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Blade Runner
bladerunner_win_en_1_1.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 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, Spanish and Russian (by Fargus Multimedia). Other unofficial versions exist but they are based on the English version.

Note that the Blade Runner: Enhanced Edition, released on June 23rd, 2022 by Nightdive Studios is not supported as of yet. However, both on GOG and Steam, this edition is bundled with the original version of the game, which is supported by ScummVM.

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 1: 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.

Note 2: The original installer for the game would also create a small HDFRAMES.DAT file within the game's installation folder. That file is not the same as the one required to run the game with ScummVM. If you have this file in your installation folder, please delete it as it will probably confuse the ScummVM engine. Also, in general, it is not recommended to use the original game's installer to acquire the required data files. Simply copy the files from each CD as per the instructions above.

Note 3: For the DVD version of the game the process is very similar. The files from each CD are within folders, each named accordingly ie. "CD1", "CD2", "CD3", "CD4", along with the "base" folder which also contains some required files as detailed above. All these folders are located directly in the root folder of the DVD, ie. the folder that opens up once the user choses to browse the DVD.

See Working data files for MD5 checksum data.

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.

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 "Game Options" (former: "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).
  • If you have the original game in the four (4) CDs, you can copy the required files from the CDs in your game folder on your hard disk drive, appropriately renaming a few, and you can directly run the game with ScummVM, without a need for an installer.
  • Future work items include:
    • Starting directly into KIA, even at first launch of the game, to allow for Difficulty mode selection and other settings configuration (subtitles, designers cut, McCoy's mood) early on.
    • Allowing text (subtitles and KIA / UI) language selection from KIA.
    • Allowing different text language than the voice acting language.
    • Supporting more languages that are not as easy as EFIGS (English, French, Italian, German, Spanish) to support, ie. Chinese, Hebrew, Greek.

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 "Game Options" (former: "Edit game") → "Engine" tab).
  • McCoy in combat mode, after having fired his gun, 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 at 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 in one of the pilot seats.
  • Dektora's dance music should play during dancing cutscene (close up). In the vanilla game it starts after this cutscene.
  • 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 sounds 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 characters' 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 behaviour, 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 or a character's line is cut mid-sentence in one audio cue and continues in the next one. The wait time between those spoken lines is now minimum. This is based on the English version, assuming it will also apply to the other versions.
  • Improve officer Leary's 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), leftover clickable objects, 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.
  • Adjust the direction for the source of certain sounds eg. TV announcements, Maggie.
  • Fix video/audio desynch and apply a few potential video decoding optimizations.
  • Fix crash related to (formerly) using a separate thread for managing playing music.
  • Future bug fixes for known items include (list is subject to changes):
    • More fixes for the AI of police officers.
    • More fixes for path finding and obstacles in a few scenes.
    • Fix Lucy retirement by Steele scene in Act 3 (seems that this one is particularly glitchy).

Apart from the major fixes mentioned above, there are several other fixes that are too technical or minor to make it into in the above list, or we forgot about them when making the 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, an extra flyby when travelling in Act 1 (won't always play), 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(!); a fake garter snake (Hasan), a mechanical goldfish (Fish Dealer) and an electric slug (Insects Dealer)).
  • The player can talk to Hasan about the scale (if found) to "complete" the side story for that clue. Hasan may be missing sometimes 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.
    • The lab buzzer button is now working, but if you click it many times it will annoy Dino Klein and it will take a bit of time for him to cool off.
  • Howie Lee won't go away after Act 1, but may be missing from his diner sometimes (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 "Game Options" (former: "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).
  • Additional background color to mark private KIA clues (on a hacked KIA), which are already or have been uploaded to Mainframe, despite McCoy trying to hide them later.
  • CrazyLeg's arrest option based on Grigorian's note (Yukon car crash) or Crazyleg's note (Dektora's vanity drawer) -- this applies only to specific cases depending on who bought the car.
  • More interactions, dialogue and smoother animation transitions for Maggie.
  • More content to be restored in the future includes:
    • Dektora's human ending.
    • Rachael's retirement attempt (leads to McCoy being fired ending).
    • Steele's notes on McCoy's activities.
    • A few more encounters with Steele.
    • A few extra outcomes for Izo's chase sequence.
    • Leon attacking McCoy (leads to ending, this could be restricted to Hard Mode).
    • Some extra meetings with characters (mainly Izo, Gordo and Chew) in Act 4.
    • McCoy surrendering to a police ambush in Act 4.
    • VK talkie instructions.
    • More items to purchase from Bullet Bob.
    • More restored dialogue for most characters.
    • More restored sound effects for some events.
    • One additional character restored (he won't say much though).
    • One special "character" restored for a couple of localized versions.
    • Allowing McCoy to retire Sebastian's dolls.
    • Allowing Sadik to be killed earlier than Act 5.
    • Allowing a path where Steele races McCoy to the Replicants but McCoy can reach them ahead of her -- to enable the "special" Steele-ending where McCoy can turn on the Reps and Steele is still alive to meet him outside. (design details for this are still TBD).
    • Having Bullet Bob's KIA hack being more significant to the game's outcome (possibly related to the "special" Steele-ending).
    • More DNA clues to be acquired in order to complete the sequence (design TBD, this could be restricted to Hard Mode).
    • Fix a few story inconsistencies (where possible) by re-arranging the order of some acquired clues, so that it makes sense that eg. McCoy knows some things ahead of time, or that an item appears to be in two "places" at once.
    • Developer's commentary for three scenes of the game: McCoy's Apartment, Howie Lee's Restaurant and Animoid Row (Hawker's Circle).

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.

outtake

List the available outtake video sequences, and play a selected outtake.

outtake (list | <outtakeId>)

Arguments:

  • outtakeId - the id of the outtake video to play. It is an integer value in [0, 41].
  • list - shows a list of the outtake vidoes ids with a short (not very spoilery) description.

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 exchange timer, 5 - animation update timer
  • value - time left in milliseconds, 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.

mouse

Allows showing info on mouse position when clicking a mouse button, enabling beta mouse combat cursor and some experimental drawing options for the hotspot (normal) cursor. Arguments:

  • 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.
  • beta: Toggle beta crosshairs cursor.
  • add0: Toggle semi-transparent hotspot cursor (additive draw mode 0)
  • add1: Toggle semi-transparent hotspot cursor (additive draw mode 1)
mouse click
mouse beta
mouse add0
mouse add1

The commands toggle between "ON" and "OFF" modes.

Note: This command replaces the "click toggle" command from ScummVM versions 2.5.1 and older.

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 Z-buffer 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

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 versions (confirmed on two different copies).

Enhanced edition

Not supported when using files:

0a836a77b78d976876b4da28f14607c0 *BladeRunner.kpf
3e084658bce52c4ab38311b9ded79e6f *BladeRunnerEngine.kpf
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
c96be3057ae8e201306796bb54766b73 *fonts.kpf
f95af3d41c8975871111d6e11248ceb2 *gfx.kpf
c7a688a033a1f14b492531f66b259250 *HDFRAMES.DAT

Supported using original files in /Classic directory bundled with Enhanced edition, these files are the same as original English CD Release.

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 - not supported as the fan translator does not wish his translation to be incorporated into ScummVM
9773def195c18413c06914c71526b051 *STARTUP.MIX
  • R4 - not supported as the fan translator does not wish his translation to be incorporated into ScummVM
dd5c7be1d7fd236013d0e566e4b5532e *STARTUP.MIX

External links