Benny Posted April 22, 2003 Share Posted April 22, 2003 Endy (Ender), project leader of ScummVM has recently discovered how to enable debug mode in a few Lec games and in a big money deal has agreed to reveal it exclusively to the Mojo forums.* Other people have added additional info and codes. Remember this will work only with the original interpreter (.exe) not ScummVM. Monkey Island 1 Type "hardyharhar" without the quotes Press control-shift and d This activates the debug functions, in MI1 this is really only the skip room function. Press control and g to bring up the change room dialog Type in the room number you want to change to and press enter The dialog will flash up again, this time type asking for the 'xpos', this is just the position of Guybrush on the x(horizontal) axis in the room so enter something like 200 and press enter. It will change rooms. Remember you can only change to rooms that exist, there is no checking and if you enter a room number that doesnt exist it will probably ask for a non-existant file or disk (ie disk 0) so you will have to restart the game. If there is a script running (like a cutscene or where the inventory dissapears) and you change room the script most likely wont be terminated so you will end up with some odd effects or it may crash and need restarting. Once activated debug mode isnt turned off, so you wont need to reactivate it once you've changed rooms. Here are a few screenshots I took yesterday of how it can mess up. There are a few extra functions in the cd version: ctrl + e - Examine/set a scumm variable ctrl + f - Fast mode ctrl + o - Pick up object from room ctrl + l - Enter a bootparam See my post below for an explanation of boot parameters and the possible bootparams. It will work on near enough every version of MI1 ever released. I tested it successfully on: Amiga Amiga Demo Atari St Pc-ega Pc-vga Pc-cd Pc-passport to adventure demo The only one it doesnt work for is the standalone pc mi1 demo (but it works for the same demo in the passport to adventure demo set) I havent tested on Mac or Mega-cd of course but I assume it will work on the Mac version too. Zak McKracken The code here is "*ch4mysocks" (starch for my socks, geddit?) AtariSt Press control and g to activate debug mode Pc The code is the same but dont use the * key on the numpad, use shift and 8. Press F7 to activate debug mode (found by Tomas) Shift + F - turn on/off fast mode Shift + G - skip to room/x-position Shift + L - set object in room Shift + O - get object in room Shift + S - set a scumm variable ! (shift and 1) - change actor colour (zak old) change room colour (zak new) @ (shift and @) - change actor colour(zak new) [] or {} - change room colour (zak old) Maniac Mansion Found by Tomas Older (lesser colour) pc version Code - !a%ifyou*ve Press shift and 1 to get the !, shift and 5 to get the % and shift and 8 to get the *, dont use any shortcut keys like the * on the num pad. Activation key - F7 Newer version Code - *ch4mysocks Activation key - F7 Shift + D - displays the running scripts Shift + G - change room Shift + O - get object in a room Shift + S - set a variable Shift + Z - display hex data from memory Shift + / - 'something' Escape - redraw screen Loom Code - schwanensee Activation key - F7 Shift+G Goto room Loom Cd Code - hardyharhar Activation key - Ctrl+D Ctrl+E Set variable Ctrl+F Fast mode Ctrl+G Goto room Last Crusade Ega Code - coolwhiped Activation key - F7 Shift+F Fast mode Shift+G Goto room Shift+L Set object Shift+O Activate object, eg open door Shift+S Set variable Shift+Z Display zplane Last Crusade Vga, Zak256 + demos on Zak256 cd Code - whipitgood Activation key - F7 Shift+F Fast mode Shift+G Goto room Shift+S Set variable Monkey Island 2 Code - monkeyspit Activation key - Ctrl+D Ctrl+E Set variable Ctrl+F Fast mode Ctrl+G Goto room Ctrl+L Enter boot param Ctrl+O Pickup object in room x Fate of Atlantis Code - shinymetal Activation key - Ctrl+D Ctrl+E Set variable Ctrl+F Fast mode Ctrl+G Goto room Ctrl+L Enter boot param Ctrl+O Pickup object in room Day of the Tentacle Code - swordfish Activation key - Ctrl+D Ctrl+E Set variable Ctrl+F Fast mode Ctrl+G Goto room Ctrl+L Boot param Ctrl+O Pickup object in room As a sidenote, when you have debug mode active in any game try pressing control and a. If it brings up a prompt then please reply and say what game and for what platform. * Or not, perhaps he just said I could go ahead and post about it, whatever, feh. Link to comment Share on other sites More sharing options...
James Isaac Posted April 22, 2003 Share Posted April 22, 2003 I don't get it, do you start it with SCUMM VM or what? Link to comment Share on other sites More sharing options...
Benny Posted April 22, 2003 Author Share Posted April 22, 2003 I hate quoting, but I am doing it from an impeccable source here ¬ Remember this will work only with the original interpreter (.exe) not ScummVM You run the game normally, with the .exe that shipped with the game, ie. you dont use ScummVM. You can use VdmSound or VdmSound mode in Q+E to run it if you have trouble on 2k/xp. Link to comment Share on other sites More sharing options...
James Isaac Posted April 22, 2003 Share Posted April 22, 2003 Thanks, got it now! That is great! How was that found out, and is there any debugging mode in MI3 or MI4? Also if you press 'Ctrl + E' you can set variables. If you press 'Ctrl + O' You can pick up any object. Link to comment Share on other sites More sharing options...
Benny Posted April 22, 2003 Author Share Posted April 22, 2003 Like I said, I didnt find it, Endy did. I dont know about CMI but there is in MI4, like the Grim Fandango one, i've tried but I cant enable it though. Link to comment Share on other sites More sharing options...
Benny Posted April 22, 2003 Author Share Posted April 22, 2003 Bootparam's start the game from a specific point. Use the method in the first post to use them, hit control+L and enter one of the numbers below. This will restart the game and take you to the selected point. You can also use bootparams in ScummVM, when running from the command line add "-d0 -b<bootparam>" eg -d0 -b1 If you use Quick and Easy as a ScummVM frontend select your game, click create shortcut, find the shortcut on your desktop, right click it, click properties, on the shortcut tab look in the target box and add the bootparam stuff there So it will look something like this: C:\ScummVM\scummvm.exe -pC:\SCUMMG~1\MONKEY~2\ -eadlib -gadvmame2x -d0 -b1 monkey1 You can then run the shortcut with the bootparam activated. Anyway here are the MI1 bootparams: 1 Monkey Island 2 Monkey Island Map Bottom - By Crack 3 Monkey Island Map Centre Left - By Fort 4 Monkey Island Map Centre 5 Monkey Island Map Centre Right - By Monkey Head Clearing 6 Monkey Island Map Top - By Cannibal Village 7 Cabin on Ship - Before ship intro 110 Outside swordmasters with sword and lechuck's note 111 Melee lookout point with sword 112 Outside swordmasters with sword (different number of insults known?) 113 Outside swordmasters with sword (different number of insults known?) 114 Outside swordmasters with sword (different number of insults known?) 115 Outside swordmasters with sword (different number of insults known?) 213 Outside cannibal hut with voodoo root 321 Govenors mansion with sword file and idol 332 Underwater at Melee dock 333 Close-up end cutscene 334 Close-up end cutscene 353 Stans with credit note 408 Cannibal Village, outside hut with monkey head key, leaflet, wimpy little idol 415 Melee Island lookout point with breath mints and rubber chicken 444 Outside governors mansion with meat and yellow petal 456 Jail with breath mints and melting mug of grog 501 Ship Kitchen 555 Melee Island Bridge 666 Scumm Bar - empty 707 Store - storekeeper away 759 Melee Dock 777 Circus tent with pot and hunk of meat 789 Monkey Island Map Bottom - By Crack with 2x rope 800 Melee Island Forest 878 Monkey Island River Fork 888 Outside Smirk's with sword and 50 pieces of 8 900 Monkey Island Upper Beach 999 Caverns Under Monkey Island by ship with magnetic compass, head of naviagator, necklace of navigator 1111 Ship Intro 1212 Melee Dock with Navigator Head, Navigator Necklace, Root Beer Seltzer 1436 Monkey Island - Bottom of crack with magnetic compass, pamphlet, leaflet, brochure, 3 bananas, oars 2221 Ship Kitchen with spell ingredients 2222 Ship deck with breath mints and rubber chicken 2299 Ship Deck with Pamphlet, leaflet, brochure, rope, gunpowder, flaming mass and pot 3777 Melee Island lookout with 2x 300 pieces of eight, sword, shovel, breath mints, rubber chicken 4313 Cannibal Village, outside hut with monkey head key, oars, magnetic compass, pamphlet, leaflet, brochure, navigator head, navigator necklace 4444 Monkey Island - By Monkey with 5 bananas and monkey head key 5555 Inside Hut in Cannibal Village 6342 Ghost Ship Main Deck, outside hut with monkey head key, oars, magnetic compass, pamphlet, leaflet, brochure, navigator head, navigator necklace 6565 Monkey Island beach by banana 6666 Outside Monkey Head with monkey head key 6767 Ship Intro 7777 Monkey Island beach by banana, Guybrush and Rowboat invisible 7981 Monkey Island River Fork after dam blown with 3 bananas, magnetic compass, pamphlet, leaflet, brochure 8742 Cannibal Village, outside hut with monkey head key, oars, magnetic compass, pamphlet, leaflet, brochure 8888 Caverns Under Monkey Island by Bob after ship has sailed 8889 Caverns Under Monkey Island by Bob after ship has sailed 8989 Melee Island Church during wedding 9432 Monkey Island Beach, with magnetic compass, pamphlet, leaflet, brochure Link to comment Share on other sites More sharing options...
ThunderPeel2001 Posted April 22, 2003 Share Posted April 22, 2003 In a word... WOW! This all begs the question: What would happen in Fate of Atlantis if you sent Indy to the room besides Sophia's office? Could you look at objects? Would there be a cut-scene? I hope you find the debug code for FoA! ~ Johnny Link to comment Share on other sites More sharing options...
Benny Posted April 22, 2003 Author Share Posted April 22, 2003 First post updated with Zak for Pc (Tomas found the activation key) and the code for Maniac Mansion - again found by Tomas. Link to comment Share on other sites More sharing options...
khalek Posted April 23, 2003 Share Posted April 23, 2003 Originally posted by ThunderPeel2001 In a word... WOW! This all begs the question: What would happen in Fate of Atlantis if you sent Indy to the room besides Sophia's office? Could you look at objects? Would there be a cut-scene? I hope you find the debug code for FoA! ~ Johnny Actually in scumm terms its the same room as sophia's office. There is nothing to interact with in the room to the right, the door in the middle of the section is labelled exit but it doesn't do anything. In the room to the left about the only thing you can interact with is the changing screen. ie look at changing screen results in indy saying "A changing screen for modest people." Why do you need a debugger code when you have ScummVM? It isn't as simple as jumping to the room either, you have to then stop the cutscene, kill script 200, and fiddle with the camera Link to comment Share on other sites More sharing options...
Jake Posted April 23, 2003 Share Posted April 23, 2003 Or you can just jump to the hotel scene on the team path and claim you've found it! Link to comment Share on other sites More sharing options...
ThunderPeel2001 Posted April 23, 2003 Share Posted April 23, 2003 Thanks. "!a%ifyou*ve" Does this mean anything (like the "Starch for my socks" one)? "(?)a(?)if you starve"? Or am I reading too much into this thing? "(ex)Claim a percentage if you starve"? Starving programmers? Link to comment Share on other sites More sharing options...
Joshi Posted April 23, 2003 Share Posted April 23, 2003 Sorry, I missed the part where that had something to do with this topic (no sarcasm intended, i really would like to know). Link to comment Share on other sites More sharing options...
Benny Posted April 23, 2003 Author Share Posted April 23, 2003 Main post updated with new keys for Maniac Mansion and Zak found by Tomas. Link to comment Share on other sites More sharing options...
ThunderPeel2001 Posted April 24, 2003 Share Posted April 24, 2003 Neil, the code for Zak was: " *ch4mysocks " which translates as " STAR-ch 4 my socks " or "Starch for my socks". The code for MM is "!a%ifyou*ve" which might possibly translate as "(Ex)claim a percentage if you starve"... (Claim a percentage of the gross if you're a starving programmer/games tester?!) Who knows! That's why I put it up to debate anyway! ~ John Link to comment Share on other sites More sharing options...
jannar85 Posted April 24, 2003 Share Posted April 24, 2003 Doesn't work Link to comment Share on other sites More sharing options...
elTee Posted April 25, 2003 Share Posted April 25, 2003 So we're only finding this stuff out NOW? After a decade? Wow! There's life in the old dog yet! Link to comment Share on other sites More sharing options...
Rapp Scallion Posted April 25, 2003 Share Posted April 25, 2003 What about the rooms? Have anyone a list of the numbers of the different rooms? I don't understand that bootpatameterline. What is that d0 at the start for example. Someone has to tell me a little more about the scummvm features. And how do I know the number of the objects? And variables. Someone has to explain this a little bit closer. Can you check it with scummvm? Link to comment Share on other sites More sharing options...
Benny Posted April 25, 2003 Author Share Posted April 25, 2003 -d0 enables debug mode in ScummVM as the readme says "-d[<num>] - Set debug verbosity to <num>" You can also enter bootparams from the command line with the original interpreter, eg: Monkey1.exe 4 This is only for mi1cd though. Objects and variables are all different in every game, no there isnt a list. These are the room numbers for MI1cd taken from the ScummRevisited annotation file: 1=Monkey Island Beach 1 2=Southern Monkey Island 3=Middle Monkey Island 4=Mid-Eastern Monkey Island 5=Northern Monkey Island 6=Sea Monkey Captain's Quarters 7=Heap o' Rocks 8=Path to Gigantic Monkey Head 9=Sea Monkey Kitchen 10=Monkey Island River 11=Monkey Island Balancing Boulder 12=Sea Monkey Crow's Nest 13=Monkey Island Crevice 14=Sea Monkey Ship Deck 15=Cannibal Villiage 16=Cannibal Prison Hut 17=The SCUMM Bar 18=Voodoo Shop 19=Mêlée Island Jail 20=Mêlée Island Back Alley 21=Mêlée Island Dock 22=Mêlée Island Village (Street Overview) 23=Mêlée Island Village (Street Level) 24=Outside Governor Marley's Mansion 25=The Fabulous Hook Isle 26=Hellish Maze 27=Monkey Island Dry Riverbed 28=SCUMM Bar Kitchen 29=Underwater 30=Fighting the Sword Master 31=Fabulous Hook Isle Exteriors 32=Outside the Circus Tent 33=Governor Marley's Mansion Interiors 34=Mêlée Island Toll Bridge 35=Mêlée Island Forest 36=Stan's Previously Owned Vessels 37=Inside Captain Smirks Big Body Pirate Gym 38=The Sword Master's Home 39=Mêlée Forest Treasure 40=Hellish Maze Entrance 41=Gigantic Monkey Head 42=Outside the Ghost Ship 43=Ghost Ship Brig 44=LeChuck's Room 45=Ghost Ship Crew Quaters 46=Ghost Ship Guard Rat 47=Ghost Ship Cargo Hold 48=Ghost Ship Deck 49=Herman Toothrot's "Home" 50=Alternate Dock 51=Mêlée Island Overview 52=Mid-Western Monkey Island 53=Sea Monkey Cargo Hold 54=Sea Monkey Crew Quaters 55=Monkey Island Beach 2 56=Mêlée Island Store 57=Mêlée Island Lookout Point 58=Outside Captain Smirk's Big Body Pirate Gym 59=The Fettucini Brothers 60=Monkey's Jungle 61=Monkey Island and LEC Logo 62=Elaine and Guybrush 63=Church Altar 64=Scared Guybrush 65=The Sword Master 66=Captain Smirk 67=Church 68=Fat Pirate 69=Contact Lens Pirate 70=Loom Pirate 71=Sailing the Sea Monkey 72=Watching the Fireworks 73=Part Three: Under Monkey Island 74=Part Two: The Journey 75=Part One: The Three Trials 76=Last Part: Guybrush Kicks Butt 77=The Navagation Head 78=PTA Minutes 79=Map 80=Inventory Icons 81=Copy Protection 82=Black Screen 83=Mêlée Island Paths These arent all right though so, make your own list or sumt. Link to comment Share on other sites More sharing options...
Rapp Scallion Posted April 25, 2003 Share Posted April 25, 2003 Okay, think i understand now. If I want to pick up an object, I don't know what number it is. Any way to find out? And if bgbennyboy could explain how he ended up with the things you can see on the pictures, i'd be very happy. What is the variable thingy? I think this stuff it funny to do, I just want to understand some of the things i don't understand. Well, funny that there is things in mi1 that is just discovered! Link to comment Share on other sites More sharing options...
Benny Posted April 25, 2003 Author Share Posted April 25, 2003 The screenshots were just playing around with skipping rooms. Link to comment Share on other sites More sharing options...
Drigo Zoxx Posted April 26, 2003 Share Posted April 26, 2003 Yep, the debugger works in Monkey 1 for Mac as well in the same manner. Just an important notice: when using Ctrl+G to skip rooms you can also type the room name as provided by the RNAM block in monkey.000. For example you can use 'dock' 'bar' and so on (works on PC version too, but on Mac version it also shows the name of the room you in, like: "In 'dock' to "). Another interesting fact is that you can enable some sorta debugger in Indy3 typing 'IEHOVAH' on the title screen. Link to comment Share on other sites More sharing options...
Rapp Scallion Posted April 26, 2003 Share Posted April 26, 2003 ARRRRRRRRRRRGGGGHHHH!!!!!! Okay, i found out how to find object numbers in MI1, so you just can type in the number and the room, and you will get the object. BUT I HAVE STRUGGELED THE WHOLE DAY TRYING TO FIND OUT THE NUMBER TO THE BOTTLE WITH THE STUFF MADE FROM THE VOODOO ROOT THAT YOU GET FROM THE CANNIBALS. It seems that i can find any object i want to have, but the bottle (Not the one with beer, but with the voodoo stuff) is impossible to find. Anyway, I found out something today on MI1. When you are at Monkey Island, with the monkey (bootparam 4444). Give all the banananas to the monkey, and change to room 35. The rat follows after you! Any reason why? This is much funnier when you are small. Go to monkey island map (room 2) and change to room 35. I think I understand this stuff now. Thank you. And bgbennyboy, since you are a super moderator, can you change my name from Rapp_Scallion to Rapp Scallion? The reason i changed to Rapp_Scallion was that it was possible to change, and i had to to get an avatar. So if you could change it back to Rapp Scallion it would be great. Thanks in advance. -Rapp Link to comment Share on other sites More sharing options...
Tomas Posted April 26, 2003 Share Posted April 26, 2003 I can't seem to get the debug mode in Indy3 to work. Could you please give a more detailed description on how to enable it, Drigo? Link to comment Share on other sites More sharing options...
Drigo Zoxx Posted April 26, 2003 Share Posted April 26, 2003 Actually I've not succeeded either. But this thing is wrote all over the Web. Even thought, I'm starting to think it is refered to the Last Crusade Action game. I've done much tries typing "IEHOVA" in many different ways as suggested by the second trial in the game, but nothing (yet). Still, there must be a way to enable a debugger in Indy as well, since it is in maniac, zak and monkey 1. Link to comment Share on other sites More sharing options...
BooJaka Posted April 26, 2003 Share Posted April 26, 2003 Well if it works for them, presumably it will work for Loom too? Link to comment Share on other sites More sharing options...
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