Blade Runner
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.
Supported Versions
Supported versions are English (both CD and DVD), French, German, Italian, Russian (by Fargus Multimedia) and Spanish. Other unofficial versions exist but they are based on the English version.
Installation
Required data files
For more information on how ScummVM uses game data files, see the user documentation.
Create a game directory and copy the following files from the four CDs into the game directory:
CD 1
- 1.TLK
- A.TLK
- CDFRAMES.DAT - Rename to CDFRAMES1.DAT
- OUTTAKE1.MIX
- VQA1.MIX
From the “Base” directory:
- COREANIM.DAT
- MODE.MIX
- MUSIC.MIX
- SFX.MIX
- SPCHSFX.TLK
- STARTUP.MIX
CD 2
- 2.TLK
- CDFRAMES.DAT - Rename to CDFRAMES2.DAT
- OUTTAKE2.MIX
- VQA2.MIX
CD 3
- 3.TLK
- CDFRAMES.DAT - Rename to CDFRAMES3.DAT
- OUTTAKE3.MIX
- VQA3.MIX
CD 4
- CDFRAMES.DAT - Rename to CDFRAMES4.DAT
- OUTTAKE4.MIX
Note: Instead of using the four CDFRAMES.DAT files independently, you can use the Blade Runner HDFRAMES packing tool to create a single HDFRAMES.DAT file.
Subtitles
For subtitles support, download the SUBTITLES.MIX file from the ScummVM Games download page and place this in the game directory with the other game data files. The provided file works with all supported versions of the game. Subtitles exist for English, Spanish and French; where subtitles are not available for a language, the English subtitles are shown.
ScummVM offers a semi-automated process to pack a localized transcript from an Excel file (of appropriate structure) into a SUBTITLES.MIX file. This process, along with usage instructions for the ScummVM developer tools involved, is described in detail in this ScummVM GitHub page readme.
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 versions (confirmed on two different copies).
French CD release
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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
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Improvements
The ScummVM engine for Blade Runner includes a number of Quality of Life improvements, bug fixes, subtitles support and offers access to a Restored Content mode.
As of ScummVM v2.3.0git:
Improvements (include but not limited to):
- Mouse wheel can be used to scroll lists in KIA
- Access to the launch-time Easter Egg commands ("sitcom" and "shorty") via the ScummVM GUI (via "Edit game" → "Engine" tab)
- Waking up McCoy when he is slipped a mickey (Act 3) is now somewhat easier
- Some paths and obstacles have been optimized to allow easier navigation for McCoy, better pathfinding for NPCs and preventing actors from clipping into scenery.
- Improve hotspot areas for some items that were hard to find or click at in the vanilla game (eg. the doll at the hideout).
- Certain scene intro video loops, when McCoy enters a scene, won't play every time now (but they will always play the first time)
- Subtitles support (if the subtitles file is in the game folder you should see an additional checkbox in KIA's options tab to enable or disable subtitles).
- Support for external TTF fonts (for subtitles use)
- Cloud Saves (via ScummVM's framework)
- ...
Major bug fixes (include but not limited to):
- Shooting Range: Faster targets (in Normal and Hard mode; easy mode gets the original behaviour for target appearance). Prevented maze rooms being non-completable, fixed targets that were wrongly counted as innocents.
- McCoy now has a stamina drain when running, which means he will slow down if the player does not keep clicking the left mouse button. This can be disabled from the ScummVM GUI (via "Edit game" → "Engine" tab)
- McCoy in combat mode, should resume combat idle position when he has no target.
- Fix McCoy shooting *someone* at underground meeting.
- Fixed initialization code to prevent loading a game with McCoy in the wrong position in the "world".
- Police officers clipping into scenery and shooting at McCoy at start of Act 4 and after resolution of Act 4.
- Prevent game "freeze" situations with Gordo (Act 1), Izo (Act 2), Clovis and Sadik ambush (Act 3), using the elevator after Rajif encounter and pressing Alt+F4 (Act 4).
- Prevent a dead end state in Act 1 (if McCoy gathered very few clues before talking to Zuben).
- Prevent McCoy killing Sadik at the Bradbury, as this would result in a dead end state. He can still wound Sadik though, which counts towards lowering Sadik's health.
- Also prevent McCoy running quickly ahead of Sadik to the next room at the Bradbury.
- Fix being able to shoot at the doll in the Sebastian's chess room and subsequent camera glitch (as best as it could be done)
- Fix end sequence at the Moonbus if McCoy turns on the Reps, for any number of Replicants that can be there. Please, note that the twins may be also there, in which case they might be hard to spot because they are sitting in the background.
- Dektora's dance music should play during dancing cutscene (close up). In the vanilla game it is muted.
- Prevent McCoy using his fake weirdo fan voice with Dektora, after he reveals his true identity.
- Fix dead Dektora showing up (dead) at the Moonbus
- Added sound in landing video cutscene at Bradbury hotel.
- Fix floating (dead) Moraji.
- Fix rats AI and respawn code.
- Restore spinner fly-through transition cutscenes for some locations in Acts 2 and 3.
- Fix a few animations being wrongly used instead of others, or not fully playing (when there's no reason they should not)
- Fix a few visual glitches and resulting weird behavior, like:
- Clovis rotating or standing clipping through scenery when McCoy enters a *certain* scene.
- McCoy being visible in underground elevator transition.
- McCoy still being visible (at ground floor level) when using Bradbury elevator.
- McCoy disappearing when thrown out of Early Q's (in certain situations).
- a barrel fire being shortly visible out of place in a DNA row scene transition.
- the scorpion's box being visible from afar in one scene and disappearing in another.
- the twins randomly disappearing from the moonbus.
- invisible photographer in Tyrel Building, while his intro dialogue still plays.
- characters blinking out of existence during scene transitions (eg. Howie Lee, Fish Dealer).
- Fix wrong dialogue playing about Grigorian's account on Izo, when McCoy talks to Izo.
- Fix a few dialogue instances where a character is supposedly interrupted by another (so that the wait between spoken lines is minimum). This is based on the English version, assuming it will also apply to the other versions.
- Improve office Leary AI and crowd interrogation scripts
- Fix underground elevator location consistency issues if McCoy takes the long way around.
- Fix a game crash related to Yukon's clerk in Act 4, if McCoy previously quickly skipped the Leon encounter in Act 3.
- Allow more sound effects to play at the same time to minimize the issue of some important sfx not playing at all sometimes (the issue however is not *completely* fixed)
- Fix McCoy clearly teleporting into a new scene for some transitions.
- Prevent purchasing a flask multiple times (as it is useless after the first time anyway).
- Remove rogue visual effects still playing when they no longer should, or playing at the wrong time.
- Remove rogue hotspots in some scenes, resulting from items being in the same set (but not same scene) or characters' hotspots not cleaned up properly between scene transitions.
- Fix spelling of dialogue option "DRAGONFLY JEWERLY" (English version).
- In User Choice dialogue mode, prevent auto-selecting the last non "Done" option, so that the user still gets decide whether they would ask that option or choose "Done". This could affect the outcome with some characters in certain situations.
- ...
Apart from the major fixes mentioned above, there were several other fixes that are too many to mention or too technical to get into in the above list.
Restored Content items (include but not limited to):
- Two extra (optional) meetings with Rachael (depends on player's actions). One is in Act 3, the other in Act 4.
- Runciter's Voigt Kampff test
- Talkie GPS
- A few dispatch announcements, including the one about the car crash at Yukon Hotel.
- For the non-English versions, restored some lines in dialogue where the translation had more "lines" for the same quote, but the game did not play them, resulting in cut sentences.
- A few additional cutscenes, ie. landing at Howie's restaurant (won't always play), taking off from Runciter's zoological, overhead trains meet-up at the underground meeting spot.
- The player can purchase up to three (3) animoids (depends on player's actions, and they are expensive(!)
- The player can talk to Hasan about the scale to "complete" the side story for that clue. Hasan may be missing some times from Animoid Row in Act 3, but he will return there.
- A few more interactions with Dino Klein at the lab (and he won't go away after the first day)
- Clues require to be uploaded in the mainframe, for Dino Klein to acknowledge them
- Howie Lee won't go away after Act 1, but may be missing from his diner some times (since he is doing the trips to the garbage bin).
- Some quality of life improvements in Easy mode for the infamous rat puzzle and the Moraji sequence
- Clicking on a rotating object model in KIA clues (top right display), McCoy should say its nominal description.
- An extra dancer in the Early Q's VIP room
- A few extra NPC walkers
- More dialogue from McCoy and other characters for a few interactions
- More inner dialogue for McCoy and more clickable items for McCoy to talk about
- An alternate implementation for McCoy's stamina drain (slower stamina drain). Can be disabled, same as in the vanilla game, from ScummVM GUI (via "Edit game" → "Engine" tab)
- Added a few extra exit hotspots for scenes where it would make sense.
- Prevent McCoy from leaving the Yukon lobby until the situation with Leon is resolved (Act 3).
- ... More content to be restored in the future ...
Debugger commands
To open the interactive debugger console press the key combination that is set for "Open Debugger" in the "Keymaps" tab from ScummVM options (default should be Ctrl+Alt+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.
music
List the available music tracks, play a specified music track or stop the currently playing track.
music (list|stop|musicId)
Arguments:
- musicId - the id of the track to play. It is an integer value in [0, 21].
- list - shows a list of the music track ids and their titles. Tracks that are marked with a "(G)" do not appear, as of yet, in the Soundtrack of the game available from Frank Klepacki's (the music composer for the game) web site.
- stop - stops any currently playing music track.
Note, not all music heard in the game is a proper music track. For example, the re-used track "Iron Fist" from Command & Conquer - The Covert Operations (OST), which is played at the NightClub Row street area, is a SFX sound. Support for playing such tracks via the debugger may be added at a later time. Also note, not all of the tracks listed in Frank Klepacki's web page for the game are available in the game; they are also not in "removed content" since they don't appear (fully) anywhere in the game's resource files. Such tracks are "Main Theme", "Bradbury Building", "Taffy's Club", "Bounce" and "Good Night". Conversely, there are in-game tracks, like "One more time, love", that do not appear in the official OST.
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 five (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
This 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
This command will load the game from saves made by 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 by zeroes if lower than 100, eg. 004) |
SSS | Scene id | a 3-digit value (preceded by zeroes if lower than 100, eg. 013) |
The 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 13 would look like the following:
./scummvm -d0 -b 1004013 bladerunner-win
Important Notice: Direct access to a scene of the game via the above boot parameter method should only be used for testing or debugging purposes. McCoy will spawn in the selected scene with no clues in his KIA, while game flags and variables may have different values than what they would have if the scene was accessed through proper game play. This may lead to unexpected behavior and dead ends. It is not recommended to create save games in this state.
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 |