Difference between revisions of "Blade Runner"
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* An exit type can be in [0, 3] and determines the type of arrow icon on mouse-over:: 0: Upward , 1: Right, 2: Downward, 3: Left | * An exit type can be in [0, 3] and determines the type of arrow icon on mouse-over:: 0: Upward , 1: Right, 2: Downward, 3: Left | ||
* Integers: id, topY, leftX, bottomY, rightX, type | * Integers: id, topY, leftX, bottomY, rightX, type | ||
== Boot parameters == | |||
If launching ScummVM from command line, you may specify a boot parameter value in the same way as described in [[Boot Params]] section of the wiki. The valid format for the boot parameter is: | |||
<syntaxhighlight lang="bash"> | |||
CTTTSSS | |||
</syntaxhighlight> | |||
where: | |||
{| class="wikitable" | |||
|- | |||
| C || Chapter id || an integer value from 1 to 5 | |||
|- | |||
| TTT || Set id || a 3-digit value (preceded with zeroes if lower than 100, eg. 004) | |||
|- | |||
| SSS || Scene id || a 3-digit value (preceded with zeroes if lower than 100, eg. 013) | |||
|} | |||
The[[Blade_Runner#Game_rooms|valid combinations of Chapter, Set and Scene ids as well as the scene names can be found here]] | |||
Therefore, an example of launching ScummVM for Blade Runner (target ''bladerunner-win'' in the example below) for Chapter 1, Set 4, Scene 3 would look like the following: | |||
<syntaxhighlight lang="bash"> | |||
./scummvm -d0 -b 1004013 bladerunner-win | |||
</syntaxhighlight> | |||
== Game rooms == | == Game rooms == |
Revision as of 19:47, 11 May 2020
Blade Runner | ||
---|---|---|
First release | 1997 | |
Also known as | N/A | |
Developed by | Westwood Studios | |
Published by | Electronic Arts, Virgin Interactive, Westwood Studios | |
Distributed by | Dice, Electronic Arts, IPS Computer Group, SunTendy, Tec Toy, Virgin Interactive, Westwood Studios | |
Platforms | Windows | |
Resolution | 640x480, 16-bit color | |
Engine | Bladerunner | |
Support | Since ScummVM 2.1.0 | |
Available for Purchase |
Yes |
Blade Runner is a point and click adventure game that is telling a plot that runs parallel to the 1982 film of the same name. A detective named Ray McCoy is tasked with hunting down a group of dangerous Replicants, bio-engineered androids designed to look and act like humans.
Installation
Refer to Blade Runner (User Manual: Installing a game for use with ScummVM) and Blade Runner (Data Files)
Working data files
MD5 hashes of the whole files (not only first 5000 bytes)
English CD release
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Some unofficial releases are using English data files as well; so far one Russian and one Chinese version have been found to follow this method.
English DVD release
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there is single bit difference in vqa2.mix between DVD and CD difference (confirmed on two different copies)
French CD release
8f9ede9fad6512eb9736854acbe9b3ea *1.TLK 9198c507fdf1af41364e1714d688199c *2.TLK dbb980cb5cd9511e91a06ae53c1a6a61 *3.TLK 269db00b678905a5d14b63af90225399 *A.TLK 43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT beb2d80ac1c4cc5b671030adcd171bb9 *CDFRAMES2.DAT c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT 039b7cba7eddce1cfc0b2dcbdf1676e5 *CDFRAMES4.DAT 802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT e22de5012d23b17c3eac780e863ccff2 *MODE.MIX 675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX 866d42e046e7ca71ce218c537125e493 *OUTTAKE1.MIX fc180e8187bbdcc3da67f8eff2eece99 *OUTTAKE2.MIX 987b05782f7ceb976a79112af35c717a *OUTTAKE3.MIX fb41da77ab925913df2739ad9914e1d1 *OUTTAKE4.MIX 5b9bea8905765fc218669191bed62b3f *SFX.MIX 86f45a828ac6c1ac1de535832c2f74b0 *SPCHSFX.TLK dd93bfc4ea9ced48ace6691822653f37 *STARTUP.MIX 789ba387bb56fb965787137efc05cc39 *VQA1.MIX a13ec779ca00b58196471c6756e9334e *VQA2.MIX 4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX
German CD release
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Italian CD release
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Spanish CD release
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Russian CD release
This is an unofficial release
Publisher: Fargus Multimedia
Translated by: Home Systems, Inc.
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Improved translation from Siberian Studio, versions:
- R1 - original release on CDs by Fargus Multimedia
- R2 - distributed as a crack, not supported
- R3 - supported
9773def195c18413c06914c71526b051 *STARTUP.MIX
- R4 - supported
dd5c7be1d7fd236013d0e566e4b5532e *STARTUP.MIX
Debugger commands
To open the interactive debugger console press CTRL+D
scene
Prints information about the current scene or changes the set and scene.
scene [(<chapterId> <setId> <sceneId>)] scene [(<chapterId> <sceneName>)] scene [<sceneName>]
Arguments:
- chapterId - The target chapter (or act) number. Can be a positive integer from 1 to 5. Use this together with a setId and sceneId argument, or with a sceneName argument
- setId - The target set id to switch to. Use this together with a chapterId and sceneId argument
- sceneId - The target scene id to switch to. Use this together with a chapterId and setId argument
- sceneName - The name of the target scene to load. If used without a chapterId argument, the command will try to switch to the scene of the current Act.
Issuing the command with no arguments will list the scene and set id and names for the current scene. The set and scene ids as well as the scene names can be found here
loop
Show scene loops or play scene loop.
loop [<loopId>]
Arguments:
- loopId - which loop to play, must be a integer and valid for current scene
If loopId is not specified, command will list all video loops for currently loaded scene.
If loopId is specified, command will play specified video loop for currently loaded scene.
var
Get or set game variable (integer).
var <id> [<value>]
Arguments:
- id - which variable to get or set, partial list is available here [1]
- value - value to set
If value argument is not specified, command will print value of specified variable
If value argument is specified, command will set value of specified variable
flag
Get or set game flag (boolean).
flag <id> [<value>]
Arguments:
- id - which flag to get or set, partial list is available here [2]
- value - value to set, must be 0 or 1
If value argument is not specified, command will print value of specified flag
If value argument is specified, command will set value of specified flag
clue
Get or changes clue for an actor.
clue <actorId> <clueId> [<value>]
Arguments:
- actorId - id of actor, 0 - player, list is available here [3]
- clueId - list of clues is available here [4]
- value - 0 to remove the clue, 1 to add the clue
If value argument is not specified, command will check if actor has requested clue
If value argument is specified, command will add add or remove requested clue from the actor
anim
Get or set animation mode of the actor.
anim <actorId> [<animationMode>] anim <actorId> [<animationMode> <showDamageAnimationWhenMoving>]
Arguments:
- actorId - id of actor, 0 - player, list is available here [5]
- animationMode - which animation to play, list does not exist but values can be derived from actor scripts available here [6]
- showDamageAnimationWhenMoving - can be 1, 0 to set or clear the actor flag of playing the damage animation when they are moving.
If only the actorId argument is specified, this command will print current animation for the actor as well as their showDamageAnimationWhenMoving and inCombat flags.
If animationMode argument is specified, the command will change animation for the actor - it will trigger scripted functionality.
If animationMode and showDamageAnimationWhenMoving arguments are specified, the command will change animation for the actor and the showDamageAnimationWhenMoving flag.
health
Get or set health for the actor.
health <actorId> [<health> <maxHealth>]
Arguments:
- actorId - id of actor, 0 - player, list is available here [7]
- health - a positive integer from 0 to 100. It cannot be greater than the actor's max health value.
- maxHealth - a positive integer from 0 to 100.
If only the actorId argument is specified, this command will print current health and max health values of the actor.
If both health and maxHealth arguments are specified, this command will set the current health and max health values for the actor.
goal
Get or set goal of the actor.
goal <actorId> [<goal>]
Arguments:
- actorId - id of actor, 0 - player, list is available here [8]
- goal - id of the goal to set, list does not exist but values can be derived from actor scripts available here [9]
If goal argument is not specified, this command will print current goal for the actor.
If goal argument is specified, the command will change goal for the actor - it will trigger scripted functionality.
pos
Get or set position of the actor.
pos <actorId> [(<setId> <x> <y> <z> <facing>)|<otherActorId>]
Arguments:
- actorId - id of actor, 0 - player, list is available here [10]
- setId - id of the set to set (oh boy), list is available on this page
- x, y, z - pretty self-explanatory
- facing - angle of actor - number between 0 and 1023
- otherActorId - to quickly move actor to another one, list is available here [11]
If only actorId argument is specified, command will print current position of the actor
If argument otherActorId is specified, command will change position of the actor to the other actor, warning: do not move player (0) to another actor as he will disappear
If set, x, y, z and facing argument are specified, command will move actor to specified location, warning: do not move player (0) to another set as he will disappear
say
Actor will say specified line.
say <actorId> <sentenceId>
Arguments:
- actorId - id of actor, 0 - player, list is available here [12]
- sentenceId - id of the sentence to say, list does not exist but values can be derived from all the scene and actors scripts available here [13]
timer
Prints or changes timers for an actor.
timer <actorId> [<timer> <value>]
Arguments:
- actorId - id of actor, 0 - player, list is available here [14]
- timer - id of timer, 0, 1, 2 - script timers, 3 - walk delay timer ,4 - clue exachange timer, 5 - animation update timer
- value - time left in miliseconds, 0 will disable the timer
If timer & value arguments are not specified, command will print values all timers for selected actor
If timer & value arguments are specified, command will set specified timer to specified value
friend
Prints or changes friendliness for an actor towards another actor.
friend <actorId> <otherActorId> [<value>]
Arguments:
- actorId - id of actor, 0 - player, list is available here [15]
- otherActorId- id of actor, 0 - player, list is available here [16]
- value - new friendliness, between 0 - 100 where 0 is least friendly and 100 is most friendly
If the value argument is not specified, the command will print the current friendliness of actorId towards otherActorId.
If the value argument is specified, the command will set the friendliness of actorId towards otherActorId.
Note that the friendliness of actor A towards actor B is not necessarily identical in reverse, ie the friendliness of actor B towards actor A could be different.
subtitle
Show a specific sentence as a subtitle. This requires subtitles to be enabled and active (subtitle fonts have to be loaded).
subtitle (<sentenceText> | info | reset)
Arguments:
- sentenceText - The text to be displayed as a subtitle
- info - Information about the subtitles system (if available)
- reset - Clear the currently displayed subtitle
mazescore
Displays the current score for McCoy during the shooting range section. McCoy needs to be in the shooting range.
mazescore toggle
The command will toggle between "ON" (displaying the maze score) and "OFF" modes.
vk
Toggle playing the full VK session instead of at most 10 questions in normal gameplay. Also, toggle showing VK statistics for the current session. Usage of this command is only available within a Voigt-Kampff session.
vk (full | stats)
Arguments:
- full - Toggle between a full or normal VK session.
- stats - Toggle displaying statistics of the VK test as subtitles.
click
Toggle showing mouse info (on mouse click) in the text console. The text console has to be enabled, in order to view the output for this command
click toggle
The command will toggle between "ON" (displaying mouse click info) and "OFF" modes.
overlay
Load, list, play or reset (clear) loaded overlay animations. There is a limit of 5 at most overlays that can be loaded in a scene.
overlay [[<name> <animationId> [<loopForever> <startNow>]] overlay avail overlay reset
Issuing the command with no arguments will list any loaded overlays for the current scene. Arguments:
- name - The name of the overlay to be loaded. Use the "avail" command call to view the available overlay names. This argument should be used together with an animationId argument and optionally with the loopForever and startNow arguments
- animationId - The id of the animation to play from the loaded overlay
- loopForever - Valid values are 0: play once, and 1: loop forever
- startNow - Valid values are 0: don't start immediately, and 1: start immediately
- avail - The available overlays or VQA scenes that can be loaded based on the current Act of the game
- reset - Remove any loaded overlays
save
Saves game to original format.
save <file path>
Argument:
- file path - location of new save game in the file system, warning: existing file will be overwritten
Command will save the game to the format loadable by the original game
load
Loads a save game from original format.
load <file path>
Argument:
- file path - location of existing save game in the file system
Command will load the game from saves from the original game
list
Enables debug listing of and information on actors, scene objects, items, waypoints, regions, lights, fogs and walk-boxes.
list (act | obj | item | way | reg | eff | lit | fog | walk ) list act <actorId>
Arguments:
- act - Lists actors in the current scene. If used with an actorId, then it will list information about the specific actor
- obj - Lists all 3d objects in the scene
- item - Lists all items in the scene (if any)
- way - Lists all the waypoints (regular, flee and cover) in the scene
- reg - Lists regular and exit regions in the scene
- eff - Lists all 2d effects in the scene
- lit - Lists all lights for the scene
- fog - Lists all fog info for the scene
- walk - Lists all walkboxes for the scene
draw
draw (allobj | obstacles | allreg | ui | allway | zbuf | reset) draw (act | obj | item | regnorm | regexit | waynorm | wayflee | waycov) [<id>] draw (eff | fog | lit | walk) [<id>]
Arguments:
- allobj - draw bounding boxes of all actors, 3d-objects and items in the scene
- obstacles - draw generated obstacles polygon - area where it is possible to walk
- allreg - draw all clickable regions (exits and regular regions)
- ui - draw bounding boxes for ui elements (applicable in modes like KIA, VK, ESPER, Spinner GPS, Elevators)
- allway - draw all waypoints in the scene
- zbuf - display zbuffer instead of color buffer
- act - draw bounding boxes of all actors. If an id is also specified, then draw bounding box for the specific actor
- obj - draw bounding boxes of all objects in current set and scene. If an id is also specified, then draw bounding box for the specific object
- item - draw bounding boxes of all items in current scene. If an id is also specified, then draw bounding box for the specific item
- regnorm - draw all regular regions. If an id is also specified, then only draw the specific region
- regexit - draw all exit regions. If an id is also specified, then only draw the specific region
- waynorm - draw all normal waypoints in scene. If an id is also specified, then only draw the specific waypoint
- wayflee - draw all flee waypoints in scene. If an id is also specified, then only draw the specific waypoint
- waycov - draw all cover waypoints in scene. If an id is also specified, then only draw the specific waypoint
- eff - highlight screen 2d effects. If an id is also specified, then only draw the specific effect
- fog - draw fog positions & colors. If an id is also specified, then only draw the specific fog
- lit - draw light positions, orientations and color. If an id is also specified, then only draw the specific light
- walk - draw walkboxes. If an id is also specified, then only draw the specific walkbox
- reset - reset everything to normal
object
Add, edit flags, bounds or remove a 3d object obstacle in the current scene
object add <incId> <brX> <brY> <brZ> <tlX> <tlY> <tlZ> object list <id> object flags <id> <isClickable> <isTarget> <isObstacle> object bounds <id> <brX> <brY> <brZ> <tlX> <tlY> <tlZ> object remove <id>
TODO: Further describe arguments
- Use debugger command List with "obj" argument to view available targets for this command
- Floats: brX, brY, brZ, tlX, tlY, tlZ, posX, posY, posZ
- Integers: id, incId
- Boolean (1: true, 0: false): isObstacle, isClickable, isTarget
item
Add, edit flags, bounds or remove an item in the current scene
item add <id> <posX> <posY> <posZ> <facing> <height> <width> <animationId> item list <id> item flags <id> <isVisible> <isTarget> item bounds <id> <posX> <posY> <posZ> <facing> <height> <width> item remove <id> item spin <animationId>
TODO: Further describe arguments
- Use debugger command List with "items" argument to view available targets for this command
- Floats: posX, posY, posZ
- Integers: id, facing, height, width, animationId
- Boolean (1: true, 0: false): isVisible, isTarget
region
Add, edit bounds or remove a region ("reg": for plain region, "exit": for exit) in the current scene
region reg add <id> <topY> <leftX> <bottomY> <rightX> region reg remove <id> region reg list <id> region reg bounds <id> <topY> <leftX> <bottomY> <rightX> region exit add <id> <topY> <leftX> <bottomY> <rightX> <type> region exit remove <id> region exit list <id> region exit bounds <id> <topY> <leftX> <bottomY> <rightX>
TODO: Further describe arguments
- Use debugger command List with "reg" argument to view available targets for this command
- An exit type can be in [0, 3] and determines the type of arrow icon on mouse-over:: 0: Upward , 1: Right, 2: Downward, 3: Left
- Integers: id, topY, leftX, bottomY, rightX, type
Boot parameters
If launching ScummVM from command line, you may specify a boot parameter value in the same way as described in Boot Params section of the wiki. The valid format for the boot parameter is:
CTTTSSS
where:
C | Chapter id | an integer value from 1 to 5 |
TTT | Set id | a 3-digit value (preceded with zeroes if lower than 100, eg. 004) |
SSS | Scene id | a 3-digit value (preceded with zeroes if lower than 100, eg. 013) |
Thevalid combinations of Chapter, Set and Scene ids as well as the scene names can be found here
Therefore, an example of launching ScummVM for Blade Runner (target bladerunner-win in the example below) for Chapter 1, Set 4, Scene 3 would look like the following:
./scummvm -d0 -b 1004013 bladerunner-win
Game rooms
Chapter 1
Name | Set | Scene |
---|---|---|
CT01 | 4 | 13 |
CT02 | 27 | 14 |
CT03 | 5 | 15 |
CT04 | 5 | 16 |
CT05 | 28 | 17 |
CT06 | 29 | 18 |
CT07 | 30 | 19 |
CT12 | 4 | 24 |
MA01 | 49 | 48 |
MA02 | 10 | 49 |
MA04 | 10 | 50 |
MA04 | 50 | 50 |
MA05 | 51 | 51 |
MA06 | 52 | 52 |
MA07 | 53 | 53 |
PS01 | 61 | 65 |
PS02 | 62 | 66 |
PS03 | 63 | 67 |
PS04 | 64 | 68 |
PS05 | 15 | 59 |
PS06 | 65 | 70 |
PS07 | 66 | 71 |
PS09 | 67 | 72 |
PS10 | 14 | 73 |
PS11 | 14 | 74 |
PS12 | 14 | 75 |
PS13 | 14 | 76 |
PS14 | 68 | 77 |
PS15 | 101 | 119 |
RC01 | 69 | 78 |
RC02 | 16 | 79 |
RC51 | 16 | 107 |
Chapter 2 & 3
Name | Set | Scene |
---|---|---|
AR01 | 0 | 0 |
AR02 | 0 | 1 |
BB01 | 20 | 2 |
BB02 | 1 | 3 |
BB03 | 21 | 4 |
BB04 | 1 | 5 |
BB05 | 22 | 6 |
BB06 | 1 | 7 |
BB06 | 2 | 7 |
BB07 | 2 | 8 |
BB07 | 3 | 8 |
BB08 | 23 | 9 |
BB09 | 24 | 10 |
BB10 | 25 | 11 |
BB11 | 26 | 12 |
BB12 | 102 | 120 |
BB51 | 1 | 104 |
CT01 | 4 | 13 |
CT02 | 27 | 14 |
CT03 | 5 | 15 |
CT04 | 5 | 16 |
CT05 | 28 | 17 |
CT06 | 29 | 18 |
CT08 | 6 | 20 |
CT09 | 31 | 21 |
CT10 | 32 | 22 |
CT11 | 33 | 23 |
CT12 | 4 | 24 |
CT51 | 6 | 105 |
DR01 | 7 | 25 |
DR02 | 7 | 26 |
DR03 | 34 | 27 |
DR04 | 7 | 28 |
DR05 | 35 | 29 |
DR06 | 36 | 30 |
HC01 | 8 | 31 |
HC02 | 8 | 32 |
HC03 | 8 | 33 |
HC04 | 8 | 106 |
HF01 | 37 | 34 |
HF02 | 38 | 35 |
HF03 | 39 | 36 |
HF04 | 40 | 37 |
HF05 | 41 | 38 |
HF06 | 42 | 39 |
MA01 | 49 | 48 |
MA02 | 10 | 49 |
MA04 | 10 | 50 |
MA04 | 50 | 50 |
MA05 | 51 | 51 |
MA06 | 52 | 52 |
MA07 | 53 | 53 |
NR01 | 54 | 54 |
NR02 | 11 | 55 |
NR03 | 55 | 56 |
NR04 | 12 | 57 |
NR05 | 13 | 58 |
NR06 | 56 | 59 |
NR07 | 57 | 60 |
NR08 | 13 | 61 |
NR09 | 58 | 62 |
NR10 | 59 | 63 |
NR11 | 60 | 64 |
PS01 | 61 | 65 |
PS02 | 62 | 66 |
PS03 | 63 | 67 |
PS04 | 64 | 68 |
PS05 | 15 | 59 |
PS06 | 65 | 70 |
PS07 | 66 | 71 |
PS09 | 67 | 72 |
PS10 | 14 | 73 |
PS11 | 14 | 74 |
PS12 | 14 | 75 |
PS13 | 14 | 76 |
PS14 | 68 | 77 |
PS15 | 101 | 119 |
RC01 | 69 | 78 |
RC03 | 70 | 80 |
RC04 | 71 | 81 |
TB02 | 17 | 82 |
TB05 | 72 | 84 |
TB06 | 73 | 85 |
TB07 | 18 | 108 |
UG01 | 74 | 86 |
UG02 | 75 | 87 |
UG03 | 76 | 88 |
UG04 | 77 | 89 |
UG06 | 79 | 91 |
UG10 | 83 | 95 |
Chapter 4 & 5
Name | Set | Scene |
---|---|---|
AR01 | 0 | 0 |
AR02 | 0 | 1 |
BB01 | 20 | 2 |
BB02 | 1 | 3 |
BB03 | 21 | 4 |
BB04 | 1 | 5 |
BB51 | 1 | 104 |
CT01 | 4 | 13 |
CT02 | 27 | 14 |
CT03 | 5 | 15 |
CT04 | 5 | 16 |
CT05 | 28 | 17 |
CT06 | 29 | 18 |
CT08 | 6 | 20 |
CT09 | 31 | 21 |
CT10 | 32 | 22 |
CT11 | 33 | 23 |
CT12 | 4 | 24 |
CT51 | 6 | 105 |
DR01 | 7 | 25 |
DR02 | 7 | 26 |
DR03 | 34 | 27 |
DR04 | 7 | 28 |
DR05 | 35 | 29 |
DR06 | 36 | 30 |
HC01 | 8 | 31 |
HC02 | 8 | 32 |
HC03 | 8 | 33 |
HC04 | 8 | 106 |
HF01 | 37 | 34 |
HF02 | 38 | 35 |
HF03 | 39 | 36 |
HF04 | 40 | 37 |
HF05 | 41 | 38 |
HF06 | 42 | 39 |
HF07 | 43 | 40 |
KP01 | 44 | 41 |
KP02 | 45 | 42 |
KP03 | 46 | 43 |
KP04 | 47 | 44 |
KP05 | 9 | 45 |
KP06 | 9 | 46 |
KP07 | 48 | 47 |
MA02 | 10 | 49 |
MA04 | 10 | 50 |
MA04 | 50 | 50 |
MA05 | 51 | 51 |
MA06 | 52 | 52 |
MA07 | 53 | 53 |
NR01 | 54 | 54 |
NR02 | 11 | 55 |
NR03 | 55 | 56 |
NR04 | 12 | 57 |
NR05 | 13 | 58 |
NR06 | 56 | 59 |
NR07 | 57 | 60 |
NR08 | 13 | 61 |
NR09 | 58 | 62 |
NR10 | 59 | 63 |
NR11 | 60 | 64 |
PS09 | 67 | 72 |
PS14 | 68 | 77 |
RC01 | 69 | 78 |
RC02 | 16 | 89 |
RC03 | 70 | 80 |
RC04 | 71 | 81 |
RC51 | 16 | 107 |
TB02 | 17 | 82 |
TB03 | 17 | 83 |
TB07 | 18 | 108 |
UG01 | 74 | 86 |
UG02 | 75 | 87 |
UG03 | 76 | 88 |
UG04 | 77 | 89 |
UG05 | 78 | 90 |
UG06 | 79 | 91 |
UG07 | 80 | 92 |
UG08 | 81 | 93 |
UG09 | 82 | 94 |
UG10 | 83 | 95 |
UG12 | 84 | 96 |
UG13 | 85 | 97 |
UG14 | 86 | 98 |
UG15 | 87 | 99 |
UG16 | 16 | 100 |
UG17 | 88 | 101 |
UG18 | 89 | 102 |
UG19 | 90 | 103 |