Developer Mode: Difference between revisions

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{|style="float:right"
[[Image:TheDayIsMine crate.png|frame|Developer Mode's cheat code on [[Easter eggs#Old Man Murray|a special crate]] in Syndicate Warehouse.]]
|+Label on a crate in<br>Syndicate Warehouse<br>(an [[Easter eggs|Easter egg]])
{{UpdatedForOniX|1.0.0}}
|http://geyser.oni2.net/Developer_Mode/TheDayIsMine.png
{{TOCfloat|limit=3}}
|http://geyser.oni2.net/Developer_Mode/TheDayIsMine0.png
Developer Mode is a bundle of features created by [[Bungie West]] to help them develop [[Oni]]: a console line for entering scripting commands, manual camera controls, and various debugging features. It was traditionally activated with the [[Cheats|cheat code]] '''thedayismine''', but see "Unlocking it" and "Activating it" below before trying the code.
|}
Developer Mode is a bundle of features created by [[Bungie West]] to help them develop Oni -- a console, camera controls, and various debugging features -- that is available via the '''thedayismine''' cheat code. It was long believed that Developer Mode had been cut from retail versions of Oni; it had only been observed to work in the [[Mac beta]] that was leaked around the time of Oni's beta testing. However, the this mode is actually present in ''all'' available versions of Oni (except PS2). It just needs to be unlocked, as the community learned [[History_of_Oni_modding/The_tale_of_Dev_Mode|back in 2006]].


Below you will find download links, unlocking instructions, and finally an overview of the Developer Mode's features.
Despite being hinted at by a crate texture (right) and appearing on a leaked list of cheat codes during beta testing, this cheat code did not work upon Oni's release, and it was long believed that Developer Mode had been cut from retail versions of Oni. However, Dev Mode is actually present in ''all'' available versions of Oni. It just needed to be unlocked, as the community [[History of Oni modding/The tale of Dev Mode|learned back in 2006]].


==Getting it to work==
Below you will find download links, unlocking instructions, and finally an overview of the Developer Mode's features. For Dev Mode features lurking in the PS2 version of Oni, first discovered in 2017, see [[Oni (PlayStation 2)]].
===Download it...===
<br clear="all" />
In Windows, you can install the [[Daodan DLL]] to unlock Developer Mode. On the Mac, the Intel build has Dev Mode unlocked; it can be found [[AE:FERAL|HERE]].
==Unlocking it==
===...by downloading a patch===
Windows: You can install the [[Daodan DLL]] to unlock Developer Mode; note that the [[Anniversary Edition]] installs the Daodan DLL automatically.<br>
Mac: The [[FERAL|Intel build]] of Oni already has Dev Mode unlocked; note that the Anniversary Edition installs the Intel build automatically.


{{Divhide|...or do it yourself}}
===...by doing it yourself===
===...or do it yourself===
{{Divhide}}
You may want to read this if your version of Oni is not covered by the above DLL (e.g. if you have an odd language version).
You may want to read this if your Windows version of Oni is not covered by the above DLL (e.g. if you have an odd language version) or if you are on a Mac that cannot run the Intel build (if you're using an old PowerPC Mac, note that a Dev Mode-enabled version of The Omni Group's "Mac OS X port" is [[OMNI|HERE]]).


First, get a good hex editor. Ideally, it should allow you to search for sequences containing joker characters. One such editor for PC is [http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm XVI32]. Dunno for Mac.
First, get a good hex editor. Ideally, it should allow you to search for sequences containing joker characters (that is, wildcards or bit masks). One such editor for Windows is [http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm XVI32]. On Macs, [http://www.cihexviewer.com/ CI Hex Viewer] is free, powerful, and can perform the search you need, but [https://ridiculousfish.com/hexfiend/ Hex Fiend] has a better comparison function so you can check your work afterward (open the original and edited binaries and choose File > Compare "Oni" and "Oni").


====Cheat code lookup tables====
====Cheat code lookup tables====
{|style="float:right"
{|style="float:right"
|+Cheats : "magic words" and IDs
|+Cheat codes and IDs
|
|
{|border=1 cellspacing=0
{|border=1 cellspacing=0
!shapeshifter
|-
|shapeshifter
|0x00
|0x00
|-
|-
!liveforever
|liveforever
|0x01
|0x01
|-
|-
!touchofdeath
|touchofdeath
|0x02
|0x02
|-
|-
!canttouchthis
|canttouchthis
|0x03
|0x03
|-
|-
!''fatloot''
|''fatloot''
|0x04
|0x04
|-
|-
!glassworld
|glassworld
|0x05
|0x05
|-
|-
!''winlevel''
|''winlevel''
|0x06
|0x06
|-
|-
!''loselevel''
|''loselevel''
|0x07
|0x07
|-
|-
!bighead
|bighead
|0x08
|0x08
|-
|-
!minime
|minime
|0x09
|0x09
|-
|-
!superammo
|superammo
|0x0A
|0x0A
|}
|}
|
|
{|border=1 cellspacing=0
{|border=1 cellspacing=0
!thedayismine
|-
|'''thedayismine'''
|0x0B
|0x0B
|-
|-
!reservoirdogs
|reservoirdogs
|0x0C
|0x0C
|-
|-
!roughjustice
|roughjustice
|0x0D
|0x0D
|-
|-
!chenille
|chenille
|0x0E
|0x0E
|-
|-
!behemoth
|behemoth
|0x0F
|0x0F
|-
|-
!elderrune
|elderrune
|0x10
|0x10
|-
|-
!moonshadow
|moonshadow
|0x11
|0x11
|-
|-
!''munitionfrenzy''
|''munitionfrenzy''
|0x12
|0x12
|-
|-
!fistsoflegend
|fistsoflegend
|0x13
|0x13
|-
|-
!killmequick
|killmequick
|0x14
|0x14
|-
|-
!carousel
|carousel
|0x15
|0x15
|}
|}
|}
|}
First, a little information for the nerds :
 
;Magic words and IDs
;Cheat overview
:There are 22 cheat events in every version of Oni, indexed from 0 to 21 (from 0x00 to 0x15 in hexadecimal).
:There are 22 cheat events in every version of Oni, indexed from 0 to 21 (or 0x00 to 0x15 in hexadecimal). See table on right; the cheat code omitted by Bungie, thedayismine, is in bold. The four italicized cheat codes are "one-way" cheats that do not have on/off states, which affects the table described below.
:The indexation is the same in every version, so we can refer to the cheats by that ID, or by the "magic word" originally used to activate the cheat event (which is also version-independent).
:The order is the same in every version, so we can refer to the cheats by their ID, or by the cheat code used to activate them.
:The correspondence is shown in the little table on the right : all the cheats can be enabled and disabled, except for the 4 in italics ('''fatloot''', '''winlevel''', '''loselevel''', '''munitionfrenzy''').


;Cheat lookup table
;Cheat lookup table
:When you type characters in the "pause screen", the text you enter is compared with a set of "magic words".
:When you type characters on the [[Data Comlink]] screen, the text you enter is progressively compared with all the strings in the cheat table.
:When and if there is a match, the appropriate confirmation message is displayed (except for '''fatloot''', '''winlevel''', '''loselevel''' and '''munitionfrenzy''', there are two messages to choose from), and the corresponding cheat event is launched.
:When and if there is a match, the corresponding confirmation message is displayed for activation, for recognition (when the cheat is not an on/off state but an action to perform), or for deactivation if the cheat was already on – and the cheat event takes effect when the Data Comlink is closed.
:This logic appears in an Oni executable in the form of a table
:In full, each row of the cheat table consists of:
;An element of that table consists of
:*a pointer to the cheat code string
:a pointer to the "magic word"
:*a pointer to the "enabled"/recognition message
:a pointer to the "enabled" message
:*a pointer to the "disabled" message (if any)
:a pointer to the "disabled" message (if any)
:*the internal ID of the cheat event to launch
:the ID of the cheat event to launch
There is a row for every cheat, and they appear by order of increasing ID. In most Oni builds, the developer mode cheat (ID 0x0B) is simply skipped over; '''reservoirdogs''' (0x0C) comes right after '''superammo''' (0x0A).
There is an element for every cheat, and they appear by order of increasing ID. The developer mode (ID 0x0B) is simply "skipped" : '''reservoirdogs''' (0x0C) comes right after '''superammo''' (0x0A).
 
;Data size on different platforms
;Data size on different platforms
:On PC, PC demo and Mac OS X : every element of the lookup table takes up 16 bytes; the 3 pointers and the ID are 4-byte data words (Little Endian on PC, Big Endian on Mac OS X); if a cheat has no "disabled" message, the third pointer is null
:In the Windows retail/demo builds and The Omni Group's PPC Mac builds, every row of the lookup table takes up 16 bytes. The 3 pointers and the ID are 4-byte data words (little-endian in Windows, big-endian on PPC Macs). If a cheat has no "disabled" message, the row's third pointer is null.
:On Mac OS 9 retail and demo : every element of the lookup table takes up 12 bytes; the 3 pointers and the ID are 3-byte data words (Big Endian); if a cheat has no disabled message, the last byte of the third pointer field is taken up by the ID (the remaining 2 bytes are garbage, as well as the ID field)
:In Bungie's original Mac build (the retail version of the application), the pointers and the ID are 2-byte words (Big Endian). Regular rows take up 8 bytes, but for one-way cheats with no "disabled" message, weird stuff happens to the third pointer and to the ID, and the row takes up 10 bytes; here, the ID can be found in what would be the first byte of the ID field instead of the second, and the remaining 3 bytes are garbage. An additional garbage byte is added between consecutive one-way cheats (0x06 and 0x07).
:On Mac OS 9 beta : the pointers and the ID are 2-byte words (Big Endian); regular elements take up 8 bytes; if a cheat has no "disabled" message, weird stuff happens to the third pointer and to the ID, and the element takes up 10 bytes (yes, 10, not 6)... the ID can be found in what would be the first byte of the ID field.


====killmequick====
====Let's kill "killmequick"====
On PC, PC demo and Mac OS X, there's extra space at the end of the lookup table and where the cheatcodes/messages are stored, so one can ''add'' '''thedayismine''' as an extra cheat. On Mac OS 9, the data is packed tighter (and the text strings are stored together with their size), so the only easy way is to replace an existing cheat. The following mini-tutorial will explain how to bind the developer mode to the "ultra mode" cheat AKA '''killmequick'''.
In the Windows retail, Windows demo and Omni Group PPC builds, there's extra space at the end of the lookup table and where the cheat codes/messages are stored, so one can add '''thedayismine''' as an extra cheat. In Bungie's retail Mac builds, the data is packed tighter (and the text strings are stored together with their size), so the only easy way is to replace an existing cheat. Since replacing an existing cheat is the only solution that works on all platforms, the following mini-tutorial will explain how to bind the Developer Mode cheat event to the Ultra Mode cheat code '''killmequick''' (since hardly anyone uses that cheat).


====Finding the lookup table====
====Finding the lookup table====
Open the executable (or the data fork of the executable on Mac), after backing it up of course... We shall look for the last three elements of the table, corresponding to '''fistsoflegend''', '''killmequick''' and '''carousel'''.
Open the executable (or the data fork of the retail Mac build), after backing it up of course…. We shall look for the last three elements of the table, corresponding to '''fistsoflegend''', '''killmequick''' and '''carousel'''.
;On PC and PC demo : look for '''13 00 00 00 ## ## ## ## ## ## ## ## ## ## ## ## 14 00 00 00 ## ## ## ## ## ## ## ## ## ## ## ## 15 00 00 00'''
;In the Windows retail and demo builds, look for '''13 00 00 00 ## ## ## ## ## ## ## ## ## ## ## ## 14 00 00 00 ## ## ## ## ## ## ## ## ## ## ## ## 15 00 00 00'''
;On Mac OS X : look for '''00 00 00 13 ## ## ## ## ## ## ## ## ## ## ## ## 00 00 00 14 ## ## ## ## ## ## ## ## ## ## ## ## 00 00 00 15'''
;In the Omni Group build, look for '''00 00 00 13 ## ## ## ## ## ## ## ## ## ## ## ## 00 00 00 14 ## ## ## ## ## ## ## ## ## ## ## ## 00 00 00 15''' ([[:Image:Finding killmequick - Omni build.jpg|sample pic]])
;On Mac OS 9 retail/demo : look for '''00 00 13 ## ## ## ## ## ## ## ## ## 00 00 14 ## ## ## ## ## ## ## ## ## 00 00 15'''
;In the retail Mac build, look for '''00 13 ## ## ## ## ## ## 00 14 ## ## ## ## ## ## 00 15''' ([[:Image:Finding killmequick - Mac OS 9 build.jpg|sample pic]])
;
;
where the ## are joker chars. Once you've found that data (make sure it occurs only once in the file), replace the '''14''' with a '''0B'''.
where the ## are joker characters (wildcard bytes). Once you've found that data (make sure it occurs only once in the file), replace the '''14''' with a '''0B'''.


Developer mode will now be enabled/disabled every time you type '''killmequick''' at the pause screen : you'll get "Ultra Mode Enabled" and "Ultra Mode Disabled" as confirmation messages.
Developer Mode will now be enabled/disabled every time you type '''killmequick''' on the Data Comlink (pause) screen; you'll get "Ultra Mode Enabled" and "Ultra Mode Disabled" as confirmation messages.
{{Divhide|end}}
{{Divhide|end}}


==Using it==
==Activating it==
===First check===
===Unlock cheats===
Cheats are normally unlocked when you finish the full version of the game. For unlocking cheats "manually" (especially necessary with the demos), see [[Cheats|HERE]]
Even once Developer Mode is unlocked, it must be activated in-game through a cheat code. Cheats are normally disabled until you finish the full version of the game, but cheats are enabled all the time when the Daodan DLL is installed in Windows or when using the Mac Intel build.
 
===Enter the cheat code===
Enter the [[Data Comlink]] (default key F1) and look for a confirmation message after typing the Developer Mode cheat '''thedayismine''' (or '''killmequick''' if you followed the DIY tutorial above). You can also just type '''x''' when the Daodan DLL or Mac Intel build is being used.


Let's say cheats are enabled and Developer Mode has been made available ''via'' the '''thedayismine''' cheatcode (or simply '''x''' with Daodan DLL installed).
==Using the console==
{|border=1 cellspacing=0 cellpadding=2 style="float:right; border-color:#dddddd;"
|width=95px align=center style="border-width:4px 4px 2px 2px; border-radius:1em; box-shadow:inset 0rem -0.8rem 2rem #dadada;"|<span style="font-size:175%">~</span><br><span style="font-size:200%; top:0.3em; position:relative">`</span>
|width=95px align=center style="border-width:4px 4px 2px 2px; border-radius:1em; box-shadow:inset 0rem -0.8rem 2rem #dadada;"|<span style="font-size:150%">§</span><br><span style="font-size:150%; top:0.3em; position:relative">½</span>
|width=95px align=center style="border-width:4px 4px 2px 2px; border-radius:1em; box-shadow:inset 0rem -0.8rem 2rem #dadada;"|<span style="font-size:150%">°</span><br><span style="font-size:150%; top:0.3em; position:relative">^</span>
|width=95px align=center style="border-width:4px 4px 2px 2px; border-radius:1em; box-shadow:inset 0rem -0.8rem 2rem #dadada;"|<span style="font-size:150%"></span><br><span style="font-size:150%; top:0.3em; position:relative">2</span>
|-
|align=center style="border-width:0px"|U.S.<br>QWERTY
|align=center style="border-width:0px"|Danish<br>QWERTY
|align=center style="border-width:0px"|German<br>QWERTZ
|align=center style="border-width:0px"|French<br>AZERTY
|}
By default, Oni auto-binds the "console" toggle to the key to the left of the numeric row. On U.S. QWERTY keyboards, this is the key with a grave accent, `, in the lowercase position and a tilde, ~, in the uppercase position. It is usually called the "tilde key" by users even though it's really the "grave accent key".


Just type the Developer Mode cheat and watch for the confirmation message. However, you may not notice anything special when you get back to the game (although there should be occasional console messages appearing at the bottom-left).  
On non-U.S. keyboards, that key may not be present. The default key for your layout is depicted to the right:
:Danish QWERTY: The ½ key to the left of the numeric row.
:German QWERTZ: The circumflex accent key, ^.
:French AZERTY: The <sub>2</sub> key to the left of the numeric row.


The quickest way to tell whether Dev Mode definitely works, right after you get the confirmation message, is to exit the Diary screen and to press '''End'''. That should teleport you to where the camera is (usually back and up, possibly through walls and ceilings).
Or you can simply add a line like "bind z to console" to '''key_config.txt''' in your Oni folder and you'll be able to open the console with that key. In some cases, this bound key will not ''close'' the console, but pressing the grave accent key will, oddly enough.


Here's another quick test, meant to see if the Control and Alt keys work fine (on Mac, use the Option key instead of Alt): Ctrl+Shift+U and Ctrl+Alt+U should both perform the "unstick" action; Konoko will shift forward by a small amount.
===Console output glitch===
When Developer Mode is active, Oni prints debug messages about in-game events along the bottom-left of the screen. Past messages scroll up the screen and fade. In some situations, messages don't fade (e.g. if character debugging is enabled or you are currently using the console line).


===Console output===
The easiest way to check whether console output works at all is to press '''F8''': the character class change is acknowledged with a console message.
In Developer Mode, Oni prints debug messages about in-game events along the bottom-left of the screen. Past messages scroll up across the screen and fade. In some situations, messages don't fade (e.g. if character debugging is enabled or you are currently using the console line).


The easiest way to check whether that output works at all is to press '''F8''': the character class change is acknowledged with a console message.
If you don't see anything, console output is broken in your version of Oni. The old WinXP patch (no longer offered because it is superseded by the Daodan DLL) was known to disable console output. In Windows demo Oni, both console output and console input are invisible (i.e. you can enter script commands, but you're "blindfolded").


If you don't see anything, that means console output is unfortunately disabled in your version of Oni. If you're on PC retail, you may have applied [[Troubleshooting/Blam|Ian's patch]] (aka XP patch), which disables console output. On PC demo, both console output and console input are invisible (i.e. you can enter script commands, but you're "blindfolded").
==Features==
Many of the features listed below no longer work as intended, either due to changes made to the code before shipping Oni or due to the absence in retail Oni of developer resources that the features were intended to call upon, such as [[level0_Tools]]. Nevertheless, some of these features are helpful for modders, most notably the camera controls and dev console.


===Console input===
===Hotkeys===
By default, Oni auto-binds the "console" toggle to the key which on U.S. keyboards has a grave accent, <span style="font-size:200%; top:0.3em; position:relative">`</span>, in the lowercase position and a tilde, <span style="font-size:175%">~</span>, in the uppercase position. It is usually called the "tilde key" by users, and perhaps even elsewhere on this wiki; however, you would have to hold Shift to type a tilde, and the console is activated by just pressing the key without Shift, thus it is actually the "grave accent key" which activates the console. On non-U.S. keyboards, that key may not be recognized. Just add a line like "bind leftalt to console" to '''key_config.txt''' in your Oni folder and you'll be able to open the console with that key. In some cases, this bound key will not ''close'' the console; however, pressing the grave accent key, oddly enough, may work.
Below are Oni's hardcoded mappings for Developer Mode functions. The Alt key (Option key on Macs) can be used in place of Ctrl. Ctrl is called "Strg" on German keyboards.
 
The "U.S. QWERTY" column gives the standard hotkeys (the keys intended by the American developers to be pressed). In the "German QWERTZ" and "French AZERTY" columns, the hotkeys differing from U.S. QWERTY are shown. If you have another type of keyboard that you would like to have incorporated into the table, feel free to add a column (or ask for it on the talk page).
 
If a hotkey's functionality has been restored in Windows using the Daodan DLL, it will be checked off here. Stuff that doesn't work has been grouped at the end of the table.


===Usage===
====Hotkeys====
{|class="wikitable" style="margin-left:auto; margin-right:auto;"
{|class="wikitable" style="margin-left:auto; margin-right:auto;"
!Hotkey (can use Alt for Ctrl)
!U.S. QWERTY
!German QWERTZ
!French AZERTY
!Description
!Description
!Windows
!width=75|Windows
!Mac
!width=75|Mac
|-
|-
|Cntl+Shift+o
|` (grave accent)
|Occl Makes console screens disappear
|bgcolor=silver|^
|<center>{{ckblue}}</center>
|bgcolor=silver|²
|<center>?</center>
|Displays console
|align=center|{{ckblue}}
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+i
|colspan=3|Ctrl+Shift+O
|Invis
|Hide non-(visually-)occluding quads '''(1)'''
|<center>?</center>
|
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+y
|colspan=3|Ctrl+Shift+S
|Displays FPS
|Hide non-sound-occluding quads '''(2)'''
|<center>{{ckblue}}</center>
|
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+t
|colspan=3|Ctrl+Shift+<tt>I</tt>
|Char Collision
|Draw invisible quads
|<center>?</center>
|
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+r
|Ctrl+Shift+Y
|Obj Collision
|bgcolor=silver|Ctrl+Shift+Z
|<center>?</center>
|Ctrl+Shift+Y
|<center>?</center>
|Performance display (includes FPS)
|align=center|{{ckblue}}
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+f
|colspan=3|Ctrl+Shift+T
|Fast Mode (runs Oni at up to 24x)
|Draw only character-colliding geometry
|<center>{{ckblue}}</center>
|
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+g
|colspan=3|Ctrl+Shift+R
|Slow motion
|Draw only object-colliding geometry
|<center>{{ckblue}}</center>
|
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+x
|colspan=3|Ctrl+Shift+F
|Secret X / (Mac only) Show trigger volumes
|Fast Mode (runs Oni at up to 24x)
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+y
|colspan=3|Ctrl+Shift+G
|Secret Y
|Draw Every Frame Mode
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|'''(3)'''
|-
|-
|Cntl+Shift+z
|colspan=3|Ctrl+Shift+X
|Secret Z
|Toggle show trigger volumes (formerly "Secret X")
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+Ins
|colspan=3|Ctrl+Shift+Ins
|Add Flag
|Add flag
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|'''(4)'''
|-
|-
|Cntl+Shift+Del
|colspan=3|Ctrl+Shift+Del
|Delete Flag
|Delete flag
|<center>?</center>
|align=center|{{ckblue}}
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+u
|colspan=3|Ctrl+Shift+U
|Unstick player
|Unstick player
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|-
|Ctrl+Shift+\
|bgcolor=silver|Ctrl+Shift+#
|bgcolor=silver|Ctrl+Shift+*
|Displays "Profile on"/"Profile off" (no other known effect)
|align=center|{{ckblue}}
|
|-
|-
|Cntl+Shift+n
|colspan=3|Ctrl+Shift+L
|Camera Record
|Dumps a screenshot every frame
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+m
|colspan=2|. (period)
|Camera Stop
|bgcolor=silver|: (colon)
|<center>?</center>
|Single Step Mode
|<center>?</center>
|align=center|{{ckblue}}
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+,
|/
|Camera Playback
|bgcolor=silver| -
|<center>?</center>
|bgcolor=silver|!
|<center>?</center>
|Advance one step (when in Single Step Mode)
|align=center|{{ckblue}}
|align=center|{{ckblue}}
|-
|-
|?
|.+/
|Place Quad
|bgcolor=silver|.+-
|<center>?</center>
|bgcolor=silver|:+!
|<center>?</center>
|Exit Single Step Mode (press keys simultaneously)
|align=center|{{ckblue}}
|align=center|{{ckblue}}
|-
|-
|?
|colspan=3|Ctrl+Shift+Home
|Place Quad Mode
|Cycle active camera
|<center>?</center>
|
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|Ctrl+Shift+\
|colspan=3|End
|Profile Toggle
|Warp to camera
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+l
|colspan=3|Ctrl+Shift+B
|Dumps a screenshot every frame
|Shows current opponent's logic
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|-
|-
|Ctrl+Shift+1
|]
|Test One
|bgcolor=silver| +
|<center>?</center>
|bgcolor=silver|$
|<center>?</center>
|Freeze animation frame '''(6)'''
|align=center|{{ckblue}}
|align=center|{{ckblue}}
|-
|-
|Ctrl+Shift+2
|[
|Test Two
|bgcolor=silver|Ü
|<center>?</center>
|bgcolor=silver|^
|<center>?</center>
|Advance animation frame '''(6)'''
|align=center|{{ckblue}}
|align=center|{{ckblue}}
|-
|-
|Ctrl+Shift+3
|colspan=3|F2
|Test Three
|Cutscene Animation 1
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|Ctrl+Shift+4
|colspan=3|F3
|Test Four
|Cutscene Animation 2
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|Return/Enter
|colspan=3|F6
|Camera Control 3 modes <br>Normal, Detached 1-mouse controls aim<br>Detached 2-mouse controls camera<br>(When activated the following applies)
|Kill all AIs
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|-
|-
|/
|colspan=3|Ctrl+F7
|Single Step
|Play dead
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+Home
|colspan=3|F7, Shift+F7
|Toggle active camera; Freeze raycasting
|Cycle weapons (holster to get second weapon)
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|-
|-
|. (period)
|colspan=3|F8, Shift+F8
|Single Step Mode
|Cycle characters
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|End
|colspan=3|F9
|Warp to camera
|Start recording
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|<center>{{ckblue}}</center>
|align=center|{{ckblue}}
|-
|-
|Cntl+Shift+k
|colspan=3|F10
|Kill Particles
|Stop recording
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|Backspace
|colspan=3|F11
|Kill Particles
|Playback recording
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|7
|colspan=3|Return/Enter
|Explode One
|Cycle camera modes (see table below for camera controls):<br>1. Normal<br>2. Detached A - mouse still controls character aim<br>3. Detached B - mouse aims camera
|<center>?</center>
|align=center|{{ckblue}}
|<center>?</center>
|align=center|{{ckblue}}
|-
|-
|8
!U.S. QWERTY
|Explode Two
!German QWERTZ
|<center>?</center>
!French AZERTY
|<center>?</center>
!Description
!width=75|Windows
!width=75|Mac
|-
|-
|9
|Ctrl+Shift+Y
|Explode Three
|bgcolor=silver|Ctrl+Shift+Z
|<center>?</center>
|Ctrl+Shift+Y
|<center>?</center>
|Secret Y '''(5)'''
|
|
|-
|-
|0
|Ctrl+Shift+Z
|Explode Four
|bgcolor=silver|Ctrl+Shift+Y
|<center>?</center>
|Ctrl+Shift+Z
|<center>?</center>
|Secret Z '''(5)'''
|
|
|-
|-
|Cntl+Shift+j
|colspan=3|Ctrl+Shift+N
|Reset Particles
|Camera recording start
|<center>?</center>
|
|<center>?</center>
|
|-
|-
|Cntl+Shift+w
|colspan=2|Ctrl+Shift+M
|Drop Flag and Add Waypoint
|bgcolor=silver|Ctrl+Shift+,
|<center>?</center>
|Camera recording stop
|<center>?</center>
|
|
|-
|-
|Cntl+Shift+b
|colspan=2|Ctrl+Shift+,
|Shows current opponent's logic
|bgcolor=silver|Ctrl+Shift+;
|<center>{{ckblue}}</center>
|Camera recording playback
|<center>{{ckblue}}</center>
|
|
|-
|-
|]
|colspan=3|
|Freeze
|Place quad
|<center>?</center>
|
|<center>?</center>
|
|-
|-
|[
|colspan=3|
|Frame Advance
|Place quad mode
|<center>?</center>
|
|<center>?</center>
|
|-
|-
|Cntl+Shift+s
|colspan=2|Ctrl+Shift+1
|furnitures' textures (turns red)
|bgcolor=silver|Ctrl+Shift+&
|<center>{{ckblue}}</center>
|Test One
|<center>{{ckblue}}</center>
|
|
|-
|-
|F8, Shift+F8
|colspan=2|Ctrl+Shift+2
|Cycle characters
|bgcolor=silver|Ctrl+Shift+é
|<center>{{ckblue}}</center>
|Test Two
|<center>{{ckblue}}</center>
|
|
|-
|-
|Cntl+Shift+p
|colspan=2|Ctrl+Shift+3
|Perf Particle
|bgcolor=silver|Ctrl+Shift+"
|<center>?</center>
|Test Three
|<center>?</center>
|
|
|-
|-
|Cntl+Shift+;
|colspan=2|Ctrl+Shift+4
|Perf Particle Lock
|bgcolor=silver|Ctrl+Shift+'
|<center>?</center>
|Test Four
|<center>?</center>
|
|
|-
|-
|=
|colspan=3|Ctrl+Shift+K
|Screenshot
|Kill particles
|<center>?</center>
|
|<center>?</center>
|
|-
|-
|F2
|colspan=3|Backspace
|Cutscene 1
|Enter AI debugger
|<center>{{ckblue}}</center>
|
|  
|
|-
|-
|F3
|colspan=2|7
|Cutscene 2
|bgcolor=silver|è
|<center>{{ckblue}}</center>
|Explode One
|  
|
|
|-
|-
|F6
|colspan=2|8
|Kill All AI
|bgcolor=silver|_
|<center>{{ckblue}}</center>
|Explode Two
|<center>{{ckblue}}</center>
|
|
|-
|-
|Ctrl+F7
|colspan=2|9
|Play dead
|bgcolor=silver|ç
|<center>{{ckblue}}</center>
|Explode Three
|<center>{{ckblue}}</center>
|
|
|-
|-
|Fkey7, Shift+Fkey7
|colspan=2|0
|Cycle weapons (holster to get second weapon)
|bgcolor=silver|@
|<center>{{ckblue}}</center>
|Explode Four
|<center>{{ckblue}}</center>
|
|
|-
|-
|Fkey9
|colspan=3|Ctrl+Shift+J
|Start recording
|Reset particles
|<center>{{ckblue}}</center>
|
|<center>{{ckblue}}</center>
|
|-
|-
|Fkey10
|Ctrl+Shift+W
|Stop recording
|bgcolor=silver|Ctrl+Shift+Z
|<center>{{ckblue}}</center>
|Ctrl+Shift+W
|<center>{{ckblue}}</center>
|Drop flag and add waypoint
|
|
|-
|-
|Fkey11
|colspan=3|Ctrl+Shift+P
|Playback recording
|Display particle performance
|<center>{{ckblue}}</center>
|
|<center>{{ckblue}}</center>
|
|-
|-
|` (grave accent)
|Ctrl+Shift+;
|Displays console
|bgcolor=silver|Ctrl+Shift+Ö
|<center>{{ckblue}}</center>
|bgcolor=silver|Ctrl+Shift+M
|<center>{{ckblue}}</center>
|Lock particle performance display
|
|
|}
 
 
'''(1)''' This dev feature does not fully function in Windows, so the only non-occluding quads that disappear are console screens.
 
'''(2)''' This dev feature does not fully function in Windows, so the non-sound-occluding quads remain visible. However, the second aspect of this feature, which marks furniture with a red texture to indicate that it is partially sound-occluding, still works.
 
'''(3)''' On Macs, Draw Every Frame Mode speeds up the game almost to the extent of Fast Mode, but with glitchy animations.
 
'''(4)''' Please see talk page section "Insert key on Macs".
 
'''(5)''' Wouldn't Ctrl+Y and Ctrl+Z conflict with "Performance display"?
 
'''(6)''' "Animation freezing" works on the main character and means two things:
:a) The character's position and pose remain exactly the same as they were at the time of freezing, along with collision shapes (spheres and body parts) and other stuff.
:b) The actual character, unless "pinned" with <tt>[[chr_pin_character]]=1</tt>, will keep moving with the same velocity as at the time of freezing.
:*For regular (grounded) animations, the vertical velocity is zero and the horizontal velocity is determined by the animation frame that was playing at the time of freezing.
:*If airborne (jumping or falling) the current airborne velocity (both vertical and horizontal) at the time of freezing is maintained.
:*Wall collision is disabled, as well as gravity acceleration and the "air" timer (so you can't die from falling for too long while frozen).
:*Floor collision still works, as well as the "off" timer that starts when you step off a ledge, and the downward velocity that is applied then (see [[ONCC]] for details on this downward velocity).
:If one sets <tt>[[chr_pin_character]]=1</tt>, then animation debugging works exactly as intended: there is no drifting, and one can conveniently advance through the frames of the current animation.
:If one does not set <tt>[[chr_pin_character]]=1</tt>, then the frame-freezing functionality does not allow one to study animations, and instead provides a powerful (and risky) teleporting gimmick.
 
===Camera controls===
Note that the camera controls have default mappings, given below, but unlike the developer hotkeys, they are '''custom-bindable'''. In fact, on Macs, the default numpad bindings ''need'' to be customized or they won't work at all. See note [[Customizing/Binding#Detached camera controls|HERE]] about how to bind these keys and fix the Mac numpad controls. Also, the definitions of panning left and right are reversed, as NumPad4 will turn the camera to the left, but its action is called "man_cam_pan_right", and vice versa for NumPad6....
 
After detaching the camera with Enter and flying it away from Konoko, the End key teleports Konoko to the camera position and attaches the camera to her position again. If you turn off collision with "chr_nocollision 0 1" before teleporting, Konoko will not fall out of the air when teleported to the camera position (just don't jump with collision off...).
{|class="wikitable" style="margin-left:auto; margin-right:auto;"
|align="center"|'''Windows'''
{|class="wikitable" style="margin-left:auto; margin-right:auto;"
!Key
!Result
|-
|-
|<ul><li>NumPad1</li></ul>
|NumPad 1/3
|Move camera left
|Move camera left/right
|<center>{{ckblue}}</center>
|<center>see note [[Customizing/Binding#Developer_Mode|HERE]]</center>
|-
|-
|<ul><li>NumPad3</li></ul>
|NumPad 8/5
|Move camera right
|Move camera forward/backward
|<center>{{ckblue}}</center>
|<center>{{ckblue}}</center>
|-
|-
|<ul><li>NumPad4</li></ul>
|NumPad -/+
|Pan camera right
|Move camera up/down
|<center>{{ckblue}}</center>
|<center>{{ckblue}}</center>
|-
|-
|<ul><li>NumPad5</li></ul>
|NumPad 6/4
|Move camera backward
|Pan camera left/right
|<center>{{ckblue}}</center>
|<center>{{ckblue}}</center>
|-
|-
|<ul><li>NumPad6</li></ul>
|Up/Down Arrow
|Pan camera left
|Pan camera up/down
|<center>{{ckblue}}</center>
|}
|<center>{{ckblue}}</center>
|align="center"|'''Mac'''
{|class="wikitable" style="margin-left:auto; margin-right:auto;"
!Key
!Result
|-
|-
|<ul><li>NumPad8</li></ul>
|Left/Right Arrow
|Move camera forward
|Move camera left/right
|<center>{{ckblue}}</center>
|<center>{{ckblue}}</center>
|-
|-
|<ul><li>NumPad-</li></ul>
|Up/Down Arrow
|Move camera up
|Move camera forward/backward
|<center>{{ckblue}}</center>
|<center>{{ckblue}}</center>
|-
|-
|<ul><li>NumPad+</li></ul>
|Page Up/Down
|Move camera down
|Move camera up/down
|<center>{{ckblue}}</center>
|<center>{{ckblue}}</center>
|-
|-
|<ul><li>Up Arrow</li></ul>
|NumPad 6/4
|Pan camera up
|Pan camera left/right
|<center>{{ckblue}}</center>
|<center>{{ckblue}}</center>
|-
|-
|<ul><li>Down Arrow</li></ul>
|NumPad 8/2
|Pan camera down
|Pan camera up/down
|<center>{{ckblue}}</center>
|}
|<center>{{ckblue}}</center>
|}
|}


====Runtime scripting====
===Runtime scripting===
=====Basic idea=====
Almost anything that you can write in a [[BSL]] script you can enter at runtime with the console. One major thing you can't do is register new variables and functions. You can only call existing functions and get/set the values of existing variables. "Existing" means either built-in ones (see [[BSL:Functions]] and [[BSL:Variables]]), or ones found in the level scripts, or ones defined by scripts you may have added to the current level.
(Almost) anything you write in scripts you can enter at runtime with the console. The only thing you can't do is register new variables and functions.
 
You can call existing functions, check on the values of existing variables. "Existing" means either built-in ones, or part of the original level logic, or part of your own scripts for the given level.
 
If a function/variable was succesfully registered by Oni during level load, you will be able to refer to them from the console.
 
You will even be able to browse the registered variables/functions with the '''Tab''' key, while typing at the console. '''Tab''' autocompletes the command being typed, then cycles through all available commands in (hex)alphabetical order (A...Z come before a...z). '''Shift+Tab''' lets you go back.


Previous commands can be navigated with up and down arrows. You can't insert/delete text in the middle of a command : you have to use '''Backspace'''.
While typing on the console line, you'll see a suggested autocompletion for the command you're typing; Tab accepts the autocomplete, and then Tab or Shift-Tab will cycle forward/backward through adjacent commands in ASCIIbetical order (A…Z comes before a…z). Previous commands from the current session can be retrieved with the up/down arrows. You can't insert/delete text in the middle of a command; you have to use Backspace. Copy and Paste are not available either.


The only keys that have an effect while the console is active are : '''Escape''', '''Enter''', '''Backspace''', '''(Shift+)Tab''', ASCII character keys and the arrow keys.
If you press an illegal key during console input (such as F1), the input display will freeze; hit Tab a few times to fix.


If you press an illegal key during console input (such as F1), the input display will freeze : hit '''Tab''' a few times to fix.
===Cheating===
=====Limitations=====
There are a few commands which you can type in as equivalents to regular cheat codes, and more that you can't do with cheats:
Obviously, if you have no console output, it's a bit frustrating. Even more so if console ''input'' is invisible : you're in for some ''blindfolded'' scripting then.
*"chr_nocollision 0 1" and "chr_nocollision 0 0" enable/disable no-clip, allowing you to walk through walls. When in no-clip mode, you can't fall; thus, jumping makes you flail in midair, and eventually you die (so try not to jump).
Still there are a few commands which you can type in as complements to regular cheats :
*"give_powerup shield" gives you a force shield (which you can't get with '''fatloot''').
:'''chr_nocollision 0 1''' and '''chr_nocollision 0 0''' enable/disable no-clipping. When in no-clipping, you can't fall down : jumping makes you flail in midair, and eventually you die (so be careful about that)
*See [[Cheats]] for the BSL equivalents to various other cheats.
:'''give_powerup shield''' gives you a force shield (which you can't have with '''fatloot''')
:'''dump_docs''' prints all the registered commands/variables to a file in your Oni folder (so you know just what you can type)
:other stuff...
Also, the available scripting commands may be limited in your version. The most commands are on PC retail, or on beta 4 and earlier. On Mac, the functionality is much more limited (see [[PC vs Mac|HERE]] for details).


[[Category:Modding information]]
[[Category:Engine docs]][[Category:OniX-affected articles]]

Latest revision as of 15:44, 6 December 2023

Developer Mode's cheat code on a special crate in Syndicate Warehouse.

Developer Mode is a bundle of features created by Bungie West to help them develop Oni: a console line for entering scripting commands, manual camera controls, and various debugging features. It was traditionally activated with the cheat code thedayismine, but see "Unlocking it" and "Activating it" below before trying the code.

Despite being hinted at by a crate texture (right) and appearing on a leaked list of cheat codes during beta testing, this cheat code did not work upon Oni's release, and it was long believed that Developer Mode had been cut from retail versions of Oni. However, Dev Mode is actually present in all available versions of Oni. It just needed to be unlocked, as the community learned back in 2006.

Below you will find download links, unlocking instructions, and finally an overview of the Developer Mode's features. For Dev Mode features lurking in the PS2 version of Oni, first discovered in 2017, see Oni (PlayStation 2).

Unlocking it

...by downloading a patch

Windows: You can install the Daodan DLL to unlock Developer Mode; note that the Anniversary Edition installs the Daodan DLL automatically.
Mac: The Intel build of Oni already has Dev Mode unlocked; note that the Anniversary Edition installs the Intel build automatically.

...by doing it yourself

Activating it

Unlock cheats

Even once Developer Mode is unlocked, it must be activated in-game through a cheat code. Cheats are normally disabled until you finish the full version of the game, but cheats are enabled all the time when the Daodan DLL is installed in Windows or when using the Mac Intel build.

Enter the cheat code

Enter the Data Comlink (default key F1) and look for a confirmation message after typing the Developer Mode cheat thedayismine (or killmequick if you followed the DIY tutorial above). You can also just type x when the Daodan DLL or Mac Intel build is being used.

Using the console

~
`
§
½
°
^

2
U.S.
QWERTY
Danish
QWERTY
German
QWERTZ
French
AZERTY

By default, Oni auto-binds the "console" toggle to the key to the left of the numeric row. On U.S. QWERTY keyboards, this is the key with a grave accent, `, in the lowercase position and a tilde, ~, in the uppercase position. It is usually called the "tilde key" by users even though it's really the "grave accent key".

On non-U.S. keyboards, that key may not be present. The default key for your layout is depicted to the right:

Danish QWERTY: The ½ key to the left of the numeric row.
German QWERTZ: The circumflex accent key, ^.
French AZERTY: The 2 key to the left of the numeric row.

Or you can simply add a line like "bind z to console" to key_config.txt in your Oni folder and you'll be able to open the console with that key. In some cases, this bound key will not close the console, but pressing the grave accent key will, oddly enough.

Console output glitch

When Developer Mode is active, Oni prints debug messages about in-game events along the bottom-left of the screen. Past messages scroll up the screen and fade. In some situations, messages don't fade (e.g. if character debugging is enabled or you are currently using the console line).

The easiest way to check whether console output works at all is to press F8: the character class change is acknowledged with a console message.

If you don't see anything, console output is broken in your version of Oni. The old WinXP patch (no longer offered because it is superseded by the Daodan DLL) was known to disable console output. In Windows demo Oni, both console output and console input are invisible (i.e. you can enter script commands, but you're "blindfolded").

Features

Many of the features listed below no longer work as intended, either due to changes made to the code before shipping Oni or due to the absence in retail Oni of developer resources that the features were intended to call upon, such as level0_Tools. Nevertheless, some of these features are helpful for modders, most notably the camera controls and dev console.

Hotkeys

Below are Oni's hardcoded mappings for Developer Mode functions. The Alt key (Option key on Macs) can be used in place of Ctrl. Ctrl is called "Strg" on German keyboards.

The "U.S. QWERTY" column gives the standard hotkeys (the keys intended by the American developers to be pressed). In the "German QWERTZ" and "French AZERTY" columns, the hotkeys differing from U.S. QWERTY are shown. If you have another type of keyboard that you would like to have incorporated into the table, feel free to add a column (or ask for it on the talk page).

If a hotkey's functionality has been restored in Windows using the Daodan DLL, it will be checked off here. Stuff that doesn't work has been grouped at the end of the table.

U.S. QWERTY German QWERTZ French AZERTY Description Windows Mac
` (grave accent) ^ ² Displays console Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+O Hide non-(visually-)occluding quads (1) Checkmark 16px blue.png
Ctrl+Shift+S Hide non-sound-occluding quads (2) Checkmark 16px blue.png
Ctrl+Shift+I Draw invisible quads Checkmark 16px blue.png
Ctrl+Shift+Y Ctrl+Shift+Z Ctrl+Shift+Y Performance display (includes FPS) Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+T Draw only character-colliding geometry Checkmark 16px blue.png
Ctrl+Shift+R Draw only object-colliding geometry Checkmark 16px blue.png
Ctrl+Shift+F Fast Mode (runs Oni at up to 24x) Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+G Draw Every Frame Mode Checkmark 16px blue.png (3)
Ctrl+Shift+X Toggle show trigger volumes (formerly "Secret X") Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+Ins Add flag Checkmark 16px blue.png (4)
Ctrl+Shift+Del Delete flag Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+U Unstick player Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+\ Ctrl+Shift+# Ctrl+Shift+* Displays "Profile on"/"Profile off" (no other known effect) Checkmark 16px blue.png
Ctrl+Shift+L Dumps a screenshot every frame Checkmark 16px blue.png Checkmark 16px blue.png
. (period) : (colon) Single Step Mode Checkmark 16px blue.png Checkmark 16px blue.png
/ - ! Advance one step (when in Single Step Mode) Checkmark 16px blue.png Checkmark 16px blue.png
.+/ .+- :+! Exit Single Step Mode (press keys simultaneously) Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+Home Cycle active camera Checkmark 16px blue.png
End Warp to camera Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+B Shows current opponent's logic Checkmark 16px blue.png Checkmark 16px blue.png
] + $ Freeze animation frame (6) Checkmark 16px blue.png Checkmark 16px blue.png
[ Ü ^ Advance animation frame (6) Checkmark 16px blue.png Checkmark 16px blue.png
F2 Cutscene Animation 1 Checkmark 16px blue.png Checkmark 16px blue.png
F3 Cutscene Animation 2 Checkmark 16px blue.png Checkmark 16px blue.png
F6 Kill all AIs Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+F7 Play dead Checkmark 16px blue.png Checkmark 16px blue.png
F7, Shift+F7 Cycle weapons (holster to get second weapon) Checkmark 16px blue.png Checkmark 16px blue.png
F8, Shift+F8 Cycle characters Checkmark 16px blue.png Checkmark 16px blue.png
F9 Start recording Checkmark 16px blue.png Checkmark 16px blue.png
F10 Stop recording Checkmark 16px blue.png Checkmark 16px blue.png
F11 Playback recording Checkmark 16px blue.png Checkmark 16px blue.png
Return/Enter Cycle camera modes (see table below for camera controls):
1. Normal
2. Detached A - mouse still controls character aim
3. Detached B - mouse aims camera
Checkmark 16px blue.png Checkmark 16px blue.png
U.S. QWERTY German QWERTZ French AZERTY Description Windows Mac
Ctrl+Shift+Y Ctrl+Shift+Z Ctrl+Shift+Y Secret Y (5)
Ctrl+Shift+Z Ctrl+Shift+Y Ctrl+Shift+Z Secret Z (5)
Ctrl+Shift+N Camera recording start
Ctrl+Shift+M Ctrl+Shift+, Camera recording stop
Ctrl+Shift+, Ctrl+Shift+; Camera recording playback
Place quad
Place quad mode
Ctrl+Shift+1 Ctrl+Shift+& Test One
Ctrl+Shift+2 Ctrl+Shift+é Test Two
Ctrl+Shift+3 Ctrl+Shift+" Test Three
Ctrl+Shift+4 Ctrl+Shift+' Test Four
Ctrl+Shift+K Kill particles
Backspace Enter AI debugger
7 è Explode One
8 _ Explode Two
9 ç Explode Three
0 @ Explode Four
Ctrl+Shift+J Reset particles
Ctrl+Shift+W Ctrl+Shift+Z Ctrl+Shift+W Drop flag and add waypoint
Ctrl+Shift+P Display particle performance
Ctrl+Shift+; Ctrl+Shift+Ö Ctrl+Shift+M Lock particle performance display


(1) This dev feature does not fully function in Windows, so the only non-occluding quads that disappear are console screens.

(2) This dev feature does not fully function in Windows, so the non-sound-occluding quads remain visible. However, the second aspect of this feature, which marks furniture with a red texture to indicate that it is partially sound-occluding, still works.

(3) On Macs, Draw Every Frame Mode speeds up the game almost to the extent of Fast Mode, but with glitchy animations.

(4) Please see talk page section "Insert key on Macs".

(5) Wouldn't Ctrl+Y and Ctrl+Z conflict with "Performance display"?

(6) "Animation freezing" works on the main character and means two things:

a) The character's position and pose remain exactly the same as they were at the time of freezing, along with collision shapes (spheres and body parts) and other stuff.
b) The actual character, unless "pinned" with chr_pin_character=1, will keep moving with the same velocity as at the time of freezing.
  • For regular (grounded) animations, the vertical velocity is zero and the horizontal velocity is determined by the animation frame that was playing at the time of freezing.
  • If airborne (jumping or falling) the current airborne velocity (both vertical and horizontal) at the time of freezing is maintained.
  • Wall collision is disabled, as well as gravity acceleration and the "air" timer (so you can't die from falling for too long while frozen).
  • Floor collision still works, as well as the "off" timer that starts when you step off a ledge, and the downward velocity that is applied then (see ONCC for details on this downward velocity).
If one sets chr_pin_character=1, then animation debugging works exactly as intended: there is no drifting, and one can conveniently advance through the frames of the current animation.
If one does not set chr_pin_character=1, then the frame-freezing functionality does not allow one to study animations, and instead provides a powerful (and risky) teleporting gimmick.

Camera controls

Note that the camera controls have default mappings, given below, but unlike the developer hotkeys, they are custom-bindable. In fact, on Macs, the default numpad bindings need to be customized or they won't work at all. See note HERE about how to bind these keys and fix the Mac numpad controls. Also, the definitions of panning left and right are reversed, as NumPad4 will turn the camera to the left, but its action is called "man_cam_pan_right", and vice versa for NumPad6....

After detaching the camera with Enter and flying it away from Konoko, the End key teleports Konoko to the camera position and attaches the camera to her position again. If you turn off collision with "chr_nocollision 0 1" before teleporting, Konoko will not fall out of the air when teleported to the camera position (just don't jump with collision off...).

Windows
Key Result
NumPad 1/3 Move camera left/right
NumPad 8/5 Move camera forward/backward
NumPad -/+ Move camera up/down
NumPad 6/4 Pan camera left/right
Up/Down Arrow Pan camera up/down
Mac
Key Result
Left/Right Arrow Move camera left/right
Up/Down Arrow Move camera forward/backward
Page Up/Down Move camera up/down
NumPad 6/4 Pan camera left/right
NumPad 8/2 Pan camera up/down

Runtime scripting

Almost anything that you can write in a BSL script you can enter at runtime with the console. One major thing you can't do is register new variables and functions. You can only call existing functions and get/set the values of existing variables. "Existing" means either built-in ones (see BSL:Functions and BSL:Variables), or ones found in the level scripts, or ones defined by scripts you may have added to the current level.

While typing on the console line, you'll see a suggested autocompletion for the command you're typing; Tab accepts the autocomplete, and then Tab or Shift-Tab will cycle forward/backward through adjacent commands in ASCIIbetical order (A…Z comes before a…z). Previous commands from the current session can be retrieved with the up/down arrows. You can't insert/delete text in the middle of a command; you have to use Backspace. Copy and Paste are not available either.

If you press an illegal key during console input (such as F1), the input display will freeze; hit Tab a few times to fix.

Cheating

There are a few commands which you can type in as equivalents to regular cheat codes, and more that you can't do with cheats:

  • "chr_nocollision 0 1" and "chr_nocollision 0 0" enable/disable no-clip, allowing you to walk through walls. When in no-clip mode, you can't fall; thus, jumping makes you flail in midair, and eventually you die (so try not to jump).
  • "give_powerup shield" gives you a force shield (which you can't get with fatloot).
  • See Cheats for the BSL equivalents to various other cheats.