Difference between revisions of "Debug Modes"
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This debug mode is solely script related. A debug script is located directly in the game logic itself, not in the interpreter (although the interpreter of course offers the commands to use in the script). If a game does not have the debug script in its logic, it will not work. However, pretty much all the games have a debug mode, except for [[Mixed-Up Mother Goose]] and the [[Manhunter Series|Manhunter series]]. The latter does have some unused messages relating to a debug mode in it, but it's likely removed from the final release. The [[AGI Demo Packs|AGI demo packs]] and other demonstrations also don't include a debug mode. | This debug mode is solely script related. A debug script is located directly in the game logic itself, not in the interpreter (although the interpreter of course offers the commands to use in the script). If a game does not have the debug script in its logic, it will not work. However, pretty much all the games have a debug mode, except for [[Mixed-Up Mother Goose]] and the [[Manhunter Series|Manhunter series]]. The latter does have some unused messages relating to a debug mode in it, but it's likely removed from the final release. The [[AGI Demo Packs|AGI demo packs]] and other demonstrations also don't include a debug mode. | ||
− | [[AGI1]] is an old and uncommon interpreter. The only games using it are the | + | [[AGI1]] is an old and uncommon interpreter. The only games using it are the rare first ([[w:PC booter|booter]]) versions of [[King's Quest 2]] and [[The Black Cauldron]]. However, the [[AGI1]] games do have a debug mode, so they're included here. [[Donald Duck's Playground]] is also a [[w:PC booter|booter]] game, but in many aspects more like [[AGI2]], including the version number given by Sierra (v2.001), so it's listed under [[AGI2]]. The first release of [[King's Quest 1]] is sometimes listed as AGI0, but technically this more a container category for the first versions of the first release of King's Quest, not really one interpreter. |
− | [[AGI2]] and [[AGI3]] | + | [[AGI2]] and [[AGI3]] have few differences and have similar debug functions. Debug-wise the only major difference is that [[AGI3]] does not contain the trace-function. [[AGI3]] games are [[Gold Rush!]], [[King's Quest 4 AGI]], the [[Manhunter Series|Manhunter series]] and a certain version (v2.10) of [[The Black Cauldron]]. Some demos also use [[AGI3]]. The rest of the games use [[AGI2]]. |
| | ||
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== Activating Debug Modes == | == Activating Debug Modes == | ||
− | Most AGI games still have the debug code that developers used while the games were being developed. Most of the games activate their debug modes by | + | Most AGI games still have the debug code that developers used while the games were being developed. Most of the games activate their debug modes by simply pressing the ['''ALT-D'''] key combination. The other games use a "magic phrase" to enter the debug mode. Once activated, here are commands that can be used. |
| | ||
− | + | <blockquote> | |
=== Activating AGI1 Debug Modes === | === Activating AGI1 Debug Modes === | ||
− | In King's Quest 2, the debug mode is activated by entering "FAST SPEAK" at the command line. It will be activated on room change. | + | In King's Quest 2, the debug mode is activated by entering "FAST SPEAK" at the command line. It will be activated on room change. In [[The Black Cauldron]], the debug mode is activated by pressing [ALT + D]. This would eventually become the standard way of activation. The debug mode will be deactivated on room change. Also, activating the debug mode multiple times will generate multiple input/output lines! |
− | + | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | |
+ | |- | ||
+ | !width="175"|Game!!width="625"|Debug Phrase | ||
+ | |- | ||
+ | | [[King's Quest II]]||"fast speak" (activated on room change) | ||
+ | |- | ||
+ | | [[The Black Cauldron]]||Alt+D | ||
+ | |} | ||
| | ||
Line 28: | Line 35: | ||
=== Activating AGI2/AGI3 Debug Modes === | === Activating AGI2/AGI3 Debug Modes === | ||
− | + | Of all the AGI games, it is unknown whether the [[King's Quest IV: The Perils of Rosella AGI|KQ4AGI 256K version]], [[Manhunter: New York|Manhunter 1]], [[Manhunter 2: San Francisco|Manhunter 2]] and [[Mixed-Up Mother Goose]] have a debug mode or not. KQ4 will almost certainly have one, while Mixed Up Mother Goose probably doesn't even though its [[WORDS.TOK]] file has all the debug words contained in it. [[Manhunter 2: San Francisco|MH2]] has some kind of debug mode which allows you to teleport and change variable values because there are text messages in the first Logic file along these lines. [[Manhunter: New York|MH1]] probably has the same debug mode. | |
− | |||
− | Of all the AGI games, it is unknown whether the [[KQ4AGI]] | ||
− | |||
− | |||
Again, the debug mode is usually activated by pressing ['''ALT + D''']. However, there are some alternative ways/exceptions with some games. These games require a certain sentence to be typed in; perhaps this was done to access the debug mode on other platforms, without redefining keys in the code. The games and their sentences are: | Again, the debug mode is usually activated by pressing ['''ALT + D''']. However, there are some alternative ways/exceptions with some games. These games require a certain sentence to be typed in; perhaps this was done to access the debug mode on other platforms, without redefining keys in the code. The games and their sentences are: | ||
− | |||
− | |||
− | |||
− | |||
{| class="wikitable sortable" border="1" cellspacing="0" width="800" | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
Line 46: | Line 45: | ||
| [[Gold Rush!]]||"bird boy" or "bird man" | | [[Gold Rush!]]||"bird boy" or "bird man" | ||
|- | |- | ||
− | | [[King's Quest 1]]||Alt+D | + | | [[King's Quest 1]]||Alt+D |
|- | |- | ||
− | | [[King's Quest II]]||Alt+D | + | | [[King's Quest II]]||"fast speak" or Alt+D |
|- | |- | ||
− | | [[King's Quest | + | | [[King's Quest III]]||"rats ass" (v2.14) or Alt+D |
|- | |- | ||
− | | [[King's Quest | + | | [[King's Quest IV AGI]]||Alt+D |
|- | |- | ||
− | | [[ | + | | [[Leisure Suit Larry 1]]||Alt+D |
|- | |- | ||
− | | [[ | + | | [[Police Quest 1]]||"stink bug" or "stink bugs" (v2.0G) |
|- | |- | ||
− | | [[ | + | | [[Space Quest 1]]||"backstage" or "dbg" |
|- | |- | ||
− | | [[ | + | | [[Space Quest II]]||"dbg" or Alt+D |
+ | |} | ||
+ | </blockquote> | ||
+ | |||
+ | | ||
+ | |||
+ | == Debug Mode Commands == | ||
+ | |||
+ | | ||
+ | === AGI1 Debug Mode Commands === | ||
+ | |||
+ | After the debug mode is activated, the following commands are available: | ||
+ | |||
+ | <blockquote> | ||
+ | ==== Room and Ego Commands ==== | ||
+ | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
+ | |- | ||
+ | !width="175"|Command!!width="625"|Result | ||
|- | |- | ||
− | | | + | | ROOM||Displays room number |
+ | |- | ||
+ | | TP (room number)||Teleport to specified room (change room/scene/script) | ||
+ | |- | ||
+ | | SP||Shows position of ego * | ||
+ | |- | ||
+ | | SHOW POSITION||Show ego's current screen coordinates * | ||
+ | |- | ||
+ | | POSITION + (new coordinates)||Change egos position | ||
|- | |- | ||
− | | | + | | SHOW PRIORITY||Displays the current rooms priority bands and control lines |
|- | |- | ||
− | | | + | | SET PRIORITY||Set the priority of ego |
|- | |- | ||
− | | | + | | RELEASE PRIORITY||Release the last priority that ego was set to |
|} | |} | ||
− | + | <nowiki>*</nowiki> Does not work with King's Quest 2 | |
− | + | ==== Flag and Variable Commands ==== | |
{| class="wikitable sortable" border="1" cellspacing="0" width="800" | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
Line 79: | Line 103: | ||
!width="175"|Command!!width="625"|Result | !width="175"|Command!!width="625"|Result | ||
|- | |- | ||
− | | | + | | SHOW FLAG||Displays a specified flag (one of 256 flags) |
+ | |- | ||
+ | | SET FLAG||Sets a specified flag (one of 256 flags) | ||
+ | |- | ||
+ | | RESET FLAG||Clears specified flag (one of 256 flags) | ||
|- | |- | ||
− | | | + | | SHOW VAR||Displays one of the 256 variables |
|- | |- | ||
− | | | + | | SET VAR||Change the value of one of the 256 variables |
+ | |} | ||
+ | |||
+ | ==== Object/Inventory Debug Commands ==== | ||
+ | |||
+ | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
|- | |- | ||
− | | | + | !width="175"|Command!!width="625"|Result |
|- | |- | ||
− | | | + | | OBJECT NUMBER||Displays list of all the objects and their object numbers |
|- | |- | ||
− | | | + | | OBJECT ROOM||Displays which room an object is found in |
|- | |- | ||
| GET OBJECT||Get specified object and added to inventory | | GET OBJECT||Get specified object and added to inventory | ||
+ | |- | ||
+ | | GIMME GIMME||Get all inventory items | ||
+ | |} | ||
+ | |||
+ | <nowiki>*</nowiki> There are 256 variables and 256 flags | ||
+ | |||
+ | ==== Misc Debug Commands ==== | ||
+ | |||
+ | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
+ | |- | ||
+ | !width="175"|Command!!width="625"|Result | ||
|- | |- | ||
| QUIT||Quit game (originally, but now locks up) | | QUIT||Quit game (originally, but now locks up) | ||
|} | |} | ||
− | + | </blockquote> | |
− | |||
| | ||
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=== AGI2/AGI3 Debug Commands === | === AGI2/AGI3 Debug Commands === | ||
+ | <blockquote> | ||
After the debug mode is activated, the following commands are available: | After the debug mode is activated, the following commands are available: | ||
+ | ==== Room and Ego Commands ==== | ||
{| class="wikitable sortable" border="1" cellspacing="0" width="800" | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
|- | |- | ||
!width="175"|Command!!width="625"|Result | !width="175"|Command!!width="625"|Result | ||
|- | |- | ||
− | | | + | | ROOM||Displays room number |
|- | |- | ||
− | | | + | | TP (room number)||Teleport to specified room (change room/scene/script) |
+ | |- | ||
+ | | SP||Shows position of ego * | ||
|- | |- | ||
− | | SHOW | + | | SHOW POSITION or POSITION||Show ego's current screen coordinates * |
|- | |- | ||
− | | | + | | POSITION + (new coordinates)||Change egos position |
|- | |- | ||
− | | SHOW | + | | SHOW PRIORITY||Displays the current rooms priority bands and control lines |
|- | |- | ||
− | | SET | + | | SET PRIORITY||Set the priority of ego |
|- | |- | ||
− | | | + | | RELEASE PRIORITY||Release the last priority that ego was set to |
+ | |} | ||
+ | |||
+ | <nowiki>*</nowiki> Does not work with King's Quest 2 | ||
+ | |||
+ | ==== Flag and Variable Commands ==== | ||
+ | |||
+ | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
|- | |- | ||
− | | GET OBJECT||Get | + | !width="175"|Command!!width="625"|Result |
+ | |- | ||
+ | | SHOW FLAG||Displays a specified flag (one of 256 flags) | ||
+ | |- | ||
+ | | SET FLAG||Sets a specified flag (one of 256 flags) | ||
+ | |- | ||
+ | | RESET FLAG||Clears specified flag (one of 256 flags) | ||
+ | |- | ||
+ | | SHOW VAR or SHOW VARIABLE||Displays one of the 256 variables | ||
+ | |- | ||
+ | | SET VAR or SET VARIABLE||Change the value of one of the 256 variables | ||
+ | |} | ||
+ | |||
+ | ==== Object/Inventory Debug Commands ==== | ||
+ | |||
+ | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
+ | |- | ||
+ | !width="175"|Command!!width="625"|Result | ||
+ | |- | ||
+ | | OBJECT NUMBER||Displays list of all the objects and their object numbers | ||
+ | |- | ||
+ | | OBJECT ROOM||Displays which room an object is found in | ||
+ | |- | ||
+ | | GET OBJECT||Get specified object and adds to inventory | ||
+ | |- | ||
+ | | GIMME GIMME||Get all inventory items | ||
+ | |} | ||
+ | |||
+ | <nowiki>*</nowiki> There are 256 variables and 256 flags | ||
+ | |||
+ | ==== Misc Debug Commands ==== | ||
+ | |||
+ | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
+ | |- | ||
+ | !width="175"|Command!!width="625"|Result | ||
+ | |- | ||
+ | | QUIT||Quit game (locks up with most later games) | ||
|- | |- | ||
| [SCROLL LOCK]||Trace mode* | | [SCROLL LOCK]||Trace mode* | ||
Line 128: | Line 218: | ||
<nowiki>*</nowiki> Only works with AGI v2 | <nowiki>*</nowiki> Only works with AGI v2 | ||
+ | </blockquote> | ||
+ | | ||
+ | |||
+ | === Game Specific Debug Commands === | ||
+ | |||
+ | ''Note: Not all of these commands will work with all versions of the games'' | ||
| | ||
− | == | + | <blockquote> |
+ | ==== The Black Cauldron ==== | ||
{| class="wikitable sortable" border="1" cellspacing="0" width="800" | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
Line 137: | Line 234: | ||
!width="175"|Command!!width="625"|Result | !width="175"|Command!!width="625"|Result | ||
|- | |- | ||
− | | | + | | GIMME GIMME||All objects get added to inventory |
|- | |- | ||
− | | | + | | OBJECT ROOM||Shows in which room certain object is located |
|- | |- | ||
− | | | + | | SHOW OBJECT||Gives information on objects on screen (BC) |
|- | |- | ||
− | | | + | | ALT + P||Shows priority screen |
|- | |- | ||
− | | | + | | ALT + M||Shows available memory |
|- | |- | ||
− | | | + | | ALT + I||Gives information on objects on screen |
|- | |- | ||
− | | | + | | ALT + E||Shows position of ego |
|- | |- | ||
− | | | + | | ALT + D||Exits debug mode (BC) |
|- | |- | ||
− | | | + | | SHOW PRIORITY||Shows priority screen |
|- | |- | ||
− | | | + | | SET PRIORITY||Sets priority * |
|- | |- | ||
− | | | + | | RELEASE PRIORITY||Returns to normal visual screen |
+ | |} | ||
+ | |||
+ | | ||
+ | |||
+ | ==== Donald Duck's Playground ==== | ||
+ | |||
+ | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
|- | |- | ||
− | | | + | !width="175"|Command!!width="625"|Result |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | SHOW PRIORITY||Shows priority screen |
|- | |- | ||
− | | RELEASE PRIORITY|| | + | | RELEASE PRIORITY||Returns to normal visual screen |
|} | |} | ||
| | ||
− | == | + | ==== Gold Rush! ==== |
− | |||
− | |||
− | |||
− | |||
{| class="wikitable sortable" border="1" cellspacing="0" width="800" | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
|- | |- | ||
− | !width="175"| | + | ! width="175"|Command!!width="625"|Result |
− | |||
− | |||
|- | |- | ||
− | | | + | | ROOM NUMBER||Shows room number |
|- | |- | ||
− | | | + | | SHOW POSITION ||Shows coordinates of ego |
|- | |- | ||
− | | | + | | SHOW MEM||Shows available memory |
|- | |- | ||
− | | | + | | SHOW OBJECT||Gives information on objects on screen |
|- | |- | ||
− | | | + | | ALT + S||Gives information on objects on screen |
|- | |- | ||
− | | | + | | SHOW PRIORITY||Shows priority screen |
|- | |- | ||
− | | | + | | SET PRIORITY||Sets priority * |
|- | |- | ||
− | | | + | | RELEASE PRIORITY||Returns to normal visual screen |
|} | |} | ||
| | ||
− | == | + | ==== King's Quest II ==== |
+ | |||
+ | Here are a few interesting tricks to help you deal with that intolerable wizard in debug mode (). Type: | ||
+ | |||
+ | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
+ | |- | ||
+ | ! width="175"|Command!!width="625"|Result | ||
+ | |- | ||
+ | | CHECK OUT FLAG||Shows certain status information | ||
+ | |- | ||
+ | | F8||Shows priority screen | ||
+ | |- | ||
+ | | F10||Shows available memory | ||
+ | |} | ||
| | ||
− | + | ==== King's Quest III ==== | |
− | === King's Quest III === | ||
Here are a few interesting tricks to help you deal with that intolerable wizard in debug mode (). Type: | Here are a few interesting tricks to help you deal with that intolerable wizard in debug mode (). Type: | ||
Line 214: | Line 320: | ||
{| class="wikitable sortable" border="1" cellspacing="0" width="800" | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
|- | |- | ||
− | !width="175"|Command!!width="625"|Result | + | ! width="175"|Command!!width="625"|Result |
+ | |- | ||
+ | | ALT + I||Gives information on objects on screen | ||
+ | |- | ||
+ | | EXAMINE OBJECT||Gives information on objects on screen | ||
+ | |- | ||
+ | | OBJECT ROOM||Shows in which room certain object is located | ||
+ | |- | ||
+ | | GET OBJECT||Adds selected object to inventory | ||
+ | |- | ||
+ | | GIMME GIMME||Adds all objects to inventory | ||
+ | |- | ||
+ | | ROOM NUMBER||Shows room number | ||
+ | |- | ||
+ | | ALT + P||Shows priority screen * | ||
+ | |- | ||
+ | | F6||Shows priority screen ** | ||
+ | |- | ||
+ | | SHOW PRIORITY||Shows priority screen | ||
+ | |- | ||
+ | | RELEASE PRIORITY||Returns to normal visual screen **** | ||
+ | |- | ||
+ | | ROOM||Shows coordinates of ego | ||
+ | |- | ||
+ | | ALT + E||Shows position of ego | ||
+ | |- | ||
+ | | ALT + X||Shows coordinates of ego | ||
+ | |- | ||
+ | | EXAMINE POSITION||Shows coordinates of ego ** | ||
+ | |- | ||
+ | | FIND||Shows position of ego | ||
+ | |- | ||
+ | | F10||Shows available memory *** | ||
+ | |- | ||
+ | | ALT + M||Shows available memory * | ||
+ | |- | ||
+ | | ENCHANTER STATUS or WIZARD STATUS||Gives a detailed status of Manannan. | ||
+ | |- | ||
+ | | HERE ENCHANTER or HERE WIZARD||Gives a detailed status of Manannan. | ||
+ | |- | ||
+ | | SLEEP ENCHANTER or SLEEP WIZARD||Manannan goes to sleep. | ||
+ | |- | ||
+ | | BYE BYE ENCHANTER or BYE BYE WIZARD||Kills Manannan. | ||
+ | |- | ||
+ | | DO CHORE||Sets assigned task flag as done. | ||
|- | |- | ||
− | | | + | | PUT UP SPELL||Gives all inventory items. |
|- | |- | ||
− | | | + | | PUT UP MOUNTAIN||Changes game state to arrival at the kingdom of Daventry |
|- | |- | ||
− | | | + | | PUT UP BOAT||Changes game state to the beginning of the sailing trip |
|- | |- | ||
− | | | + | | GIMME SPELL||Gives all magical items |
|} | |} | ||
+ | |||
+ | <nowiki>*</nowiki> King's Quest 3 has several versions and some these commands won't work, or will use different keys like F6 or F10 (e.g. v1.01)<br /> | ||
+ | <nowiki>**</nowiki> King's Quest 3 v1.01<br /> | ||
+ | <nowiki>***</nowiki> Not King's Quest 3 v. 2.14<br /> | ||
+ | <nowiki>****</nowiki> "Enter" to return to normal visual screen for v. 2.14<br /> | ||
| | ||
− | === King's Quest | + | ==== King's Quest IV AGI ==== |
− | + | Note: In the newer versions of the game most of the debugging commands do not work | |
{| class="wikitable sortable" border="1" cellspacing="0" width="800" | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
Line 235: | Line 390: | ||
!width="175"|Command!!width="625"|Result | !width="175"|Command!!width="625"|Result | ||
|- | |- | ||
− | | TP||Teleport to room | + | | TP||Teleport to room * |
+ | |- | ||
+ | | GIMME GIMME||All objects get added to inventory | ||
+ | |- | ||
+ | | OBJECT ROOM||Shows in which room certain object is located | ||
+ | |- | ||
+ | | OBJECT||Gives information on objects on screen | ||
+ | |- | ||
+ | | ROOM||Shows coordinates of ego | ||
+ | |- | ||
+ | | ALT + P||Shows priority screen | ||
+ | |- | ||
+ | | ALT + M||Shows available memory | ||
+ | |- | ||
+ | | ALT + I||Gives information on objects on screen | ||
+ | |- | ||
+ | | ALT + E||Shows position of ego | ||
+ | |- | ||
+ | | ALT + X||Shows coordinates of ego | ||
+ | |- | ||
+ | | SHOW PRIORITY||Shows priority screen | ||
+ | |- | ||
+ | | SET PRIORITY||Sets priority | ||
+ | |- | ||
+ | | RELEASE PRIORITY||Returns to normal visual screen | ||
+ | |- | ||
+ | | CREATE DAY||Turns the game into day | ||
+ | |- | ||
+ | | CREATE DARK||Turns the game into night | ||
+ | |- | ||
+ | | TIME||Gives in-game time | ||
+ | |- | ||
+ | | TRACE||Trace mode (originally, but does not work) | ||
|} | |} | ||
Line 242: | Line 429: | ||
| | ||
− | === Leisure Suit Larry 1 === | + | ==== Leisure Suit Larry 1 ==== |
Press ALT+D and press enter twice to enable Debug Mode. | Press ALT+D and press enter twice to enable Debug Mode. | ||
Line 252: | Line 439: | ||
| TP (room #*)||Teleport to specified room. | | TP (room #*)||Teleport to specified room. | ||
|- | |- | ||
− | | OBJECT NUMBER|| | + | | OBJECT NUMBER||Shows list of objects in game |
+ | |- | ||
+ | | OBJECT ROOM||Shows in which room certain object is located | ||
+ | |- | ||
+ | | ALT+I or SP (object #)||Shows information about screen objects | ||
|- | |- | ||
| GET OBJECT (item #)||To get specified object | | GET OBJECT (item #)||To get specified object | ||
|- | |- | ||
− | | GIMME GIMME|| | + | | GIMME GIMME||All objects get added to inventory |
+ | |- | ||
+ | | ROOM NUMBER||X/Y Coordinates and current room number | ||
+ | |- | ||
+ | | EXAMINE POSITION||Shows coordinates of ego | ||
+ | |- | ||
+ | | FIND||Shows position of ego | ||
+ | |- | ||
+ | | ALT + P (ALT+V or PRIORITY **)||Shows priority screen | ||
+ | |- | ||
+ | | ALT + M||Shows available memory | ||
|- | |- | ||
− | | | + | | ALT + I||Gives information on objects on screen |
|- | |- | ||
− | | | + | | ALT + E||Shows position of ego |
|- | |- | ||
| SHOW VAR or SV||Display value of variable | | SHOW VAR or SV||Display value of variable | ||
Line 274: | Line 475: | ||
| ALT+M||Display heap size | | ALT+M||Display heap size | ||
|- | |- | ||
− | | | + | | SHOW PRIORITY||Shows priority screen |
+ | |- | ||
+ | | SET PRIORITY||Sets priority | ||
|- | |- | ||
− | | | + | | RELEASE PRIORITY||Returns to normal visual screen |
|} | |} | ||
− | * For a list of room numbers, [[Leisure Suit Larry 1 Rooms|see here]]. | + | <nowiki>*</nowiki> For a list of room numbers, [[Leisure Suit Larry 1 Rooms|see here]].<br /> |
+ | <nowiki>**</nowiki> Not v 1.00 | ||
| | ||
− | === | + | ==== Police Quest ==== |
{| class="wikitable sortable" border="1" cellspacing="0" width="800" | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
Line 289: | Line 493: | ||
!width="175"|Command!!width="625"|Result | !width="175"|Command!!width="625"|Result | ||
|- | |- | ||
− | | tester||Displays | + | | GIMME GIMME||All objects get added to inventory |
+ | |- | ||
+ | | OBJECT ROOM||Shows in which room certain object is located | ||
+ | |- | ||
+ | | OBJECT NUMBER||Shows list of objects in game | ||
+ | |- | ||
+ | | OBJECT||Gives information on objects on screen | ||
+ | |- | ||
+ | | ROOM||Shows coordinates of ego | ||
+ | |- | ||
+ | | ALT + P||Shows priority screen | ||
+ | |- | ||
+ | | ALT + M||Shows available memory | ||
+ | |- | ||
+ | | ALT + I||Gives information on objects on screen | ||
+ | |- | ||
+ | | ALT + E||Shows position of ego | ||
+ | |- | ||
+ | | ALT + X||Shows coordinates of ego | ||
+ | |- | ||
+ | | SHOW PRIORITY||Shows priority screen | ||
+ | |- | ||
+ | | SET PRIORITY||Sets priority | ||
+ | |- | ||
+ | | RELEASE PRIORITY||Returns to normal visual screen | ||
+ | |} | ||
+ | |||
+ | ==== Space Quest I ==== | ||
+ | |||
+ | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
+ | |- | ||
+ | !width="175"|Command!!width="625"|Result | ||
+ | |- | ||
+ | | OBJECT||Gives information on objects on screen | ||
+ | |- | ||
+ | | SHOW MEMORY||Shows available memory | ||
+ | |- | ||
+ | | SHOW PRIORITY||Shows priority screen | ||
+ | |- | ||
+ | | tester||Displays EGO's screen coordinates. | ||
+ | |- | ||
+ | | SHOW PRIORITY||Shows priority screen | ||
+ | |- | ||
+ | | SET PRIORITY||Sets priority | ||
+ | |- | ||
+ | | RELEASE PRIORITY||Returns to normal visual screen | ||
+ | |- | ||
+ | | CASH||Change amount of money | ||
+ | |- | ||
+ | | DRINK CLOTHES||Changes ego to normal outfit | ||
+ | |- | ||
+ | | BE ALIEN||Changes ego to alien outfit | ||
+ | |- | ||
+ | | DRINK JET PACK||Changes ego to wear jetpack | ||
+ | |- | ||
+ | | NO HELMET||Changes ego to alien (without helmet) | ||
+ | |} | ||
+ | |||
+ | ==== Space Quest II ==== | ||
+ | |||
+ | {| class="wikitable sortable" border="1" cellspacing="0" width="800" | ||
+ | |- | ||
+ | !width="175"|Command!!width="625"|Result | ||
+ | |- | ||
+ | | OBJECT||Gives information on objects on screen | ||
+ | |- | ||
+ | | SHOW MEMORY||Shows available memory | ||
+ | |- | ||
+ | | SHOW PRIORITY||Shows priority screen | ||
+ | |- | ||
+ | | tester||Displays ego's screen coordinates. | ||
+ | |- | ||
+ | | SHOW PRIORITY||Shows priority screen | ||
+ | |- | ||
+ | | SET PRIORITY||Sets priority | ||
+ | |- | ||
+ | | RELEASE PRIORITY||Returns to normal visual screen | ||
|} | |} | ||
</blockquote> | </blockquote> | ||
Line 295: | Line 575: | ||
[[Category:Debugging]] | [[Category:Debugging]] | ||
+ | [[Category:Heap]] | ||
+ | [[Category:Memory]] |
Latest revision as of 21:20, 13 September 2016
Partially based on the On-Line Debug Mode FAQ by HWM
Introduction
This debug mode is solely script related. A debug script is located directly in the game logic itself, not in the interpreter (although the interpreter of course offers the commands to use in the script). If a game does not have the debug script in its logic, it will not work. However, pretty much all the games have a debug mode, except for Mixed-Up Mother Goose and the Manhunter series. The latter does have some unused messages relating to a debug mode in it, but it's likely removed from the final release. The AGI demo packs and other demonstrations also don't include a debug mode.
AGI1 is an old and uncommon interpreter. The only games using it are the rare first (booter) versions of King's Quest 2 and The Black Cauldron. However, the AGI1 games do have a debug mode, so they're included here. Donald Duck's Playground is also a booter game, but in many aspects more like AGI2, including the version number given by Sierra (v2.001), so it's listed under AGI2. The first release of King's Quest 1 is sometimes listed as AGI0, but technically this more a container category for the first versions of the first release of King's Quest, not really one interpreter.
AGI2 and AGI3 have few differences and have similar debug functions. Debug-wise the only major difference is that AGI3 does not contain the trace-function. AGI3 games are Gold Rush!, King's Quest 4 AGI, the Manhunter series and a certain version (v2.10) of The Black Cauldron. Some demos also use AGI3. The rest of the games use AGI2.
Activating Debug Modes
Most AGI games still have the debug code that developers used while the games were being developed. Most of the games activate their debug modes by simply pressing the [ALT-D] key combination. The other games use a "magic phrase" to enter the debug mode. Once activated, here are commands that can be used.
Activating AGI1 Debug Modes
In King's Quest 2, the debug mode is activated by entering "FAST SPEAK" at the command line. It will be activated on room change. In The Black Cauldron, the debug mode is activated by pressing [ALT + D]. This would eventually become the standard way of activation. The debug mode will be deactivated on room change. Also, activating the debug mode multiple times will generate multiple input/output lines!
Game Debug Phrase King's Quest II "fast speak" (activated on room change) The Black Cauldron Alt+D
Activating AGI2/AGI3 Debug Modes
Of all the AGI games, it is unknown whether the KQ4AGI 256K version, Manhunter 1, Manhunter 2 and Mixed-Up Mother Goose have a debug mode or not. KQ4 will almost certainly have one, while Mixed Up Mother Goose probably doesn't even though its WORDS.TOK file has all the debug words contained in it. MH2 has some kind of debug mode which allows you to teleport and change variable values because there are text messages in the first Logic file along these lines. MH1 probably has the same debug mode.
Again, the debug mode is usually activated by pressing [ALT + D]. However, there are some alternative ways/exceptions with some games. These games require a certain sentence to be typed in; perhaps this was done to access the debug mode on other platforms, without redefining keys in the code. The games and their sentences are:
Game Debug Phrase Gold Rush! "bird boy" or "bird man" King's Quest 1 Alt+D King's Quest II "fast speak" or Alt+D King's Quest III "rats ass" (v2.14) or Alt+D King's Quest IV AGI Alt+D Leisure Suit Larry 1 Alt+D Police Quest 1 "stink bug" or "stink bugs" (v2.0G) Space Quest 1 "backstage" or "dbg" Space Quest II "dbg" or Alt+D
Debug Mode Commands
AGI1 Debug Mode Commands
After the debug mode is activated, the following commands are available:
Room and Ego Commands
Command Result ROOM Displays room number TP (room number) Teleport to specified room (change room/scene/script) SP Shows position of ego * SHOW POSITION Show ego's current screen coordinates * POSITION + (new coordinates) Change egos position SHOW PRIORITY Displays the current rooms priority bands and control lines SET PRIORITY Set the priority of ego RELEASE PRIORITY Release the last priority that ego was set to * Does not work with King's Quest 2
Flag and Variable Commands
Command Result SHOW FLAG Displays a specified flag (one of 256 flags) SET FLAG Sets a specified flag (one of 256 flags) RESET FLAG Clears specified flag (one of 256 flags) SHOW VAR Displays one of the 256 variables SET VAR Change the value of one of the 256 variables Object/Inventory Debug Commands
Command Result OBJECT NUMBER Displays list of all the objects and their object numbers OBJECT ROOM Displays which room an object is found in GET OBJECT Get specified object and added to inventory GIMME GIMME Get all inventory items * There are 256 variables and 256 flags
Misc Debug Commands
Command Result QUIT Quit game (originally, but now locks up)
AGI2/AGI3 Debug Commands
After the debug mode is activated, the following commands are available:
Room and Ego Commands
Command Result ROOM Displays room number TP (room number) Teleport to specified room (change room/scene/script) SP Shows position of ego * SHOW POSITION or POSITION Show ego's current screen coordinates * POSITION + (new coordinates) Change egos position SHOW PRIORITY Displays the current rooms priority bands and control lines SET PRIORITY Set the priority of ego RELEASE PRIORITY Release the last priority that ego was set to * Does not work with King's Quest 2
Flag and Variable Commands
Command Result SHOW FLAG Displays a specified flag (one of 256 flags) SET FLAG Sets a specified flag (one of 256 flags) RESET FLAG Clears specified flag (one of 256 flags) SHOW VAR or SHOW VARIABLE Displays one of the 256 variables SET VAR or SET VARIABLE Change the value of one of the 256 variables Object/Inventory Debug Commands
Command Result OBJECT NUMBER Displays list of all the objects and their object numbers OBJECT ROOM Displays which room an object is found in GET OBJECT Get specified object and adds to inventory GIMME GIMME Get all inventory items * There are 256 variables and 256 flags
Misc Debug Commands
Command Result QUIT Quit game (locks up with most later games) [SCROLL LOCK] Trace mode* * Only works with AGI v2
Game Specific Debug Commands
Note: Not all of these commands will work with all versions of the games
The Black Cauldron
Command Result GIMME GIMME All objects get added to inventory OBJECT ROOM Shows in which room certain object is located SHOW OBJECT Gives information on objects on screen (BC) ALT + P Shows priority screen ALT + M Shows available memory ALT + I Gives information on objects on screen ALT + E Shows position of ego ALT + D Exits debug mode (BC) SHOW PRIORITY Shows priority screen SET PRIORITY Sets priority * RELEASE PRIORITY Returns to normal visual screen
Donald Duck's Playground
Command Result SHOW PRIORITY Shows priority screen RELEASE PRIORITY Returns to normal visual screen
Gold Rush!
Command Result ROOM NUMBER Shows room number SHOW POSITION Shows coordinates of ego SHOW MEM Shows available memory SHOW OBJECT Gives information on objects on screen ALT + S Gives information on objects on screen SHOW PRIORITY Shows priority screen SET PRIORITY Sets priority * RELEASE PRIORITY Returns to normal visual screen
King's Quest II
Here are a few interesting tricks to help you deal with that intolerable wizard in debug mode (). Type:
Command Result CHECK OUT FLAG Shows certain status information F8 Shows priority screen F10 Shows available memory
King's Quest III
Here are a few interesting tricks to help you deal with that intolerable wizard in debug mode (). Type:
Command Result ALT + I Gives information on objects on screen EXAMINE OBJECT Gives information on objects on screen OBJECT ROOM Shows in which room certain object is located GET OBJECT Adds selected object to inventory GIMME GIMME Adds all objects to inventory ROOM NUMBER Shows room number ALT + P Shows priority screen * F6 Shows priority screen ** SHOW PRIORITY Shows priority screen RELEASE PRIORITY Returns to normal visual screen **** ROOM Shows coordinates of ego ALT + E Shows position of ego ALT + X Shows coordinates of ego EXAMINE POSITION Shows coordinates of ego ** FIND Shows position of ego F10 Shows available memory *** ALT + M Shows available memory * ENCHANTER STATUS or WIZARD STATUS Gives a detailed status of Manannan. HERE ENCHANTER or HERE WIZARD Gives a detailed status of Manannan. SLEEP ENCHANTER or SLEEP WIZARD Manannan goes to sleep. BYE BYE ENCHANTER or BYE BYE WIZARD Kills Manannan. DO CHORE Sets assigned task flag as done. PUT UP SPELL Gives all inventory items. PUT UP MOUNTAIN Changes game state to arrival at the kingdom of Daventry PUT UP BOAT Changes game state to the beginning of the sailing trip GIMME SPELL Gives all magical items * King's Quest 3 has several versions and some these commands won't work, or will use different keys like F6 or F10 (e.g. v1.01)
** King's Quest 3 v1.01
*** Not King's Quest 3 v. 2.14
**** "Enter" to return to normal visual screen for v. 2.14
King's Quest IV AGI
Note: In the newer versions of the game most of the debugging commands do not work
Command Result TP Teleport to room * GIMME GIMME All objects get added to inventory OBJECT ROOM Shows in which room certain object is located OBJECT Gives information on objects on screen ROOM Shows coordinates of ego ALT + P Shows priority screen ALT + M Shows available memory ALT + I Gives information on objects on screen ALT + E Shows position of ego ALT + X Shows coordinates of ego SHOW PRIORITY Shows priority screen SET PRIORITY Sets priority RELEASE PRIORITY Returns to normal visual screen CREATE DAY Turns the game into day CREATE DARK Turns the game into night TIME Gives in-game time TRACE Trace mode (originally, but does not work) * For a list of room numbers for KQ4, see the King's Quest IV Room Maps.
Leisure Suit Larry 1
Press ALT+D and press enter twice to enable Debug Mode.
Command Result TP (room #*) Teleport to specified room. OBJECT NUMBER Shows list of objects in game OBJECT ROOM Shows in which room certain object is located ALT+I or SP (object #) Shows information about screen objects GET OBJECT (item #) To get specified object GIMME GIMME All objects get added to inventory ROOM NUMBER X/Y Coordinates and current room number EXAMINE POSITION Shows coordinates of ego FIND Shows position of ego ALT + P (ALT+V or PRIORITY **) Shows priority screen ALT + M Shows available memory ALT + I Gives information on objects on screen ALT + E Shows position of ego SHOW VAR or SV Display value of variable SET VAR or CHANGE VAR Change value of variable SET FLAG or SF Set a flag VIEW FLAG or SHOW FLAG See flags RESET FLAG Reset a flag ALT+M Display heap size SHOW PRIORITY Shows priority screen SET PRIORITY Sets priority RELEASE PRIORITY Returns to normal visual screen * For a list of room numbers, see here.
** Not v 1.00
Police Quest
Command Result GIMME GIMME All objects get added to inventory OBJECT ROOM Shows in which room certain object is located OBJECT NUMBER Shows list of objects in game OBJECT Gives information on objects on screen ROOM Shows coordinates of ego ALT + P Shows priority screen ALT + M Shows available memory ALT + I Gives information on objects on screen ALT + E Shows position of ego ALT + X Shows coordinates of ego SHOW PRIORITY Shows priority screen SET PRIORITY Sets priority RELEASE PRIORITY Returns to normal visual screen Space Quest I
Command Result OBJECT Gives information on objects on screen SHOW MEMORY Shows available memory SHOW PRIORITY Shows priority screen tester Displays EGO's screen coordinates. SHOW PRIORITY Shows priority screen SET PRIORITY Sets priority RELEASE PRIORITY Returns to normal visual screen CASH Change amount of money DRINK CLOTHES Changes ego to normal outfit BE ALIEN Changes ego to alien outfit DRINK JET PACK Changes ego to wear jetpack NO HELMET Changes ego to alien (without helmet) Space Quest II
Command Result OBJECT Gives information on objects on screen SHOW MEMORY Shows available memory SHOW PRIORITY Shows priority screen tester Displays ego's screen coordinates. SHOW PRIORITY Shows priority screen SET PRIORITY Sets priority RELEASE PRIORITY Returns to normal visual screen