Difference between revisions of "Blade Runner"

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{{GameDescription|
{{GameDescription|
name=Blade Runner|
name=Blade Runner|
image=https://www.scummvm.org/data/screenshots/westwood/bladerunner/bladerunner-win-en-01.jpg|
release=1997|
release=1997|
publisher=[[Virgin Interactive]]|
developer=[[Westwood Studios]]|
developer=[[Westwood Studios]]|
distributor=[[Virgin Interactive]]|
publisher=[[Electronic Arts]], [[Virgin Interactive]],<br />Westwood Studios|
        platforms=Windows|
distributor=Dice, Electronic Arts,<br />[[IPS Computer Group]], SunTendy,<br />Tec Toy, Virgin Interactive,<br />Westwood Studios|
platforms=Windows|
resolution=640x480, 16-bit color|
resolution=640x480, 16-bit color|
engine=[[Blade]]|
engine=[[Blade]]|
support=Not supported|
support=Since ScummVM 2.1.0|
purchase=No
purchase=[[Where to get the games#Other Games|Yes]]
}}
}}
'''Blade Runner''' is a point and click adventure game that is telling a plot that run 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.
'''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 [[User_Manual/Installing_a_game_for_use_with_ScummVM#Blade_Runner]] and [[Datafiles#Blade_Runner]]
 
=== Working data files ===
 
MD5 hashes of the whole files (not only first 5000 bytes)
 
==== English CD release ====
 
8309be105294903cbb62bba4ea28ef01 *1.TLK
62b1da7c5cc74659d3deec6f62463e33 *2.TLK
e994a2ec5759298fcc4e417318f7b4df *3.TLK
16a02bf5bcc2951d408ca3b06aec26a7 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
beb2d80ac1c4cc5b671030adcd171bb9 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
039b7cba7eddce1cfc0b2dcbdf1676e5 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
e22de5012d23b17c3eac780e863ccff2 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
39c35603fa605657e6df3d72ea591e4d *OUTTAKE1.MIX
ecc2eab04049463757598781623c865e *OUTTAKE2.MIX
1fa8c7cf45905b1e89df5af17e3a3c2f *OUTTAKE3.MIX
68a01ad7158feab904daaaacf8643f9c *OUTTAKE4.MIX
5b9bea8905765fc218669191bed62b3f *SFX.MIX
58fc3e14ea47e310c016d5a712bbbf5a *SPCHSFX.TLK
a700461e03b1e28e2b4d7f495997bace *STARTUP.MIX
789ba387bb56fb965787137efc05cc39 *VQA1.MIX
a13ec779ca00b58196471c6756e9334e *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX
 
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 ====
 
8309be105294903cbb62bba4ea28ef01 *1.TLK
62b1da7c5cc74659d3deec6f62463e33 *2.TLK
e994a2ec5759298fcc4e417318f7b4df *3.TLK
16a02bf5bcc2951d408ca3b06aec26a7 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
beb2d80ac1c4cc5b671030adcd171bb9 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
039b7cba7eddce1cfc0b2dcbdf1676e5 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
e22de5012d23b17c3eac780e863ccff2 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
39c35603fa605657e6df3d72ea591e4d *OUTTAKE1.MIX
ecc2eab04049463757598781623c865e *OUTTAKE2.MIX
1fa8c7cf45905b1e89df5af17e3a3c2f *OUTTAKE3.MIX
68a01ad7158feab904daaaacf8643f9c *OUTTAKE4.MIX
5b9bea8905765fc218669191bed62b3f *SFX.MIX
58fc3e14ea47e310c016d5a712bbbf5a *SPCHSFX.TLK
a700461e03b1e28e2b4d7f495997bace *STARTUP.MIX
789ba387bb56fb965787137efc05cc39 *VQA1.MIX
14dad52c54f240163eb573ab1e143a4c *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX
 
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 ====
 
f295ae8722b04c636c9872e39fff7985 *1.TLK
cf7889920771d1e8c04f163ed4a6158a *2.TLK
3b5e3af637a88e790e232668b2cbc45e *3.TLK
ba54f7b7d5c888ee0c813b725bb60a85 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
beb2d80ac1c4cc5b671030adcd171bb9 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
f33b1efa680bd23628eb48e17a0b0e78 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
e22de5012d23b17c3eac780e863ccff2 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
c445ec1960f7145746c3f2642a08f767 *OUTTAKE1.MIX
253720af906e0e0946dbe6729329db32 *OUTTAKE2.MIX
0b732619faff6ea8774c26b99b1a75db *OUTTAKE3.MIX
ac9eeb9693a42f425d3485394a32f88d *OUTTAKE4.MIX
5b9bea8905765fc218669191bed62b3f *SFX.MIX
b59a0611f74d195d4aea24b4024d0a3d *SPCHSFX.TLK
128dd9a8cb324034daffaf2c0ef64e12 *STARTUP.MIX
789ba387bb56fb965787137efc05cc39 *VQA1.MIX
a13ec779ca00b58196471c6756e9334e *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX
 
==== Italian CD release ====
 
c5ee599f7f70ed34afa28cfd49336287 *1.TLK
cd0c83dff1ee835aef44725e3fa9db75 *2.TLK
7b25a97cc1b632ebf6d7b10bab8d0a44 *3.TLK
12d05b38d0dcd216a4f30fdb6d420277 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
a431411abb2b5c9623f6778484fa0497 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
039b7cba7eddce1cfc0b2dcbdf1676e5 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
e22de5012d23b17c3eac780e863ccff2 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
dd8c273c97ac8a0b85af5894ea851d71 *OUTTAKE1.MIX
9918755605446e1f9b2a7d3121f956c2 *OUTTAKE2.MIX
4252f52d32a94cf18afa974fcacc2126 *OUTTAKE3.MIX
8cc02783c128c50ab206c8641e670cd5 *OUTTAKE4.MIX
5b9bea8905765fc218669191bed62b3f *SFX.MIX
6ede059ec3a76a14ad146d2416895db3 *SPCHSFX.TLK
a6264510ac22ba85f4c9dd7094464384 *STARTUP.MIX
789ba387bb56fb965787137efc05cc39 *VQA1.MIX
a13ec779ca00b58196471c6756e9334e *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX
 
==== Spanish CD release ====
 
363fdb3dfcc7aabe3d1c2787438a6bf9 *1.TLK
e740ce03357c5f373c33c901b392e1e1 *2.TLK
aae963eb21ea226a76ff62adceb99bc0 *3.TLK
6bb56dadce70771e5462406936e990f5 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
beb2d80ac1c4cc5b671030adcd171bb9 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
039b7cba7eddce1cfc0b2dcbdf1676e5 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
e22de5012d23b17c3eac780e863ccff2 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
cc9483daa9ecede51630bca8a689cf37 *OUTTAKE1.MIX
0e7f56cd65aabf324d71203b37806e2e *OUTTAKE2.MIX
a92c62a313a3100a24e66e0512474506 *OUTTAKE3.MIX
ab7104839126d8d3964b1698810e81ad *OUTTAKE4.MIX
5b9bea8905765fc218669191bed62b3f *SFX.MIX
ccd22df797d8d0d28d2bd37370c42efa *SPCHSFX.TLK
ebe414bcee97e8b76381541f85d23f97 *STARTUP.MIX
789ba387bb56fb965787137efc05cc39 *VQA1.MIX
a13ec779ca00b58196471c6756e9334e *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX
 
==== Russian CD release  ====
 
This is an unofficial release
 
Publisher: Fargus Multimedia
 
Translated by: Home Systems, Inc.
 
a58c61bd2042c1a13f963206963fc4ea *1.TLK
8031690bace38d53eb48bbb4588e8dce *2.TLK
53c0783b3c46482ba15bf735810b08fb *3.TLK
2c672f6c997648b3ba9b6bbb0df65f67 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
beb2d80ac1c4cc5b671030adcd171bb9 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
039b7cba7eddce1cfc0b2dcbdf1676e5 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
9508f148d1c5dc9eb62acd14af7b1826 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
35f5b2dcf2e64cdaab86ba25e8420bad *OUTTAKE1.MIX
31bacdebd2d85ac182d3b7285367f04e *OUTTAKE2.MIX
229cff9d2ba5bad9e97cd2a819749055 *OUTTAKE3.MIX
9a97f5aa56c35e2f07d67340a875bf11 *OUTTAKE4.MIX
f78b4228b5f9d72b7dd09c6cef33cd6e *SFX.MIX
b898fa5e6e57ab5564a4799505df5989 *SPCHSFX.TLK
417ce1af1ae1b6bc3aa775e700d92e50 *STARTUP.MIX
710a4713b6e98782cc8614d670773567 *VQA1.MIX
1d927bd76872083edfd985e4dfebce7e *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX
 
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 ==
== Debugger commands ==


To open debugger press CTRL+D
To open the [[Debugging_ScummVM#Interactive_Engine_Debugging|interactive debugger console]] press CTRL+D


=== scene ===
=== scene ===


  scene [(<chapterId> <setId> <sceneId>) | (<chapterId> <sceneName>) | <sceneName>]
Prints information about the current scene or changes the set and scene.
 
  scene [(<chapterId> <setId> <sceneId>)]
scene [(<chapterId> <sceneName>)]
scene [<sceneName>]


Arguments:
Arguments:
* setId - set id from this page
* 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
* sceneId - scene id from this page
* setId - The target set id to switch to. Use this together with a chapterId and sceneId argument
* chapterId - chapter
* sceneId - The target scene id to switch to. Use this together with a chapterId and setId argument
* sceneName - name of the scene to laod
* 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.


If both arguments are specified, command will change current chapter, set and scene.
Issuing the command with no arguments will list the scene and set id and names for the current scene.
The [[Blade_Runner#Game_rooms|set and scene ids as well as the scene names can be found here]]


If no argument are specified, command will print current set and scene.
=== loop ===


=== loop ===
Show scene loops or play scene loop.


  loop [<loopId>]
loop [<loopId>]


Arguments:
Arguments:
Line 43: Line 247:


=== var ===
=== var ===
Get or set game variable (integer).


  var <id> [<value>]
  var <id> [<value>]
Line 55: Line 261:


=== flag ===  
=== flag ===  
Get or set game flag (boolean).


  flag <id> [<value>]
  flag <id> [<value>]
Line 67: Line 275:


=== clue ===  
=== clue ===  
Get or changes clue for an actor.


  clue <actorId> <clueId> [<value>]
  clue <actorId> <clueId> [<value>]
Line 80: Line 290:


=== anim ===  
=== anim ===  
Get or set animation mode of the actor.


  anim <actorId> [<animationMode>]
  anim <actorId> [<animationMode>]
anim <actorId> [<animationMode> <showDamageAnimationWhenMoving>]


Arguments:
Arguments:
* actorId - id of actor, 0 - player, list is available here [https://github.com/scummvm/scummvm/blob/master/engines/bladerunner/game_constants.h]
* actorId - id of actor, 0 - player, list is available here [https://github.com/scummvm/scummvm/blob/master/engines/bladerunner/game_constants.h]
* animationMode - which animation to play, list does not exist but values can be derived from actor scripts available here [https://github.com/scummvm/scummvm/tree/master/engines/bladerunner/script/ai]
* animationMode - which animation to play, list does not exist but values can be derived from actor scripts available here [https://github.com/scummvm/scummvm/tree/master/engines/bladerunner/script/ai]
* 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 argument is not specified, command will print current animation for the actor  
If animationMode and showDamageAnimationWhenMoving arguments are specified, the command will change animation for the actor and the showDamageAnimationWhenMoving flag.


If animationMode argument is specified, command will change animation for the actor - it will trigger scripted functionality
=== health ===
Get or set health for the actor.
 
health <actorId> [<health> <maxHealth>]
 
Arguments:
* actorId - id of actor, 0 - player, list is available here [https://github.com/scummvm/scummvm/blob/master/engines/bladerunner/game_constants.h]
* 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 ===
=== goal ===
Get or set goal of the actor.


  goal <actorId> [<goal>]
  goal <actorId> [<goal>]
Line 99: Line 331:
* goal - id of the goal to set, list does not exist but values can be derived from actor scripts available here [https://github.com/scummvm/scummvm/tree/master/engines/bladerunner/script/ai]
* goal - id of the goal to set, list does not exist but values can be derived from actor scripts available here [https://github.com/scummvm/scummvm/tree/master/engines/bladerunner/script/ai]


If goal argument is not specified, command will print current goal for the actor  
If goal argument is not specified, this command will print current goal for the actor.


If goal argument is specified, command will change goal for the actor - it will trigger scripted functionality
If goal argument is specified, the command will change goal for the actor - it will trigger scripted functionality.


=== pos ===
=== pos ===
Get or set position of the actor.


  pos <actorId> [(<setId> <x> <y> <z> <facing>)|<otherActorId>]
  pos <actorId> [(<setId> <x> <y> <z> <facing>)|<otherActorId>]
Line 122: Line 356:
=== say ===
=== say ===


  say <actorId> [<sentenceId>]
Actor will say specified line.
 
  say <actorId> <sentenceId>


Arguments:
Arguments:
Line 128: Line 364:
* 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 [https://github.com/scummvm/scummvm/tree/master/engines/bladerunner/script]
* 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 [https://github.com/scummvm/scummvm/tree/master/engines/bladerunner/script]


If goal argument is not specified, command will print current goal for the actor
=== timer ===
 
If goal argument is specified, command will change goal for the actor - it will trigger scripted functionality


=== timer ===
Prints or changes timers for an actor.


  timer <actorId> [<timer> <value>]
  timer <actorId> [<timer> <value>]
Line 146: Line 380:


=== friend ===
=== friend ===
Prints or changes friendliness for an actor towards another actor.


  friend <actorId> <otherActorId> [<value>]
  friend <actorId> <otherActorId> [<value>]
Line 154: Line 390:
* value - new friendliness, between 0 - 100 where 0 is least friendly and 100 is most friendly
* value - new friendliness, between 0 - 100 where 0 is least friendly and 100 is most friendly


If goal argument is not specified, command will current friendliness of actorId towards otherActorId
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


If goal argument is specified, command will set friendliness of actorId towards otherActorId
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 ===
=== save ===
Saves game to original format.


  save <file path>
  save <file path>
Line 168: Line 458:


=== load ===
=== load ===
Loads a save game from original format.


  load <file path>
  load <file path>
Line 175: Line 467:


Command will load the game from saves from the original game
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 ===


  draw (act | eff | fog | lit | obj | obstacles | reg | ui | walk | way | zbuf | reset)
  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:
Arguments:
* act - draw bounding boxes of all actors
* allobj - draw bounding boxes of all actors, 3d-objects and items in the scene
* eff - highlight screen 2d effects
* fog - draw fog positions & colors
* lit - draw light positions, orientations and color
* obj - draw bounding boxes of all objects in current set and scene
* obstacles - draw generated obstacles polygon - area where it is possible to walk
* obstacles - draw generated obstacles polygon - area where it is possible to walk
* reg - draw clickable regions
* allreg - draw all clickable regions (exits and regular regions)
* ui - draw bounding boxes for ui elements
* ui - draw bounding boxes for ui elements (applicable in modes like KIA, VK, ESPER, Spinner GPS, Elevators)
* walk - draw walkboxes
* allway - draw all waypoints in the scene
* way - draw waypoints
* zbuf - display zbuffer instead of color buffer
* 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
* 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


== Game rooms ==
== Game rooms ==
Line 633: Line 1,002:
| UG19 || 90 || 103
| UG19 || 90 || 103
|}
|}
== External links ==
*[https://en.wikipedia.org/wiki/Blade_Runner_(1997_video_game) Wikipedia article on Blade Runner]
*[https://www.mobygames.com/game/blade-runner MobyGames entry for Blade Runner]


[[Category:Blade Games]]
[[Category:Blade Games]]
[[Category:Unsupported Games]]
[[Category:Supported Games]]

Revision as of 21:58, 17 December 2019

Blade Runner
bladerunner-win-en-01.jpg
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 Blade
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 User_Manual/Installing_a_game_for_use_with_ScummVM#Blade_Runner and Datafiles#Blade_Runner

Working data files

MD5 hashes of the whole files (not only first 5000 bytes)

English CD release

8309be105294903cbb62bba4ea28ef01 *1.TLK
62b1da7c5cc74659d3deec6f62463e33 *2.TLK
e994a2ec5759298fcc4e417318f7b4df *3.TLK
16a02bf5bcc2951d408ca3b06aec26a7 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
beb2d80ac1c4cc5b671030adcd171bb9 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
039b7cba7eddce1cfc0b2dcbdf1676e5 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
e22de5012d23b17c3eac780e863ccff2 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
39c35603fa605657e6df3d72ea591e4d *OUTTAKE1.MIX
ecc2eab04049463757598781623c865e *OUTTAKE2.MIX
1fa8c7cf45905b1e89df5af17e3a3c2f *OUTTAKE3.MIX
68a01ad7158feab904daaaacf8643f9c *OUTTAKE4.MIX
5b9bea8905765fc218669191bed62b3f *SFX.MIX
58fc3e14ea47e310c016d5a712bbbf5a *SPCHSFX.TLK
a700461e03b1e28e2b4d7f495997bace *STARTUP.MIX
789ba387bb56fb965787137efc05cc39 *VQA1.MIX
a13ec779ca00b58196471c6756e9334e *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX

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

8309be105294903cbb62bba4ea28ef01 *1.TLK
62b1da7c5cc74659d3deec6f62463e33 *2.TLK
e994a2ec5759298fcc4e417318f7b4df *3.TLK
16a02bf5bcc2951d408ca3b06aec26a7 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
beb2d80ac1c4cc5b671030adcd171bb9 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
039b7cba7eddce1cfc0b2dcbdf1676e5 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
e22de5012d23b17c3eac780e863ccff2 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
39c35603fa605657e6df3d72ea591e4d *OUTTAKE1.MIX
ecc2eab04049463757598781623c865e *OUTTAKE2.MIX
1fa8c7cf45905b1e89df5af17e3a3c2f *OUTTAKE3.MIX
68a01ad7158feab904daaaacf8643f9c *OUTTAKE4.MIX
5b9bea8905765fc218669191bed62b3f *SFX.MIX
58fc3e14ea47e310c016d5a712bbbf5a *SPCHSFX.TLK
a700461e03b1e28e2b4d7f495997bace *STARTUP.MIX
789ba387bb56fb965787137efc05cc39 *VQA1.MIX
14dad52c54f240163eb573ab1e143a4c *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX

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

f295ae8722b04c636c9872e39fff7985 *1.TLK
cf7889920771d1e8c04f163ed4a6158a *2.TLK
3b5e3af637a88e790e232668b2cbc45e *3.TLK
ba54f7b7d5c888ee0c813b725bb60a85 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
beb2d80ac1c4cc5b671030adcd171bb9 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
f33b1efa680bd23628eb48e17a0b0e78 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
e22de5012d23b17c3eac780e863ccff2 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
c445ec1960f7145746c3f2642a08f767 *OUTTAKE1.MIX
253720af906e0e0946dbe6729329db32 *OUTTAKE2.MIX
0b732619faff6ea8774c26b99b1a75db *OUTTAKE3.MIX
ac9eeb9693a42f425d3485394a32f88d *OUTTAKE4.MIX
5b9bea8905765fc218669191bed62b3f *SFX.MIX
b59a0611f74d195d4aea24b4024d0a3d *SPCHSFX.TLK
128dd9a8cb324034daffaf2c0ef64e12 *STARTUP.MIX
789ba387bb56fb965787137efc05cc39 *VQA1.MIX
a13ec779ca00b58196471c6756e9334e *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX

Italian CD release

c5ee599f7f70ed34afa28cfd49336287 *1.TLK
cd0c83dff1ee835aef44725e3fa9db75 *2.TLK
7b25a97cc1b632ebf6d7b10bab8d0a44 *3.TLK
12d05b38d0dcd216a4f30fdb6d420277 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
a431411abb2b5c9623f6778484fa0497 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
039b7cba7eddce1cfc0b2dcbdf1676e5 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
e22de5012d23b17c3eac780e863ccff2 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
dd8c273c97ac8a0b85af5894ea851d71 *OUTTAKE1.MIX
9918755605446e1f9b2a7d3121f956c2 *OUTTAKE2.MIX
4252f52d32a94cf18afa974fcacc2126 *OUTTAKE3.MIX
8cc02783c128c50ab206c8641e670cd5 *OUTTAKE4.MIX
5b9bea8905765fc218669191bed62b3f *SFX.MIX
6ede059ec3a76a14ad146d2416895db3 *SPCHSFX.TLK
a6264510ac22ba85f4c9dd7094464384 *STARTUP.MIX
789ba387bb56fb965787137efc05cc39 *VQA1.MIX
a13ec779ca00b58196471c6756e9334e *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX

Spanish CD release

363fdb3dfcc7aabe3d1c2787438a6bf9 *1.TLK
e740ce03357c5f373c33c901b392e1e1 *2.TLK
aae963eb21ea226a76ff62adceb99bc0 *3.TLK
6bb56dadce70771e5462406936e990f5 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
beb2d80ac1c4cc5b671030adcd171bb9 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
039b7cba7eddce1cfc0b2dcbdf1676e5 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
e22de5012d23b17c3eac780e863ccff2 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
cc9483daa9ecede51630bca8a689cf37 *OUTTAKE1.MIX
0e7f56cd65aabf324d71203b37806e2e *OUTTAKE2.MIX
a92c62a313a3100a24e66e0512474506 *OUTTAKE3.MIX
ab7104839126d8d3964b1698810e81ad *OUTTAKE4.MIX
5b9bea8905765fc218669191bed62b3f *SFX.MIX
ccd22df797d8d0d28d2bd37370c42efa *SPCHSFX.TLK
ebe414bcee97e8b76381541f85d23f97 *STARTUP.MIX
789ba387bb56fb965787137efc05cc39 *VQA1.MIX
a13ec779ca00b58196471c6756e9334e *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX

Russian CD release

This is an unofficial release

Publisher: Fargus Multimedia

Translated by: Home Systems, Inc.

a58c61bd2042c1a13f963206963fc4ea *1.TLK
8031690bace38d53eb48bbb4588e8dce *2.TLK
53c0783b3c46482ba15bf735810b08fb *3.TLK
2c672f6c997648b3ba9b6bbb0df65f67 *A.TLK
43100447877a44139c1c467eff5b6b64 *CDFRAMES1.DAT
beb2d80ac1c4cc5b671030adcd171bb9 *CDFRAMES2.DAT
c18c733e9bcb991d4b541bd551df8ce6 *CDFRAMES3.DAT
039b7cba7eddce1cfc0b2dcbdf1676e5 *CDFRAMES4.DAT
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
9508f148d1c5dc9eb62acd14af7b1826 *MODE.MIX
675fe076861c345ac40761eccdc0ac8e *MUSIC.MIX
35f5b2dcf2e64cdaab86ba25e8420bad *OUTTAKE1.MIX
31bacdebd2d85ac182d3b7285367f04e *OUTTAKE2.MIX
229cff9d2ba5bad9e97cd2a819749055 *OUTTAKE3.MIX
9a97f5aa56c35e2f07d67340a875bf11 *OUTTAKE4.MIX
f78b4228b5f9d72b7dd09c6cef33cd6e *SFX.MIX
b898fa5e6e57ab5564a4799505df5989 *SPCHSFX.TLK
417ce1af1ae1b6bc3aa775e700d92e50 *STARTUP.MIX
710a4713b6e98782cc8614d670773567 *VQA1.MIX
1d927bd76872083edfd985e4dfebce7e *VQA2.MIX
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX

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

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

External links