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Linux SCUMM Interpreter

Captain Zion writes "A portable, SDL-based SCUMM interpreter is available at sourceforge. With AGI and SCI interpreters available, do we have alternative interpreters for all major adventure systems?" I never got as hooked on the SCUMM games as the other systems, but Monkey Island and Day of the Tentacle were smooth back in the day.

4 of 87 comments (clear)

  1. First-Hand Experience by Angry+Black+Man · · Score: 4, Informative

    From my first hand use of the interpreter, there are two major things I'd like to see: 1) It would be nice with a more smooth scrolling method, like creating the whole background as an SDL_Surface, if that will cause no problems with the other objects which need to be drawn. 2)Any chance of putting sound support into the next version? Speaking to Serge (of SCUMMRev fame who also attempted a similar project to this) he says that although this would be hard to implement, it would fix a lot of timing errors in iMUSE games, especially MI2 which features heavy iMUSE usage. Also, I couldn't get FOA (CD or Floppy Disk) nor MI1 (White Label CD Edition or Bounty Pack edition) to work. It comes up with this error for MI1: 1 1, 2 2, 4 4 4, 20 38 21 10 20 19464 Error(0): askForDisk: not yet implemented! Press a key to quit. I'll answer any questions you guys have about it, and anyone else have any experience or can help me out? Thanks.

    --
    the byproduct of years of oppression by the white man
  2. A similar project worth mentioning by mrAgreeable · · Score: 4, Interesting

    Is Exult, at http://exult.sourceforge.net. It's an intepreter for the Ultima 7 series of games. It's nearly perfect, and in many ways improved over the original. (Characters open doors, improved combat, higher res, antialiasing, etc)

    The copy protection is worth mentioning in those games. It wasn't built into the .exe so much as it was built into the game's scripting system, so to accurately port the game they had to port the copy protection. I actually had to go cosult the original docs to get past the copy protection. Which seemed crazy since the game was written for a different OS 12 or so years ago.

    You'll need the original data files to play it, of course, which I'm sure is the same with scummvm.

  3. ScummVM patent issues by strigeus · · Score: 4, Interesting

    Hello!

    I'm the author of ScummVM.

    I've support for iMuse (which is the music engine used in some SCUMM games) almost finished, but since iMuse is patented by LucasArts, I'm worried about releasing it because of possible patent infringements.

    Does anyone know anything about this, and if it's safe for me to release this source code?

    I do live in Sweden in Europe, and as far as I know, Europe is not covered by us patent laws.

    Regards,
    Ludvig Strigeus

    1. Re:ScummVM patent issues by Peter+K. · · Score: 4, Informative

      Hi Ludvig,

      I'm not sure whether or not there would be any issues with patent infringement, but it might be a wise idea to host the iMuse file on thefreeworld.net as a precaution. This way, Americans would be prohibited from downloading the file, which would help to avoid problems from US patents.

      Best Regards,
      Peter Knowles

      P.S. I look forward to giving ScummVM a test sometime. I've got a whole box of LucasArts games just waiting to be played. Thanks for giving me the opportunity.