Difference between revisions of "Broken Sword 2"

From ScummVM :: Wiki
Jump to navigation Jump to search
(Adds control info)
 
(3 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{GameDescription|
{{GameDescription|
name=Broken Sword II: The Smoking Mirror|
name=Broken Sword II: The Smoking Mirror|
         image=https://www.scummvm.org/data/screenshots/revolution/sword/scummvm_2_0_2-full.png|
         image=https://www.scummvm.org/data/screenshots/revolution/sword2/sword2_win_en_1_1.jpg|
release=1997|
release=1997|
alternateNames=Broken Sword 2, BS2, Sword 2|
alternateNames=Broken Sword 2, BS2, Sword 2|
Line 15: Line 15:
'''Broken Sword II: The Smoking Mirror''', the second installment in the [[Broken Sword series]], also used a variant of [[Revolution]]'s Virtual Theatre engine. The game first follows George Stobbard as he rescues his girlfriend Nicole Collard, who had been kidnapped.  Later, George and Nicole discover another ancient conspiracy involving an upcoming eclipse and an evil Mayan god.
'''Broken Sword II: The Smoking Mirror''', the second installment in the [[Broken Sword series]], also used a variant of [[Revolution]]'s Virtual Theatre engine. The game first follows George Stobbard as he rescues his girlfriend Nicole Collard, who had been kidnapped.  Later, George and Nicole discover another ancient conspiracy involving an upcoming eclipse and an evil Mayan god.


== Miscellaneous ==
== Installation ==
* A list of [[Boot_Params#Broken_Sword_2:_The_Smoking_Mirror|boot params]] is available for this game.
* A list of [[Datafiles#Broken_Sword_II:_The_Smoking_Mirror|data files]] is available for this game.


=== Required data files ===
For more information on how ScummVM uses game data files, see the [https://docs.scummvm.org/en/latest/use_scummvm/game_files.html user documentation].
'''''Windows Demo'''''
* *.clu
* *.inf
* *.tab
'''''Windows'''''
* *.clu
* *.inf
* *.tab
* *.smk
* credits.bmp
* Rename music.clu on CD1 to music1.clu
* Rename music.clu on CD2 to music2.clu
* Rename speech.clu on CD1 to speech1.clu
* Rename speech.clu on CD2 to speech2.clu
'''''PlayStation'''''
* *.clu
* *.inf
* *.tab
* CREDITS.TXT
* STREAMS folder ([[HOWTO-PlayStation Videos|how to extract]])
=== Cutscenes ===
Copy the .SMK files from the "SMACKS" or "SMACKSHI" directories on the CDs to the same directory as the other game data files.
For the PlayStation versions, you can use the original videos off the disc. For each of the files ending in an "STR" extension, you should dump them as  off the disc (all 2352 bytes per sector). For more information, see the wiki [[HOWTO-PlayStation Videos]] page.
Some re-releases of the games, as well as the PlayStation version, do not have Smacker videos. Revolution Software has kindly allowed us to provide re-encoded cutscenes, available on our Games download page. For subtitle support, choose the cutscene pack with the appropriate subtitle add-on.
These cutscenes are provided in DXA format with FLAC audio. The quality is equal to the original games due to the use of lossless compression. Viewing these cutscenes requires a version of ScummVM compiled with both FLAC and zlib support.
For systems that are too slow to handle the decoding of FLAC audio, the audio for these cutscenes is also provided separately as OGG Vorbis audio. Viewing these cutscenes with OGG Vorbis audio requires a version of ScummVM compiled with both libVorbis and zlib support.
==Default controls==
To change these controls, use the Keymaps tab in the global or game-specific settings. For more information, see the [https://docs.scummvm.org/en/latest/settings/keymaps.html user documentation]
{|class="wikitable"
! Hotkey
! Description
|-
| <code>Ctrl</code> + <code>Alt</code> + <code>d</code>
| Starts the debugger
|-
| <code>Ctrl</code> + <code>f</code>
| Toggles fast mode on/off
|-
| <code>p</code>
| Pauses
|}
== Boot Params ==
For more information on using boot params, see the [[Boot Params]] wiki page.
Broken Sword 2 handles boot params slightly differently. The startup.inf file contains a list of script resources. For each of these, the game will run script 0 (each script resource can contain several scripts) to give it an opportunity to register any number of starting points. Each starting point is then identified by both its resource and its script number. The descriptions are also provided by the game, but are of course purely decorative.
Currently, ScummVM assumes that when a boot param is specified on the command-line, it should use script 1. As can be seen from the table below that's not always the case. However, you can still access the other start points from the in-game debug console by using the "start" and "starts" commands.
Boot params 19 and 949, with script 1, are what's used to start the demo and full game respectively.
{| class="wikitable" border="1" cellpadding="2" width="100%"
|- style="background:silver"
!Param
!Script
!Description
|-
|19||1||DOCKS SECTION START: 11 - Docks
|-
|34 ||1||12: Fence and Hut
|-
|299||1||13: Hut Interior
|-
|301||1||14: Under the Jetty
|-
|301|| 3||14: Under the Jetty + Sacco outside hut
|-
|866||1||QUARAMONTE SECTION START: 31 - Market
|-
|870|| 1||4: cafe
|-
|873 || 1||32: Police Station
|-
|928||1||34: Mining Office
|-
|933||1||WAREHOUSE SECTION START: 21 - Warehouse exterior
|-
|948||1||2: Oubiers hallway
|-
|949||1||PARIS SECTION START: 3 - Oubier's study
|-
|966||1||33: Jail
|-
|967||1||59: Camel's Hump Hill
|-
|974||1||35: General's Apartment
|-
|1002||1||22: Warehouse Ground Floor
|-
|1012||1||23: Warehouse Upper Floor (at lift)
|-
|1012||3||23: Warehouse Upper Floor (in room)
|-
|1012||4||23: Warehouse Upper Floor (push statue)
|-
|1013||1||24: Warehouse Secret Room
|-
|1014||1||26: Warehouse Secret Room (Daytime)
|-
|1014||4||26: Warehouse Sec. Rm (Day) with icons (george-1)
|-
|1014||5||26: Warehouse Sec. Rm (Day) with icons (george-2)
|-
|1014||6||26: Warehouse Sec. Rm (Day) with icons (george-3)
|-
|1014||7||26: Warehouse Sec. Rm (Day) with icons (george-4)
|-
|1014||8||26: Warehouse Sec. Rm (Day) with icons (nico)
|-
|1310||1||CARIBBEAN.2 SECTION START: 56 - Lagoon
|-
|1334||1||58: Top Of Cliff
|-
|1352||1||60: Forest Maze 1
|-
|1365||1||61: Forest Maze 2
|-
|1451||1||57: Cliff Face - DON'T RUN YET ... IF EVER!
|-
|1459||1||62: Forest Maze 3
|-
|1463||1||63: Boar's Lair
|-
|1466||1||64: Eye Of The Needle
|-
|1549||1||6: gallery
|-
|1624||1||67: Beach
|-
|1629||1||66: Stockade
|-
|1692||1||CARIBBEAN.1 SECTION START: 51 - Ketch's Landing
|-
|1743||1||52: Museum Exterior
|-
|1753||1||CARIBBEAN.1 2ND HALF START: 53: Museum Interior
|-
|2074||1||PYRAMID SECTION START: 81 - Base of Pyramid
|-
|2116||1||71: British Museum
|-
|2117||1||72: Underground
|-
|2118||1||73: Ship Exterior
|-
|2119||1||74: Cabin
|-
|2137||1||JUNGLE SECTION START: 41 - River and Mission
|-
|2138||1||42 - Mission Interior
|-
|2139||1||43 - Village
|-
|2140||1||NICO'S JUNGLE VISIT: 46 - Village burnt out
|-
|2178||1||86: Doors and Levers
|-
|2353||1||animation test-run, using location 50
|-
|2353||3||text & speech test-run, using location 50
|-
|2441||1||44 - Campfire
|-
|2489||1||84: Wheel room
|-
|2772||1||82: Sacrificial platform
|-
|2772||3||82: Sacrificial platform - Pablo gone
|-
|3093||1||78: Cabin through porthole
|-
|3496||1||Title Screen
|-
|3869||1||PSX Title Screen
|-
|3961||1||28: *new warehouse return to paris
|-
|}The following boot params are listed in startup.inf, but do not register themselves as starting points.
{| class="wikitable" border="1" cellpadding="2" width="100%"
|- style="background:silver"
!Param
!Description
|-
|599||Outside Oubier's house.
|-
|627||???
|-
|1106||???
|-
|1113||???
|-
|1469||Looking through the theodolite.
|-
|2114||???
|-
|2191||???
|-
|2202||???
|-
|2330||???
|-
|2354||???
|-
|2462||Near end of game.
|-
|2641||Inside pyramid.
|-
|2747||???
|-
|3219||???
|-
|3297||???
|-
|3467||Death screen.
|-
|3842||???
|-
|3878||BASS easter egg.
|-
|}
==External links==
==External links==
* [https://en.wikipedia.org/wiki/Broken_Sword_II:_The_Smoking_Mirror Wikipedia Article on Broken Sword 2]
* [https://en.wikipedia.org/wiki/Broken_Sword_II:_The_Smoking_Mirror Wikipedia Article on Broken Sword 2]

Latest revision as of 02:33, 1 March 2021

Broken Sword II: The Smoking Mirror
sword2_win_en_1_1.jpg
First release 1997
Also known as Broken Sword 2, BS2, Sword 2
Developed by Revolution Software
Published by Crave, Sold Out, Sony, Virgin
Distributed by Sony
Platforms DOS, PlayStation, Windows
Resolution 640x480, 256 colors
Engine Virtual Theatre
Support Since ScummVM 0.6.0
Available for
Purchase
Yes

Broken Sword II: The Smoking Mirror, the second installment in the Broken Sword series, also used a variant of Revolution's Virtual Theatre engine. The game first follows George Stobbard as he rescues his girlfriend Nicole Collard, who had been kidnapped. Later, George and Nicole discover another ancient conspiracy involving an upcoming eclipse and an evil Mayan god.

Installation

Required data files

For more information on how ScummVM uses game data files, see the user documentation.

Windows Demo

  • *.clu
  • *.inf
  • *.tab

Windows

  • *.clu
  • *.inf
  • *.tab
  • *.smk
  • credits.bmp
  • Rename music.clu on CD1 to music1.clu
  • Rename music.clu on CD2 to music2.clu
  • Rename speech.clu on CD1 to speech1.clu
  • Rename speech.clu on CD2 to speech2.clu

PlayStation

Cutscenes

Copy the .SMK files from the "SMACKS" or "SMACKSHI" directories on the CDs to the same directory as the other game data files.

For the PlayStation versions, you can use the original videos off the disc. For each of the files ending in an "STR" extension, you should dump them as off the disc (all 2352 bytes per sector). For more information, see the wiki HOWTO-PlayStation Videos page.

Some re-releases of the games, as well as the PlayStation version, do not have Smacker videos. Revolution Software has kindly allowed us to provide re-encoded cutscenes, available on our Games download page. For subtitle support, choose the cutscene pack with the appropriate subtitle add-on.

These cutscenes are provided in DXA format with FLAC audio. The quality is equal to the original games due to the use of lossless compression. Viewing these cutscenes requires a version of ScummVM compiled with both FLAC and zlib support.

For systems that are too slow to handle the decoding of FLAC audio, the audio for these cutscenes is also provided separately as OGG Vorbis audio. Viewing these cutscenes with OGG Vorbis audio requires a version of ScummVM compiled with both libVorbis and zlib support.

Default controls

To change these controls, use the Keymaps tab in the global or game-specific settings. For more information, see the user documentation

Hotkey Description
Ctrl + Alt + d Starts the debugger
Ctrl + f Toggles fast mode on/off
p Pauses

Boot Params

For more information on using boot params, see the Boot Params wiki page.

Broken Sword 2 handles boot params slightly differently. The startup.inf file contains a list of script resources. For each of these, the game will run script 0 (each script resource can contain several scripts) to give it an opportunity to register any number of starting points. Each starting point is then identified by both its resource and its script number. The descriptions are also provided by the game, but are of course purely decorative.

Currently, ScummVM assumes that when a boot param is specified on the command-line, it should use script 1. As can be seen from the table below that's not always the case. However, you can still access the other start points from the in-game debug console by using the "start" and "starts" commands.

Boot params 19 and 949, with script 1, are what's used to start the demo and full game respectively.

Param Script Description
19 1 DOCKS SECTION START: 11 - Docks
34 1 12: Fence and Hut
299 1 13: Hut Interior
301 1 14: Under the Jetty
301 3 14: Under the Jetty + Sacco outside hut
866 1 QUARAMONTE SECTION START: 31 - Market
870 1 4: cafe
873 1 32: Police Station
928 1 34: Mining Office
933 1 WAREHOUSE SECTION START: 21 - Warehouse exterior
948 1 2: Oubiers hallway
949 1 PARIS SECTION START: 3 - Oubier's study
966 1 33: Jail
967 1 59: Camel's Hump Hill
974 1 35: General's Apartment
1002 1 22: Warehouse Ground Floor
1012 1 23: Warehouse Upper Floor (at lift)
1012 3 23: Warehouse Upper Floor (in room)
1012 4 23: Warehouse Upper Floor (push statue)
1013 1 24: Warehouse Secret Room
1014 1 26: Warehouse Secret Room (Daytime)
1014 4 26: Warehouse Sec. Rm (Day) with icons (george-1)
1014 5 26: Warehouse Sec. Rm (Day) with icons (george-2)
1014 6 26: Warehouse Sec. Rm (Day) with icons (george-3)
1014 7 26: Warehouse Sec. Rm (Day) with icons (george-4)
1014 8 26: Warehouse Sec. Rm (Day) with icons (nico)
1310 1 CARIBBEAN.2 SECTION START: 56 - Lagoon
1334 1 58: Top Of Cliff
1352 1 60: Forest Maze 1
1365 1 61: Forest Maze 2
1451 1 57: Cliff Face - DON'T RUN YET ... IF EVER!
1459 1 62: Forest Maze 3
1463 1 63: Boar's Lair
1466 1 64: Eye Of The Needle
1549 1 6: gallery
1624 1 67: Beach
1629 1 66: Stockade
1692 1 CARIBBEAN.1 SECTION START: 51 - Ketch's Landing
1743 1 52: Museum Exterior
1753 1 CARIBBEAN.1 2ND HALF START: 53: Museum Interior
2074 1 PYRAMID SECTION START: 81 - Base of Pyramid
2116 1 71: British Museum
2117 1 72: Underground
2118 1 73: Ship Exterior
2119 1 74: Cabin
2137 1 JUNGLE SECTION START: 41 - River and Mission
2138 1 42 - Mission Interior
2139 1 43 - Village
2140 1 NICO'S JUNGLE VISIT: 46 - Village burnt out
2178 1 86: Doors and Levers
2353 1 animation test-run, using location 50
2353 3 text & speech test-run, using location 50
2441 1 44 - Campfire
2489 1 84: Wheel room
2772 1 82: Sacrificial platform
2772 3 82: Sacrificial platform - Pablo gone
3093 1 78: Cabin through porthole
3496 1 Title Screen
3869 1 PSX Title Screen
3961 1 28: *new warehouse return to paris

The following boot params are listed in startup.inf, but do not register themselves as starting points.

Param Description
599 Outside Oubier's house.
627 ???
1106 ???
1113 ???
1469 Looking through the theodolite.
2114 ???
2191 ???
2202 ???
2330 ???
2354 ???
2462 Near end of game.
2641 Inside pyramid.
2747 ???
3219 ???
3297 ???
3467 Death screen.
3842 ???
3878 BASS easter egg.

External links