The way of activating them depends mainly on the version of the SCI interpreter.

SCI1 games (interpreter version < 1.001.000) do not have a standard way of activating the script debugger (atleast, I haven't found one yet).

SCI11 games (interpreter versions > 1.001.000) are activated by extracting the debug script from the packed RESOURCE files. Some kind of routine checks if the script file is present in the game directory (and not merely in the RESOURCE files) and the debug mode gets activated. An empty file won't do the trick, since the external scripts override the ones in the packed resource.

Internal Debugger

Since the SCI1 internal debugger is pretty much the same as the one found in the SCI0 games, refer to chapter 4.1 on its usage. Currently, the following SCI1 games with an internal debugger are known:

  • Jones in the Fast Lane (both CGA/EGA/Tandy and VGA disk releases)
  • Jones in the Fast Lane (CD-ROM version, only the SCIDHV executable)
  • Mixed-Up Mother Goose (1990 CD-ROM version, only the SIERRADZ executable)
  • Quest for Glory 2 (demo version)
  • XMAS Card 1990 (both CGA/EGA/Tandy and VGA releases)

Older SCI1 interpreters (pre-1991) can be swapped with other (newer) ones, which creates the possibility to use the debugger within other games. The best option is to use the XMAS Card 1990 interpreters, since they are freely available, come in both video modes (which has to match the game), include a parser and are the last pre-1991 interpreters made. So all in all it renders them compatible for all early SCI1 games.

SCI version < 1.001.000 (SCI1)

There's no known standard way of activating the script debugger.

Game specific: King's Quest 5 (Disk version)

This unusual way of activating the debug mode is only found in game versions BELOW 0.000.062. I'm currently aware of the following versions:

  • King's Quest 5 EGA 0.000.055 (interpreter version 1.000.058)
  • King's Quest 5 VGA 0.000.051 (interpreter version 1.000.060)

To activate the debug mode, perform the following steps, while in the game:

  • Click on the question mark (located in the icon bar - help function)
  • Click on "HELP"
  • Click on "EXIT"

It activates the following options:

[ALT + C] Clear flag
[ALT + D] Show free memory Doesn't seem to do anything
[ALT + I] Get inventory item
[ALT + S] Set flag
[ALT + R] Show room info
[ALT + T] Teleport (change room/scene/script)
[ALT + W] Feature writer This option is removed and crashes the game
[ALT + X] Exit game instantly
[ALT + Z] Exit game

Note that the activation procedure has to be repeated for each time you use an option! To overcome this annoying feat, extract SCRIPT.000 from the RESOURCE files and use the table below to know which byte to change in your version. While you're at it, you can also change a byte to enable the debug mode from start.

                               Remove deactivation   Enable debug from start
                                 offset  org new       offset  org new
King's Quest 5 EGA 0.000.055     0xB77   00  01        0x3A6A  00  01
King's Quest 5 VGA 0.000.051     0xB75   00  01        0x3A66  00  01
Game specific: King's Quest 5 (CD-ROM version)

Unlike the disk-based version, the CD-ROM version has a debug mode that cannot be activated in-game. An older 0.SCR in the RESOURCE file reveals that originally the version number was checked in order to activate the debug mode (a routine like used in Police Quest 3, but not functioning in this case). The 0.SCR as used by the game is a newer version, residing outside the RESOURCE file. Enable the debug mode by editing this script and changing the byte at offset 0x877 to "01" (instead of the original "00").

It activates the following options:

[ALT + C] Clear flag
[ALT + F] Show free memory
[ALT + G] Switch items from inventory?
[ALT + I] Get inventory item
[ALT + J] Playing?
[ALT + S] Set flag
[ALT + R] Show room info
[ALT + T] Teleport (change room/scene/script)
[ALT + W] Feature writer This option is removed and crashes the game
[ALT + X] Exit game instantly
[ALT + Y] Play sound
[ALT + Z] Exit game?
Game specific: Leisure Suit Larry 5

This game has several debug features, but I've not been able to get them activated all at once, if it's possible at all. It looks like the debug mode originally was activated by clicking the letter "O" of the "Hollywood" sign outside Larry's workplace, but this does not work (at least not instantly).

A rather crude way of activating the debug mode is extracting 0.SCR from the RESOURCE files and change the byte at offset 0xB76 to "00" (instead of the original "24"). This only works with the VGA version of the game; the activation code is removed in the CGA/EGA/Tandy release.

It activates the following options:

[ALT + A] Show cast (information about all objects on screen)
[ALT + C] Show control map
[ALT + E] Show ego information
[ALT + F] Feature writer
[ALT + G] Set global variable
[ALT + H] Show global variable
[ALT + I] Get inventory item
[ALT + M] Changes amount of money (dollars / silvers)
[ALT + P] Show priority map
[ALT + R] Show room info / free memory
[ALT + T] Teleport (change room/scene/script)
[ALT + X] Exit game
[ALT + Z] Exit game
[Left mouse click + ALT] Instant movement
[Left mouse click + CTRL + LSHIFT] Show ego information
[Left mouse click + CTRL + RSHIFT] Show room info / free memory
[Left mouse click + CTRL + ALT] Show position

As mentioned, there are other debug features: While on the plane, a menu is available to select which dream-interlude will play. A way of activating it would be extracting script 320 and changing the byte at offset 0x14 to "1C" (instead of the original "1A"). Apart from that, there also seems to be a way to skip the copy-protection sequence.

Game specific: Police Quest 3

Rename/remove the file "version" in your PQ3 directory, or set the attribute to "read-only".

This will give you some options at the beginning to configure which flags should be set and where/when you will start the game. Most of them won't work however!

Game specific: Space Quest 4 (beta)

Somewhere in 1991, the cracking group The Humble Guys released a beta version of Space Quest 4. Someone named "Beamer" typed up a list back then describing the debug functions and based on that, I made the following list. Eventually I got the beta myself and only a small correction was needed. The debug mode doesn't need activation, offers a room selector at the beginning and supports the following commands:

[ALT + A] Show cast information (information about all objects on screen)
[ALT + B] Polygon editor (edit walking areas) This option is removed and crashes the game
[ALT + C] Show control map
[ALT + D] DebugOn toggle (internal debugger on room change) Works, but crashes on room change since the debugger is unavailable
[ALT + E] Show ego information
[ALT + F] Show free memory
[ALT + G] Set global variable
[ALT + I] Get inventory item
[ALT + M] Gives 20 buckazoids/money
[ALT + N] QA logger
[ALT + P] Show priority map
[ALT + R] Show room info
[ALT + T] Teleport (change room/scene/script)
[ALT + W] Feature writer This option is removed and crashes the game
[ALT + Y] Adjust vanishing point
[ALT + Z] Exit game

SCI version > 1.001.000 (SCI11)

At the time of writing, VAG's SCIResDump can be used for games using an interpreter > 1.001.000. This is a bit tricky, but beats any other manual method. Refer to its documentation on further use. When dumping the files, it would be advisable to dump, apart from the SCR file, the accompanying HEP and TEX file. Some debug modes will not work properly without them.

Besides giving you the usual debug options, some include a "Where to?" dialog. Basically, this is a room selector and sometimes gives you the opportunity to set various flags/variables at the beginning of the game, so you can for example start halfway in the game or so.

Game specific: Castle of Dr. Brain

The "magic" script is 800. Extract 800.SCR & 800.TEX. Press ALT-D to activate debug mode.

Game specific: Conquests of the Longbow

The "magic" script is 799. However, it's not available anymore in the game's resource files. So to activate the debug mode, debug scripts from another game should be used. You can use the script from either The Dagger of Amon Ra or Police Quest (SCI remake). The files should be renamed to 799.SCR/799.HEP/799.TEX.

Now the "Where to?" dialog works, while the remaining functions don't. Perhaps the scripts used are not fully compatible with this game.

Game specific: EcoQuest 2

The "magic" script is 98. Extract 98.SCR & 98.HEP

This debug mode however, is partially removed or something. Only the "Where to?" room select dialog on start will appear, the rest of the keys won't work.

Game specific: Freddy Pharkas: Frontier Pharmacist

The "magic" script is 10. However, this script cannot be found in the English release of Freddy Pharkas. Extract 10.SCR/10.HEP/10.TEX from the RESOURCE.MSG file (instead of the usual RESOURCE.000) in a NON-ENGLISH(!) release. I've tested this with the German, Spanish and French release. The extracted script will work with every version of the game (so including the English one).

It activates the following options:

[ALT + A] Show cast (information about all objects on screen)
[ALT + B] Polygon editor (edit walking areas)
[ALT + C] Show control map
[ALT + D] Dialog editor
[ALT + E] Every puzzle can be found Not sure what this does or if it works at all
[ALT + F] Show feature outlines This option is awfully buggy or will crash the game instantly
[ALT + G] Set global variable
[ALT + H] Show global variable
[ALT + I] Get inventory item
[ALT + J] Justify text on screen
[ALT + K] Show palette
[ALT + L] Set flag
[ALT + M] Clear flag
[ALT + N] Show flag
[ALT + O] QA logger
[ALT + P] Show priority map
[ALT + Q] Set detail to 1 This option is awfully buggy or will crash the game instantly
[ALT + R] Show room info / free memory This option is awfully buggy or will crash the game instantly
[ALT + S] Show string or message
[ALT + T] Teleport (change room/scene/script) This option is awfully buggy or will crash the game instantly
[ALT + U] Give HandsOn (return user control) Not sure what this does or if it works at all
[ALT + V] Show visual map
[ALT + W] Feature writer
[ALT + X] Exit game
[ALT + Y] Stuff or unstuff a clue Not sure what this does or if it works at all
[ALT + Z] Exit game
[SHIFT + /] Help
[Left mouse click + ALT] Instant movement This option is awfully buggy or will crash the game instantly
[Left mouse click + CTRL + LSHIFT] Show ego This option is awfully buggy or will crash the game instantly
[Left mouse click + CTRL + RSHIFT] Show room This option is awfully buggy or will crash the game instantly
[Left mouse click + CTRL + ALT] Show position
Game specific: Leisure Suit Larry 6

The "magic" script is 911. Extract 911.SCR/911.HEP/911.TEX. Besides giving you a "Where to?" dialog at the beginning, it activates the following options:

[ALT + A] Show cast (information about all objects on screen)
[ALT + B] Polygon editor (edit walking areas)
[ALT + C] Show control map
[ALT + D] DebugOn toggle (internal debugger on room change) Doesn't seem to do anything
[ALT + E] Show ego information
[ALT + F] Set flag / clear
[ALT + G] Set global variable
[ALT + H] Show features
[ALT + I] Get inventory item
[ALT + L] Logfile
[ALT + M] Show free memory
[ALT + P] Show priority map
[ALT + Q] Show cursor coordinates
[ALT + R] Show room info
[ALT + S] Updating cast elements
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control)
[ALT + V] Show visual map
[ALT + W] Feature writer
[ALT + X] Exit game
[ALT + Y] Adjust vanishing point
[ALT + Z] Exit game
[SHIFT + /] Help
Game specific: Pepper's Adventures In Time (AKA Twisty History)

The "magic" script is 880. Extract 880.SCR/880.HEP/880.TEX.

Besides giving you a "Where to?" dialog, it activates the following options:

[ALT + A] Show cast (information about all objects on screen)
[ALT + B] Polygon editor (edit walking areas)
[ALT + C] Show control map
[ALT + D] Place an actor
[ALT + E] Show ego information
[ALT + F] Show feature outlines
[ALT + G] Set global variable
[ALT + H] Show global variable
[ALT + I] Get inventory item
[ALT + J] QA logger (it should "Justify text on screen", but doesn't)
[ALT + K] Show palette
[ALT + L] Set flag
[ALT + M] Clear flag
[ALT + N] Show flag
[ALT + P] Show priority map
[ALT + Q] Set detail to 1
[ALT + R] Show room info / free memory
[ALT + S] Show string or message
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control)
[ALT + V] Show visual map
[ALT + W] Feature writer
[ALT + Y] Stuff or unstuff a clue (or some sort of "Change ego" function)
[ALT + X] Exit game
[ALT + Z] Exit game
[SHIFT + /] Help
Game specific: Police Quest (SCI remake)

The "magic" script is 899. Extract 899.SCR/899.HEP/899.TEX. To activate the debug mode in this case, they should be first renamed to 702.SCR/702.HEP/702.TEX.

It activates the following options:

[ALT + A] Show cast (information about all objects on screen)
[ALT + B] Polygon editor (edit walking areas) This option is removed and crashes the game
[ALT + C] Show control map
[ALT + D] Place an actor This option is awfully buggy
[ALT + E] Show ego information
[ALT + F] Show feature outlines
[ALT + G] Set global variable
[ALT + H] Show global variable
[ALT + I] Get inventory item
[ALT + J] Justify text on screen
[ALT + K] Show palette
[ALT + L] Set flag
[ALT + M] Clear flag
[ALT + N] QA logger (it should "Show flag", but doesn't)
[ALT + O] QA logger
[ALT + P] Show priority map
[ALT + Q] Set detail to 1 Not sure what this does or if it works at all
[ALT + R] Show room info / free memory
[ALT + S] Show string or message
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control) Not sure what this does or if it works at all
[ALT + V] Show visual map
[ALT + W] Feature writer This option is removed and crashes the game
[ALT + X] Exit game
[ALT + Z] Exit game
[SHIFT + /] Help
Game specific: Quest for Glory (SCI remake)

The "magic" script is 298. However, it's not available anymore in the game's resource files. So to activate the debug mode, debug scripts from another game should be used. You can use the script from either The Dagger of Amon Ra or Police Quest (SCI remake). The files should be renamed to 298.SCR/298.HEP/298.TEX.

Now the "Where to?" dialog works, while the remaining functions don't. Perhaps the scripts used are not fully compatible with this game.

Game specific: Quest for Glory 3

The "magic" script is 18. However, it's not available anymore in the game's resource files. So to activate the debug mode, debug scripts from another game should be used. You can use the script from either The Dagger of Amon Ra or Police Quest (SCI remake). The files should be renamed to 18.SCR/18.HEP/18.TEX.

Now the "Where to?" dialog works, while the remaining functions don't. Perhaps the scripts used are not fully compatible with this game.

Game specific: Slater & Charlie Go Camping

The "magic" script is 880. However, this script is removed from the final release. The debug script used in Freddy Pharkas is its closest relative, so get it and rename it to 880.SCR/880.HEP. You should NOT rename 10.TEX, as it would break the "Show room info / free memory" command. Because of the original debug script being number 10, room 10 in the game becomes unplayable after activation.

It activates the following options:

[ALT + A] Show cast (information about all objects on screen)
[ALT + B] Polygon editor (edit walking areas) This option is removed / incompatible and crashes the game
[ALT + C] Show control map
[ALT + D] Dialog editor This option is removed / incompatible and crashes the game
[ALT + E] Every puzzle can be found Not sure what this does or if it works at all
[ALT + F] Show feature outlines This option is removed / incompatible and crashes the game
[ALT + G] Set global variable
[ALT + H] Show global variable
[ALT + I] Get inventory item This option is removed / incompatible and crashes the game
[ALT + J] Justify text on screen This option is removed / incompatible and crashes the game
[ALT + K] Show palette
[ALT + L] Set flag Not sure what this does or if it works at all
[ALT + M] Clear flag This option is removed / incompatible and crashes the game
[ALT + N] Show flag Not sure what this does or if it works at all
[ALT + O] QA logger This option is removed / incompatible and crashes the game
[ALT + P] Show priority map
[ALT + Q] Set detail to 1 Not sure what this does or if it works at all
[ALT + R] Show room info / free memory
[ALT + S] Show string or message
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control) This option is removed / incompatible and crashes the game
[ALT + V] Show visual map
[ALT + W] Feature writer
[ALT + X] Exit game
[ALT + Y] Stuff or unstuff a clue Not sure what this does or if it works at all
[ALT + Z] Exit game
[SHIFT + /] Help
[Left mouse click + ALT] Instant movement This option is removed / incompatible and crashes the game
[Left mouse click + CTRL + LSHIFT] Show ego Not sure what this does or if it works at all
[Left mouse click + CTRL + RSHIFT] Show room
[Left mouse click + CTRL + ALT] Show position
Game specific: Space Quest 5 (beta)

The Space Quest series seem to be the major victim of leaked betas at Sierra. A Space Quest 5 beta version was released by some group, back in 1993. This beta was actually a reviewer's copy and included a script debugger (but no internal debugger). This script debugger is removed in the public releases.

The version in question is version 0.028, it has the following commands:

[ALT + E] Show ego information
[ALT + R] Show room info / free memory
[ALT + O] QA logger
[ALT + P] Show priority map
[ALT + H] Show global variable
[ALT + J] Show cast (information about all objects on screen)
[ALT + K] Show palette
[ALT + C] Show control map
[ALT + V] Show visual map
[ALT + N] Show flag
Game specific: The Dagger of Amon Ra

This probably is the buggiest debug mode, thus not really interesting. What is somewhat interesting though, is that the "magic" script (10), can only be found in the CD version of the game. Extract 10.SCR/10.HEP/10.TEX to the game directory. The scripts also work with the disk version of the game.

It somewhat activates the following options:

[ALT + A] Show cast (information about all objects on screen) This option is awfully buggy or will crash the game instantly
[ALT + B] Polygon editor (edit walking areas) This option is removed and crashes the game
[ALT + C] Show control map
[ALT + D] Place an actor This option is awfully buggy or will crash the game instantly
[ALT + E] Show ego information This option is awfully buggy or will crash the game instantly
[ALT + F] Show feature outlines This option is awfully buggy or will crash the game instantly
[ALT + G] Set global variable
[ALT + H] Show global variable
[ALT + I] Get inventory item This option is awfully buggy or will crash the game instantly
[ALT + J] Justify text on screen Not sure what this does or if it works at all
[ALT + K] Show palette
[ALT + L] Set flag
[ALT + M] Clear flag
[ALT + N] Show flag
[ALT + O] QA logger This option is removed and crashes the game
[ALT + P] Show priority map
[ALT + Q] Set detail to 1 This option is removed and crashes the game
[ALT + R] Show room info / free memory This option is awfully buggy or will crash the game instantly
[ALT + S] Show string or message This option is awfully buggy or will crash the game instantly
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control) This option is awfully buggy or will crash the game instantly
[ALT + V] Show visual map
[ALT + W] Feature writer This option is removed and crashes the game
[ALT + X] Exit game
[ALT + Y] Stuff or unstuff a clue This option is awfully buggy or will crash the game instantly
[ALT + Z] Exit game
[SHIFT + /] Help
[Left mouse click + ALT] Instant movement This option is awfully buggy or will crash the game instantly
[Left mouse click + CTRL + LSHIFT] Show ego This option is awfully buggy or will crash the game instantly
[Left mouse click + CTRL + RSHIFT] Show room This option is awfully buggy or will crash the game instantly
[Left mouse click + CTRL + ALT] Show position

SCI32

In the beginning, SCI32 games had the same activation procedure as SCI11 games. In this FAQ, this will be called the "Traditional" method. However, at a certain point, this procedure got replaced by the so-called "CLASSES" method. Both are explained below.

Internal Debugger

There are a couple of SCI32 interpreters with an internal debugger. The currently known versions are bundled with demos (Gabriel Knight 2, Shivers, Hoyle Classic Games) and can be activated by pushing the [`] key, usually above [TAB].

Options:

[Q] Quit game
[`] Toggle debug
[SHIFT + `] Check memory
[/] Toggle menu
[B] Set breakpoint - Object, method
[SHIFT + B] Set breakpoint - Object, method (sticky)
[N] Set breakpoint - Script, offset
[SHIFT + N] Set breakpoint - Script, offset (sticky)
[K] Set breakpoint - Kernal call
[SHIFT + K] Set breakpoint - Kernal call (sticky)
[T] Set breakpoint - Changed memory
[SHIFT + R] Break out of current routine
[SHIFT + C] Clear all breakpoints
[F7] Step by source line
[F8] Step across source line
[ENTER] Proceed single step
[TAB] Step across send
[M] Change display mode
[A] Inspect ID in accumulator
[C] Inspect current object
[I] Inspect object or memory
[F] Show largest memory
[S] Show sends
[R] Show resources
[O] Show objects in heap
[SHIFT + O] Show objects with adresses
[P] Show palette
[G] Edit global variable
[L] Edit local variable
[E] Edit memory
[V] Show version information
[SHIFT + /] Help

Note that these are case sensitive, so [CAPS LOCK] should be de-activated.

This particular interpreter also supports the following command line parameters:

-c Cursor display for resource loading (e.g. -c958 for cursor 958)
-E Extract resources (in VOLs) to current directory (e.g. -E*.v56)
-i Integrity checking(?) (default is on; use -i0 to turn off)
-k Set kernel calls between integrity checks (default is 50,000)
-m Max. memory to use (examples: -m1M -m1024K -m1048576 -m$fffff)
-p Play digital audio sample (examples: -P100.WAV -PA0010203.045)

So to use this, start the game using the command line, e.g. "SCIW -i0 -m1M".

"Traditional" method

The "Traditional" method is the same method as the SCI11 one: It relies on extracting scripts from the RESOURCE or RESMAP file. Again, at the time of writing, VAG's SCIResDump is the tool to use. Please refer to its documention on further use.

Game specific: Gabriel Knight (CD-ROM version)

The "magic" script is 99. Extract 99.SCR/99.HEP.

[ALT + A] Show cast (information about all objects on screen)
[ALT + B] Polygon editor (edit walking areas) This option is removed and crashes the game
[ALT + C] Show control map Doesn't seem to do anything
[ALT + D] DebugOn toggle (internal debugger on room change) Doesn't seem to do anything
[ALT + F] Set flag / clear
[ALT + G] Set global variable
[ALT + H] Help
[ALT + I] Get inventory item
[ALT + L] Logfile
[ALT + M] Show free memory
[ALT + P] Show priority map Doesn't seem to do anything
[ALT + Q] Show cursor coordinates
[ALT + R] Show room info
[ALT + S] Updating cast elements
[ALT + T] Teleport (change room/scene/script) Teleport to room 370 to start a new chapter.
[ALT + U] Give HandsOn (return user control)
[ALT + V] Show visual map Doesn't seem to do anything
[ALT + W] Feature writer Doesn't seem to do anything
[ALT + X] Exit game
[ALT + Y] Adjust vanishing point This option is removed and crashes the game
[ALT + Z] Position ego at cursor
Game specific: King's Quest 7

The "magic" script is 99. Extract 99.SCR/99.HEP.

[ALT + A] Show cast (information about all objects on screen)
[ALT + B] Polygon editor (edit walking areas)
[ALT + D] DebugOn toggle (internal debugger on room change) Doesn't seem to do anything
[ALT + E] Show ego information
[ALT + F] Set flag / clear
[ALT + G] Set global variable
[ALT + H] Help
[ALT + I] Get inventory item
[ALT + J] Load picture
[ALT + K] Show palette
[ALT + L] Logfile
[ALT + M] Show free memory
[ALT + P] Position ego at cursor
[ALT + Q] Show cursor coordinates
[ALT + R] Show room info
[ALT + S] Updating cast elements
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control)
[ALT + V] Show room polygons
[ALT + W] Feature writer This option is removed and crashes the game
[ALT + X] Exit game
[ALT + Y] Adjust vanishing point This option is removed and crashes the game
[CTRL + B] Capture screenshot (in BMP format)
[CTRL + S] Sound test
[SHIFT + /] Help
Game specific: Phantasmagoria
The "magic" script is 21. Extract 21.SCR/21.HEP. To get the "Where to?" dialog (too), extract 24.SCR/24.HEP.
[ALT + B] Capture screenshot (in BMP format) This option is removed and crashes the game
[ALT + A] Show cast (information about all objects on screen)
[ALT + D] Drop inventory item
[ALT + E] Show ego information
[ALT + F] Show features
[ALT + G] Show/set/clear flag
[ALT + I] Get inventory item
[ALT + L] Load picture Doesn't seem to do anything
[ALT + O] Polygon editor (edit walking areas) This option is removed and crashes the game
[ALT + P] Position editor
[ALT + Q] Robot compliant form
[ALT + R] Show room info
[ALT + S] Scaler tools
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control)
[ALT + W] Feature writer This option is removed and crashes the game
[ALT + X] Exit game
[CTRL + I] Actor info
[CTRL + S] Sound test
[SHIFT + /] Help
Game specific: Police Quest 4 (Disk version)

The "magic" script is 1. Extract 1.SCR/1.HEP.

[ALT + A] Show cast (information about all objects on screen)
[ALT + D] Dialog editor Doesn't seem to do anything
[ALT + E] Show ego information
[ALT + F] Show features Doesn't seem to do anything
[ALT + I] Get inventory item
[ALT + J] Justify text on screen This option is awfully buggy or will crash the game instantly
[ALT + K] Show palette Doesn't seem to do anything
[ALT + O] Create obstacles This option is awfully buggy or will crash the game instantly
[ALT + P] Show priority map Doesn't seem to do anything
[ALT + R] Show room info / free memory
[ALT + S] Switch alter ego This option is awfully buggy or will crash the game instantly
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control)
[ALT + V] Show visual map Doesn't seem to do anything
[ALT + W] Feature writer Doesn't seem to do anything
[ALT + X] Exit game
[ALT + Y] Toggle CD rooms Confirmed by a message, yet doesn't seem to do anything
[ALT + Z] Reverse palette Confirmed by a message, yet doesn't seem to do anything
[CTRL + L] QA logger Doesn't seem to do anything
[CTRL + S] Sound test
[SHIFT + /] Help
Game specific: Police Quest 4 (CD-ROM version)

This isn't exactly the "traditional" method, but it does involve external scripts. Activate the debug mode by renaming/removing 4.SCR

[ALT + A] Show cast (information about all objects on screen)
[ALT + D] Dialog editor Doesn't seem to do anything
[ALT + E] Show ego information
[ALT + F] Show features Doesn't seem to do anything
[ALT + I] Get inventory item
[ALT + J] Justify text on screen Doesn't seem to do anything
[ALT + K] Show palette Doesn't seem to do anything
[ALT + O] Create obstacles Doesn't seem to do anything
[ALT + P] Show priority map Doesn't seem to do anything
[ALT + R] Show room info / free memory
[ALT + S] Switch alter ego Doesn't seem to do anything
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control)
[ALT + V] Show visual map Doesn't seem to do anything
[ALT + W] Feature writer Doesn't seem to do anything
[ALT + X] Exit game
[ALT + Y] Toggle CD rooms Confirmed by a message, yet doesn't seem to do anything
[ALT + Z] Reverse palette Confirmed by a message, yet doesn't seem to do anything
[CTRL + L] QA logger Doesn't seem to do anything
[CTRL + S] Sound test
[SHIFT + /] Help
[Left mouse click + ALT] Instant movement
[Left mouse click + CTRL + LSHIFT] Show ego
[Left mouse click + CTRL + RSHIFT] Show room
[Left mouse click + CTRL + ALT] Show position This option is awfully buggy or will crash the game instantly
Game specific: Quest for Glory 4 (Disk version)

The "magic" script is 18. Extract 18.SCR/18.HEP.

[ALT + A] Show cast (information about all objects on screen)
[ALT + B] Change amount of money
[ALT + C] Learn a new spell
[ALT + D] DebugOn toggle (internal debugger on room change) Doesn't seem to do anything
[ALT + E] Show ego information & free memory
[ALT + F] Show features Doesn't seem to do anything
[ALT + G] Set flag / clear
[ALT + H] Set hour of the day
[ALT + I] Get inventory item
[ALT + K] Set one of the ego's skills
[ALT + M] Show free memory
[ALT + O] Create obstacles Doesn't seem to do anything
[ALT + P] Show priority map Doesn't seem to do anything
[ALT + R] Show room info
[ALT + S] Shift user alterego(?)
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control)
[ALT + V] Show visual map Doesn't seem to do anything
[ALT + W] Feature writer Doesn't seem to do anything
[ALT + X] Set all of the ego's skills
[ALT + Y] Show palette Doesn't seem to do anything
[ALT + Z] Reverse palette Doesn't seem to do anything
[CTRL + L] QA logger
[CTRL + S] Sound test
[SHIFT + /] Help
[Left mouse click + ALT] Instant movement
[Left mouse click + CTRL + LSHIFT] Show ego
[Left mouse click + CTRL + RSHIFT] Show room
[Left mouse click + CTRL + ALT] Show position
Game specific: RAMA

The "magic" script is 10. Extract 10.CSC.

[ALT + A] Show cast (information about all objects on screen)
[ALT + B] Capture screenshot (in BMP format) This option is awfully buggy or will crash the game instantly
[ALT + D] Drop inventory item
[ALT + E] Show ego information
[ALT + F] Show features Doesn't seem to do anything
[ALT + G] Show/set/clear flag
[ALT + I] Get inventory item
[ALT + L] Load picture Doesn't seem to do anything
[ALT + O] Polygon editor (edit walking areas)
[ALT + P] Position editor This option is awfully buggy or will crash the game instantly
[ALT + Q] Robot compliant form
[ALT + R] Show room info
[ALT + S] Scaler tools This option will crash the game instantly
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control)
[ALT + W] Feature writer
[ALT + X] Exit game
[CTRL + I] Actor info This option will crash the game instantly
[CTRL + S] Sound test
[SHIFT + /] Help

"CLASSES" method

The later SCI32 games (1995-1997) use the "CLASSES" method. They depend on a file in the game directory, called "CLASSES". This can be an empty file. It's checked on existance by some code in the script, if found, the debug mode gets activated. "AUTOTP" as an empty file has an effect too in some cases, however its purpose is not fully clear to me.

Note that the CLASSES file should NOT have an extension (like .txt, etc.)

Game specific: Gabriel Knight 2

Activate the debug mode usings the "CLASSES" method. Besides giving you a "Where to?" dialog at the beginning, it activates the following options:

[ALT + A] Reload room
[ALT + B] Capture screenshot (in BMP format) This option is removed or does not work properly
[ALT + C] Show cast (information about all objects on screen)
[ALT + E] Show ego information
[ALT + F] Edit features
[ALT + G] Show/set/clear flag
[ALT + I] Get inventory item
[ALT + P] Polygon editor (edit walking areas) This option is removed or does not work properly
[ALT + R] Show room info / free memory(?)
[ALT + S] Scaler tools This option is removed or does not work properly
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control)
[ALT + M] Show free memory
[ALT + X] Exit game
[CTRL + S] Sound test
[SHIFT + /] Help

There are some more debug/tester functions in this game. They can be accessed by teleporting to room 98. This will activate "The Elite Tester V1.0":

[ALT + A] AVI player This option is removed or does not work properly
[ALT + D] DebugOn toggle (internal debugger on room change) Doesn't seem to do anything
[ALT + I] Toggle full screen
[ALT + O] Polygon editor (edit walking areas) This option is removed or does not work properly
[ALT + P] Toggle palette This option is removed or does not work properly
[ALT + S] Scaler tools This option is removed or does not work properly
[ALT + T] Teleport (change room/scene/script)
[ALT + V] VMD player
[CTRL + D] Unload current view
[CTRL + F] Forward (?)
[CTRL + S] Play sound
[CTRL + P] Play sound effect
[CTRL + B] Actor lastCel(?)
[CTRL + R] Reset room(?)
[M] Toggle mover(?) Doesn't seem to do anything
[S] Manual toggle scaler(?)
[P] Picture(?)
[V] View(?)
[=] Toggle picture(?)
[E] EndLoop(?)
[B] BegLoop(?)
[L] Loop(?)
[H] Hide/show actor(?)
[K] Normalize actor(?)
[F9] Set Pri(?)
[I] Current actor information(?)
[N] nextCel-lastCel(?)
[ALT + N] Previous cel
[0]-[9] Actors
[O] Open robot
[F] Advance robot frame
[R] Retreat robot frame
[DELETE] Delete robot frame This option is removed or does not work properly
[CTRL + C] Tag robot frame for cue
[ALT + R] Play robot
[E] Play robot
[T] Terminate robot
[CTRL + I] Show robot info
[D] Display single robot frame
[,] Scroll large pics left and right
[CTRL + M] Change scroll step size
[CTRL + N] Reset plane rectangle (for scrolled pics)
[SHIFT + /] Help
Game specific: Leisure Suit Larry 7

Activate the debug mode usings the "CLASSES" method and when in the game, press both [ALT] keys and the [+] key located on the NUMERIC keypad SIMULTANEOUSLY. This only seems to work with the DOS version of the game. The key combination is not needed (for both versions) at (for instance) the main menu of the game. It activates the following options:

[ALT + A] Add view
[ALT + B] Capture screenshot (in BMP format) This option is removed or does not work properly
[ALT + C] Show cast (information about all objects on screen)
[ALT + D] Show current view information
[ALT + E] Show ego information
[ALT + F] Edit features
[ALT + G] Show/set/clear flag
[ALT + H] Show features & obstacles
[ALT + I] Get inventory item
[ALT + J] Load picture
[ALT + K] Blink current view(?)
[ALT + M] Dump debug log
[ALT + N] New palette
[ALT + P] Polygon editor (edit walking areas)
[ALT + R] Show room info / free memory
[ALT + S] Scaler tools
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control)
[ALT + X] Exit game
[ALT + Y] Show polygons
[CTRL + C] Check audio card
[CTRL + G] Give ego necessary items for room
[CTRL + L] Log errors
[CTRL + R] Play a robot
[CTRL + D] Sound test
[SHIFT + /] Help
[Left mouse click + ALT] Drag & scale cast around the screen
[Left mouse click + CTRL + LSHIFT] Make nearest cast member current
[Left mouse click + CTRL] Show position

Numeric keypad keys:

[DELETE] Delete current object
[8] Rotate current (actor) right
[2] Rotate current (actor) left
[4] Decrease current (prop) cel
[6] Increase current (prop) cel
[1] Decrease current (prop) loop
[3] Increase current (prop) loop
Game specific: Space Quest 6

Activate the debug mode using the "CLASSES" method. Besides giving you a "Where to?" dialog at the beginning, it activates the following options:

[ALT + A] Show cast (information about all objects on screen)
[ALT + B] Capture screenshot (in BMP format)
[ALT + E] Show ego information
[ALT + F] Edit features
[ALT + G] Show/set/clear flag
[ALT + I] Get inventory item
[ALT + O] Get inventory item (other half)
[ALT + P] Edit polygons
[ALT + R] Show room info / free memory
[ALT + S] Scaler tools
[ALT + T] Teleport (change room/scene/script)
[ALT + U] Give HandsOn (return user control)
[ALT + X] Exit game
[CTRL + S] Sound test
[SHIFT + /] Help

Note that this debug mode is a buggy one!

Other method(s)

One game (currently) hasn't got the usual debug mode. Nevertheless, it's not really an "easter egg" either, so this section was created.

Game specific: Leisure Suit Larry 6 (SVGA CD-ROM version)

This game has no real debug mode (anymore), but yet it had some leftovers of one, which are actually worth to mention. Trigger certain actions by clicking four times with the "hand icon" on the following list of objects:

FRONT DESK LOBBY::

Left chandelier   -  Gives stuff to fix cellulite machine
Right chandelier  -  The maid's cart is now upstairs
Ashtray           -  Gives you ThunderBird's sequence
Counter door      -  Gives you Char's sequence
Counter top       -  Gives current free memory

HALL WITH ELEVATOR:

Plant above elevator  -  Shablee has the gown and gives Larry the condom and champagne

LARRY'S ROOM:

Overhang above toilet door  -  Gets the plumber to work on sink/toilet
Right-most plant            -  Choice between certain events to execute

LARRY'S TOILET:

Towel rack  -  Gives the towel, toilet cover, toilet paper, hand creme, brochure and the wash cloth.

STAIRS LEADING TO BEACH:

Big tree  -  Gives you Shablee's sequence

PART OF THE LOBBY WITH SWIMMING POOL ENTRANCE TO THE NORTH:

Right sculpture  -  Gives the swim suit, your room key and the inflatable beaver

END OF THE LOBBY (TO THE EAST):

Right sculpture  -  Gives matches for Art

ROSE'S ROOM (OR WHEN LOOKING AT HER):

Bottle of grease  -  Gives flowers for Rose


Interesting fact:

When clicking four times on the big tree, to activate the "Shablee sequence", somehow the debug mode gets activated (sort of), because the game will react to key combinations used in debug. However, being removed, it will terminate the game directly with the error "cannot find 911.hep". Also, clicking four times will be reduced to two times.

Suspected of having a debug mode

The following games have some references to debug options, yet no way found to activate them, if they can be activated at all:

  • EcoQuest: The Search for Cetus
  • Mixed-Up Fairy Tales

Games that contain debug scripts, but do not have a (regular) activation routine in script 0:

  • Lighthouse: The Dark Being
  • Phantasmagoria 2: A Puzzle of Flesh
  • Police Quest SWAT

Other games not mentioned here or in the list did not seem to have debug options. Exceptions are some demos (for instance of Conquests of Camelot and Codename: ICEMAN) that do have a debug mode, but are really not worth the hassle, since they have limited resources and do not work "out of the box".