Linux SCUMM Interpreter 87
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.
First-Hand Experience (Score:4, Informative)
Re:First-Hand Experience (Score:2, Informative)
Re:First-Hand Experience (Score:1)
Re:First-Hand Experience (Score:1)
It's looking for monkey2.000 and monkey2.001 for some reasons.
If you do a ln -s monkey.000 monkey2.000 and ln -s monkey.001 monkey2.001, monkey 1 will run!
Sweet...
Re:First-Hand Experience (Score:1)
scumm._exe_name = "monkey2"
Hooray! (Score:2, Interesting)
Just one question: Does this violate the DMCA? Given the copy-protection schemes in the games, that is.
Re:Hooray! (Score:1)
http://www.game-revolution.com/download/pc/adve
*scratches head* (Score:1)
Re:*scratches head* (Score:1)
Re:*scratches head* (Score:1)
Re:Hooray! (Score:1)
Re:Hooray! (Score:1)
This is great. (Score:1)
OK, we have an interpreter (Score:2, Insightful)
Let's face it: the person who has the talent and time to code a game is not always the same person who has the talent and time to script a story, draw the graphics or create sounds. We "need" tools to let these people work together to create the next Loom / The Dig / Monkey Island etc. And a way to get the story writers interested in the first place.
Re:OK, we have an interpreter (Score:1)
Monkey Island (Score:1)
/Janne
Re:Monkey Island (Score:1)
I've wondered for several years how to win the contest!
It took a long time just trying until I was lucky.
If I can now play it under Linux I will have to try it out again!
Re:Monkey Island (Score:1)
I've got a question.... (Score:3, Interesting)
But how exactly do you go about finding the detailsof the SCUMM syntax so you can make an interpreter for it. Is it all reverse-engineered or is there actually a doc available on it.
Also, is the purpose of the interpreter so you can play the game on multiple platforms? If so, that's pretty cool: the fact that the game is written in an interpreted language and you just have to create an interpreter for the macinhe...
anyways, it'd be nice if someone could answer those questions. Thanks
Re:I've got a question.... (Score:3, Funny)
With a Windows or Linux based system, the sound can now be processed by the modern drivers, and thus avoiding this problem with lack of sound. So being able to play these old games, just for the fun of it, is now possible again.
Re:I've got a question.... (Score:3, Interesting)
It's reverse-engineering all the way. I know this because I've been doing a little of it myself for the old original-SCUMMs (Maniac Mansion, Zak McKracken).
Check the code if you don't believe me, you don't produce code (or identifiers) like that below from reimplementing something the clean way:
Good work, Ludvig.
Re:I've got a question.... (Score:1)
>interpreter for it. Is it all reverse-engineered or is there actually a doc available on it.
I belive it's all reverse-engineered. Quite impressive, I know.
(Having done some reverse-engineering of Lucasarts games myself. (My TIE-fighter cockpit has fuzzy dice!))
Reverse engineering vs. clean-room (Score:2, Interesting)
The FreeSCI project (and, for the most part, Sarien) have chosen the more painful path of a clean-room reimplementation for this reason: One group does the decoding and documents everything, the other group implements (and, occasionally, guesses). IANAL, but as far as I know, this is perfectly legal.
(OK, reverse engineering for interoperability purposes is legal anyway, but not in some foreign countries like the US).
Re:Reverse engineering vs. clean-room (Score:1)
Only one thing to say (Score:2, Funny)
Time to bring on the PIRANAHA POODLES...
for all those who don't know... (Score:3, Informative)
Re:No solution (Score:1)
LeChuck's back again (Score:1)
Now, where did I put that root beer?
Yay! Win2K! (Score:2)
A similar project worth mentioning (Score:4, Interesting)
The copy protection is worth mentioning in those games. It wasn't built into the
You'll need the original data files to play it, of course, which I'm sure is the same with scummvm.
Running on OS X (Score:2, Informative)
I used Project Builder and the OS X version of the SDL Devkit.
It seems to run ok! I changed it to run in fullscreen mode and it works without problems. (SDL is great!)
VDMSound (Score:3, Informative)
This is somewhat offtopic, but if you're running some version of NT (4.0, 2000, XP), you can just run most DOS games with support for sound, using VDMSound [mcgill.ca].
I've played both Monkey Island and Monkey Island II with it; hearing the music and sound effects for the first time EVER almost brought a tear to my eye. (When I first played them, my PC didn't have a sound card, so it was all PC Speaker blips and beeps...)
For Linux' DOSEmu, there's SBEmu [demon.co.uk].
Never having used that, I can't vouch for how well it works, but I don't think it's quite as advanced as VDMSound.
The early monkey games were better than the new. (Score:1)
Also worth mentioning... (Score:1)
Here, for example, are a bunch of interpreters [ifarchive.org] for the InfoCom games (Zork, etc.) Check out the Emacs one! :)
day of the tentacle works (Score:1, Informative)
The engine seems to already be quite stable.
Linux? (Score:2, Interesting)
Regards, Tommy
Re:Linux? (Score:1)
Mmmm.... karma... gagaghghhghagagagh...
:-)
ScummVM patent issues (Score:4, Interesting)
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
Re:ScummVM patent issues (Score:4, Informative)
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 [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.
Re:ScummVM patent issues (Score:3, Funny)
Re:ScummVM patent issues (Score:3, Insightful)
IANAL, but it seems like since you are not living in the US, you are not facing any real risk.
The only legal base ofr the prosecution of Dimitry was that he was allegedly traveling to the US to promote a product that violated the DMCA. If you distribute your code on a european server, then traveling the US should pose no problem as long as in have nothing to do with distributing your code.
As long as you never knowingly distribute your code to the US, no violation is done.
And anyway, it seems to me like, while LucaseArts are not likely to licence their patent to you for free, they are not likely to persue it vigorously either.
My advice is: publish your code on a european server.
In any case they are not likely to sue you without first sending you a warning. In case you get a "cease and desist" letter from LucasArts attornies you may decide to disable iMuse support and remove the old code from the server.
Re:ScummVM patent issues (Score:2)
Or have you forgotten the fate of Jon Johansen and his reverse engineered DeCSS code? I believe he was in Norway at the time.
Normally I wouldn't flame, but c'mon, that was a Big Deal and it wasn't THAT long ago. And more than a little pertinent.
Not just Linux (Score:2)
Fantastic (Score:1, Insightful)
We have Frotz (including Kwest) and Zip for Infocom games, and you can get almost all of them in the Masterpieces of Infocom boxed set for a good price. In addition, there are many games created by fans of the genre as well that rival Infocom's best.
There's Sarien, for all the old, great AGI games. Sierra's stuff is what I grew up on and it's great having them available. Sarien has some exceptionally cool features like a "hi-res" mode, picture viewer, debugger, etc. Plus you get the THREE channel sound that wasn't available to everyone.
Also, FreeSCI, for Sierra's SCI games. Just as fun as the AGI games, with slightly better graphics... =) FreeSCI can use TiMidity to play the music, in addition to native MIDI, so almost anyone can get the feel of the old music in new-fangled (well, sorta) wavetable synthesis.
Exult too, which lets you play Ultima VII. This is a VERY complete version, with many enhancements (800x600 and sweet scaling!)
And now, of course, scummvm. Monkey Island 2 works very well. Excellent job, especially so early on in development (well, visible development).
There may be others (please post if you know of them!). I'm just so glad to be able to go on nostalgia trips in my favorite OS.
Looks Good to Me (Score:1)
What about "abusing" SCUMMvm as a PDA UI? (Score:1)
If it becomes possible to create new SCUMM content, it could even be "abused" as a small-screen user interface (or a similar one could be derived from the SCUMM concept) - simple and lean yet intuitive and powerful, without the need for a keyboard.
Re:What about "abusing" SCUMMvm as a PDA UI? (Score:1)
Mind you, some more hacking will be needed, such as the default window size.
Re:It works! Screenshots (Score:2, Informative)
3 games together
http://pigeond.net/images/scummvm.jpg
Awesome!! (Score:1)
Lovely + hope LEC dont shut it down (Score:1)
Though LEC have been shutting down fan development sites. I hope it doesnt happen for this. Hopefully LEC will see that it will open SCUMM games to a whole new audiance.
SCUMM interpreter? (Score:3, Funny)
dude! (Score:1)
Semi-related question (Score:2, Interesting)
SCRAMM? (Score:1)
Re:SCRAMM? (Score:1)
And IIRC there was a scummserv too, and not sure where it's gone now.
this is a test (Score:1)