Unused text from inside the resource files.įrom looking at this list in the textual resource file, the above dummied items were commented out with asterisks. This jingle does appear in-game, but only during the credits FMV where it's mixed with the ending's vocal theme. Graphics leftover from production are included on all five discs.ģ0093.wav is the second half of the Sierra fanfare, which is heard in virtually every Sierra title. Resumes the room activity if it was halted previously. Afterwards, using the mouse, you will be able to drag and drop the spawned sprite around the room! Must match a valid view's internal number.ĭestroys all sprites and fidgeters in the current room.Īppears to do nothing, but according to the script, it should create visible outlines around clickable zones (or hotspots).
Must match a valid room's internal number. This must match a valid sound's internal number or the game will crash.
Appears to flash some strings describing the currently loaded room.
This must match a valid picture's internal number or the game will crash. Prompts you for a picture (room background) number. Halts the currently playing background music track, but does not appear to draw anything relating to memory being freed.
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ALT+K - kill current song ALT-M - report free memory.Generates a list of inventory items for you to choose from. Obviously, this applies to global flags unlike the above option. This is only applies to local variables which will be cleared when exiting the room. Appears to flash some numbers relating to Curtis' X and Y position. Unlocks every FMV scene in the video player. Curtis' inventory will be filled with each item, including dummied entries (see above). The following key combinations are bound to entries on the menu: Because the menu is not drawn upon entry, it may not be immediately clear on what to do. Upon entering the patched room, Curtis will disappear (if he is normally present) along with any foreground sprites. This room's script is numbered 2121 - for example, extract the debug script into the game's /PATCH directory and rename it to "2121.CSC" A good room to choose would be Curtis' living room because it is void of any critical objects or fidgeters (animated sprites). Using one of the many freely available Sierra SCI script decompilers, extract the script numbered 63008 and use it to overwrite a P2Room class. A debug menu is accessible through hacking: specifically, replacing a valid room script is currently the only known way to activate the menu.