Open main menu

Changes

Blade Runner

9,109 bytes added, 09:15, 12 October 2019
m
no edit summary
{{GameDescription|
name=Blade Runner|
image=https://www.scummvm.org/data/screenshots/westwood/bladerunner/bladerunner-win-en-01.jpg|
release=1997|
publisher=[[Virgin Interactive]]|
developer=[[Westwood Studios]]|
distributorpublisher=[[Electronic Arts]], [[Virgin Interactive]],<br />Westwood Studios| distributor=Dice, Electronic Arts,<br />[[IPS Computer Group]], SunTendy,<br />Tec Toy, Virgin Interactive,<br />Westwood Studios| platforms=Windows|
resolution=640x480, 16-bit color|
engine=[[Blade]]|
support=Not supportedSince ScummVM 2.1.0|
purchase=No
}}
'''Blade Runner''' is a point and click adventure game that is telling a plot that run runs parallel to the 1982 film of the same name. A detective named Ray McCoy is tasked with hunting down a group of dangerous replicantsReplicants, 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 ====
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 ====
4f35283cdd5e697902620ae56d47e3a4 *VQA3.MIX
==== Russian CD release by Fargus Multimedia ==== This is an unofficial release Publisher: Fargus Multimedia  Translated by: Home Systems, Inc.
a58c61bd2042c1a13f963206963fc4ea *1.TLK
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 [[Debugging_ScummVM#Interactive_Engine_Debugging|interactive debugger console]] press CTRL+D
=== scene ===
Changes 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 from to switch to. Use this pagetogether with a chapterId and sceneId argument* sceneId - The target scene id from to switch to. Use this page * together with a chapterId - chapterand setId argument* sceneName - The name of the target scene to laodload. If used without a chapterId argument, the command will try to switch to the scene of the current Act.
If both Issuing the command with no arguments are specified, command will change current chapter, list the scene and set id and names for the current scene. If no argument are specified, command will print current The [[Blade_Runner#Game_rooms|set and scene.ids as well as the scene names can be found here]]
=== loop ===
anim <actorId> [<animationMode>]
anim <actorId> [<animationMode> <showDamageAnimationWhenMoving>]
Arguments:
* 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]
* 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>]
If animationMode argument Arguments:* actorId - id of actor, 0 - player, list is not specified, command will print current animation for 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 animationMode only the actorId argument is specified, this command will change animation 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 - it will trigger scripted functionality.
=== goal ===
* 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, 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 ===
* value - new friendliness, between 0 - 100 where 0 is least friendly and 100 is most friendly
If goal 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)
If goal argument 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 specifiedonly 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 set friendliness 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 actorId towards otherActorIdthe game* reset - Remove any loaded overlays
=== save ===
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 (act allobj | obstacles | allreg | ui | eff allway | fog zbuf | lit reset) draw (act | obj | obstacles item | regnorm | regexit | reg waynorm | ui wayflee | walk waycov) [<id>] draw (eff | way fog | zbuf lit | resetwalk)[<id>]
Arguments:
* act allobj - draw bounding boxes of all actors* eff - highlight screen 2d effects * fog - draw fog positions & colors* lit - draw light positions, orientations and color* obj 3d- draw bounding boxes of all objects and items in current set and the scene
* obstacles - draw generated obstacles polygon - area where it is possible to walk
* reg 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)* walk - draw walkboxes* way allway - draw all waypointsin 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 ==
| 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:Unsupported Supported Games]]
625

edits