Blade Runner

From ScummVM :: Wiki
Revision as of 22:20, 19 January 2019 by Peterkohaut (talk | contribs)
Jump to navigation Jump to search
Blade Runner
No Screenshot Available
First release 1997
Also known as N/A
Developed by Westwood Studios
Published by Virgin Interactive
Distributed by Virgin Interactive
Platforms Windows
Resolution 640x480, 16-bit color
Engine Blade
Support Not supported
Available for
Purchase
No

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.

Debugger commands

To open debugger press CTRL+D

scene

Usage:

scene [(<chapterId> <setId> <sceneId>) | (<chapterId> <sceneName>) | <sceneName>]


Arguments:


setId - set id from this page

sceneId - scene id from this page

chapterId - chapter

sceneName - name of the scene to laod


If both arguments are specified, command will change current chapter, set and scene.

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

loop

Usage:

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

Usage:

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

Usage:

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

Usage:

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

Usage:

anim <actorId> [<animationMode>]

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]


If animationMode argument is not specified, command will print current animation for the actor

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

goal

Usage:

goal <actorId> [<goal>]


Arguments:

actorId - id of actor, 0 - player, list is available here [7]

goal - id of the goal to set, list does not exist but values can be derived from actor scripts available here [8]


If goal argument is not specified, 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

pos

Usage:

pos <actorId> [(<setId> <x> <y> <z> <facing>)|<otherActorId>]


Arguments:

actorId - id of actor, 0 - player, list is available here [9]

setId - id of the set to set (oh boy), list is available on this page

x, y, z - i will not explain these

facing - angle of actor - number between 0 and 1023

otherActorId - to quickly move actor to another one, list is available here [10]


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

Usage:

say <actorId> [<sentenceId>]


Arguments:

actorId - id of actor, 0 - player, list is available here [11]

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 [12]


If goal argument is not specified, 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

save

Usage:

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

Usage:

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

draw

Usage:

draw (obj | actors | obstacles | ui | zbuf | reset)

Arguments:

obj - draw bounding boxes of all objects in current set and scene

actors - draw bounding boxes of all actors

obstacles - draw generated obstacles polygon - area where it is possible to walk

ui - draw bounding boxes for ui elements

zbuf - display zbuffer instead of color buffer

reset - reset everything to normal

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