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 (
http://www.gorman.btinternet.co.uk/hardyharhar/) 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.
  
 
  
  
    I don't get it, do you start it with SCUMM VM or what?
  
 
  
  
    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.
  
 
  
  
    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.
  
 
  
  
    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.
  
 
  
  
    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
  
 
  
  
    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
  
 
  
  
    First post updated with Zak for Pc (Tomas found the activation key) and the code for Maniac Mansion - again found by Tomas.
  
 
  
  
    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
  
 
  
  
    Or you can just jump to the hotel scene on the team path and claim you've found it! :)
  
 
  
  
    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? :)
  
 
  
  
    Sorry, I missed the part where that had something to do with this topic (no sarcasm intended, i really would like to know).
  
 
  
  
    Main post updated with new keys for Maniac Mansion and Zak found by Tomas.
  
 
  
  
    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
  
 
  
  
    So we're only finding this stuff out NOW? After a decade? Wow! There's life in the old dog yet!
  
 
  
  
    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?
  
 
  
  
    -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=Mкlйe Island Jail
 20=Mкlйe Island Back Alley
 21=Mкlйe Island Dock
 22=Mкlйe Island Village (Street Overview)
 23=Mкlйe 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=Mкlйe Island Toll Bridge
 35=Mкlйe Island Forest
 36=Stan's Previously Owned Vessels
 37=Inside Captain Smirks Big Body Pirate Gym
 38=The Sword Master's Home
 39=Mкlйe 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=Mкlйe Island Overview
 52=Mid-Western Monkey Island
 53=Sea Monkey Cargo Hold
 54=Sea Monkey Crew Quaters
 55=Monkey Island Beach 2
 56=Mкlйe Island Store
 57=Mкlйe 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=Mкlйe Island Paths
 
 These arent all right though so, make your own list or sumt.
  
 
  
  
    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!
  
 
  
  
    The screenshots were just playing around with skipping rooms.
  
 
  
  
    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.
  
 
  
  
    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
  
 
  
  
    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?
  
 
  
  
    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.
  
 
  
  
    Well if it works for them, presumably it will work for Loom too?
  
 
  
  
    Of course it will. All we have to do is to find the 'magic word' for each and every game.
  
 
  
  
    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). 
 
 That's the code you use to activate the level skip in the action game I'm afraid!
 
 ~ Johnny
  
 
  
  
    I remember waaay back when Indy 3 was shining new, a friend of mine used a command line option to get into a sound player thingy. It wasn't an "in game" player/debugger. You HAD to quit and restart indy3 to play.
 
 That was Indy3 Ega/Cga. I had an hercules monitor w/Cga emu, so I couldn't play the Vga version (wich wasn't out there yet anyways), so I don't know if the player is in there too.
  
 
  
  
    Originally posted by Drejj 
 I remember waaay back when Indy 3 was shining new, a friend of mine used a command line option to get into a sound player thingy. It wasn't an "in game" player/debugger. You HAD to quit and restart indy3 to play.
 
 That was Indy3 Ega/Cga. I had an hercules monitor w/Cga emu, so I couldn't play the Vga version (wich wasn't out there yet anyways), so I don't know if the player is in there too. 
 
 To get into the sound playing mode you start the game with 'S' as an argument. I.e. indy3.exe S. This only works with the CGA/EGA version I think.
 
 You don't have to quit the game to get out of this mode though, just enter 0 where it asks which sound to play to start the game as normal.
  
 
  
  
    All this stuff about debuggers in Scumm games is simply amazing! Why didn't anyone think that it would be useful to have a debugger or console into the engine? Sure the developers of Scumm thought the same thing, and probably every Scumm game out there ships some kinda "exotic" features like these :)
  
 
  
  
    I think there are actually a lot of games with debug modes built in. After all the developers and play testers have to have a way of skipping certain levels and test out the code. In id games there's always those "cheats" like god mode and no-clipping mode. They aren't there for lazy players to undermine the game, they were implemented to check for errors.
 The difference between LucasArts titles and other games is that there are a lot of dedicated fans who dig into the program code and data, thereby finding such stuff.
  
 
  
  
    Main post updated with debug codes for Loom, LoomCd, Last Crusade Ega, Last Crusade Vga, Monkey Island 2, Fate of Atlantis and Day of the Tentacle, found by an annoymous source.
 
 Monkey Island 1 ega has debug functions in some of its scripts:
 "." bypasses the copy protection.
 "!" gives you 100 pieces of eight.
 "@" forces Stan to sell you the boat.
 "#" completes a trial.
 "&" sends you to the finale with LeChuck.
 "*" sends you to the end.
 "(" beats the Sword Master.
 Some key prints the machine speed as either 'Molasses machine', 'Street legal machine', or 'Trans-warp drive machine'.
 Some key switches the control between 'Two button userface' and 'One button userface'.
 
 Most of these functions are in script 4. No-one has found out how to activate them yet though.
  
 
  
  
    There are also debugging modes in MI3 and Grim Fadnango.
  You can download the patch here (
http://scumm.mixnmojo.com/programs/debug.zip) (from LucasHacks). Or you can activate the Grim Fandango debugging mode yourself, read this (
http://scummrev.mixnmojo.com/articles/inside.shtml) to find out how. 
 They are very good!
  
 
  
  
    Ahoy there, mateys. I have found some new functions to MI1 and MI2. I don't know if this function is in other games, but it's possible. Anyway, here is the new discovery: 
 
 (All the numbers is the numbers over the keyboard. The numpad won't work.)
 
 After the debug mode code, press one of the buttons under.
 
 MI1 (CD)
 1 - Change character
 2-6 - Couldn't find anything
 7-8 - Change text color
 9 - Couldn't find anything
 0 - Couldn't find anything
 
 MI2 (CD)
 1 - Change character
 2-6 - Pick up moves
 7-8 - Change text color
 9 - Couldn't find anything
 0 - Look through all the rooms (I think. At least something like that happens)
  
 
  
  
    Hi,
 
 "!a%ifyou*ve"
 % = grapes/percent/mod
 ! = excl/not/bang/pling/shriek/exclam
 
 Not A Grape If You Starve?
 Claim A Grape If You Starve?
 
 Who knows. Who cares?
  
 
  
  
    I wonder if there's a hidden "win all fights" or "infinite energy in bi-plane" code in Indy 3. Some of the fights are really really tough...
 
 That would be cool!
 
 (Yes, I know about the 'suckerpunch' option in FoA!)
 
 ~ John
  
 
  
  
    I was playing around in debug mode for Loom CD, and I discovered some interesting stuff.
 
 Warp to Screen 01. There you'll find an alternate LucasArts logo.
 
 For those who wondered where the close-up character portraits from the EGA version went, they're still buried on the CD in glorious 256 color. To find them, warp to the screens in the numbers 50 through 90. They're buried somewhere in there.
 
 (Yes, all of this can be discovered using Scumm16, but this works just as well.)
  
 
  
  
    The thing that facinates me is playing with the funky 'switch character' thing in MI1. I cracked up when I switched to the rat in the jail, then went around and talked to people. In MI2, something really weird happens when you try to switch to the Spitmaster, since he still keeps trying to move back and forth and yell. Then if you try and spit and the guy suddenly has multiple personalities. Very spiffy stuff!
 
 Just wondering, how do people find the codes? do you just type random phrases until something happens?
  
 
  
  
    I believe you can look through games and stuff with hex editors, and look for codes there.
 
 But I might be wrong.
  
 
  
  
    I once tried to look using hex editors, but I didn't manage anything. I believe there's another way to find codes -- disassembling, perhaps.
 
 BTW, Rapp Scallion found some very nice tricks in Monkey 1 & 2 (but these doesn't works in other games). Changing character is very nice. Funny things happens... i.e. go to Phatt mansion in Monkey 2 and suddenly change your character to the guard near the stairs. Then *heheh* he'll be telling himself not to go upstairs, and will move away from the stairs, then he'll start asking questions and also answer them by his own self just like he's crazy.
 
 Another funny thing is in Monkey 1... go to the lookup point and change character to the old lookout man. You can move him and play the whole game using the old man! There are some graphics glitches, but it's very fun; when you go to the Scumm bar and talk to the important looking pirates, one of them will tell the old man 'What do you want, boy' as if it were the young guybrush.. :)
 
 Also, you can control quite well the little rat in the streets, and you can even open doors, talk to peoples, and I wonder what happens when you pick up a sword fight while you're playing the rat... :)
  
 
  
  
    Lol! They decrunch the scripts back to their readable format and see what they do... You can see them yourself with ScummRev.
 
 ~ John
  
 
  
  
    Oh, I can disassemble scripts using version 0.5 beta of my own program... :D
  
 
  
  
    Originally posted by Drigo Zoxx 
 Oh, I can disassemble scripts using version 0.5 beta of my own program... :D 
 
 Wich program??? :)
  
 
  
  
    Originally posted by ciacioz 
 Wich program??? :) 
 
 You could just use descumm in the scummvm-tools package like a normal person...
  
 
  
  
    Do the codes work for the Mac versions of these games?
  
 
  
  
    Just found the debug mode for Full Throttle:
 Code - matilda (For Mac. demo and full game)
 Code - swordfish (For PC demo)
 Activate 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
 
 Also works in Curse of Monkey Island:
 Code - matilda (Don't count the key pressed after level displayed)
 Activate key - Ctrl + D
 Ctrl - Hold to speed up the game
 Shift+A - Choose a different actor.
 Shift+F - Actor follows walk boxes
 Shift+I - Actor ignores walk Boxes
 F9 - Play low pickup animation.
 F10 - Play high pickup animation.
 Shift+B - Make actor face to the back.
 F - Make actor face to the front.
 7 - Decrease actor talk color.
 8 - Increase actor talk color.
  
 
  
  
    Great! Do you know the code for Sam & Max?
  
 
  
  
    Unfortunately the debug code word isn't set for Sam & Max or The Dig:
 In Sam & Max it checks against the string of scumm var 111.
 In The Dig it checks against the string of scumm var 89
 But those scumm vars are never set to any strings by the boot scripts. 
 
 So there is no way to enable their debug modes without patching the exe file.
  
 
  
  
    What was the debug code word for Sam & Max supposed to be?