Latest Developments
30 d’oct. 2024: I don't need to remind you that this investigation is strictly unofficial
Posted by mduggan

We are excited to announce that Rise of the Dragon is now ready for public testing. This is the first of a small number of games built using the DGDS (Dynamix Game Development System) engine.

The Dynamix name may be familiar – bought by Sierra in 1990, the Dynamix brand continued and became well known for action and puzzle games like The Incredible Machine, A10 Tank Killer, and Red Baron. They also made a few adventures using the custom DGDS engine.

Rise of the Dragon is set in Los Angeles in a dark version of the future, circa 2053. You play as Blade Hunter, a private investigator and retired police officer. After a designer drug kills the mayor's rebellious daughter, Chandra, Hunter is hired to find the people responsible for releasing the drug on the streets. What Blade ultimately finds is much more than he expected. Rise of the Dragon combines classic point-and-click adventure style with platforming arcade sequences, giving a unique gameplay combination.

You’ll need the latest daily build of ScummVM and files from the DOS version of the game, which you can buy at GOG (check our wiki for the required data files). Please file any issues you notice on our bug tracker.

24 d’oct. 2024: “Can you bring peace to.. UNREST?”
Posted by Kartik

Unrest is a roleplaying game developed by Pyrodactyl Studios set in a fantasy interpretation of ancient India. You’ll step into the shoes of ordinary people and navigate a world fraught with challenges as they strive for safety, freedom, and peace.

We are proud to announce that Unrest is now playable using ScummVM thanks to the work done by our GSoC student, Kartik Agarwala! Help us test the game by grabbing a daily build of ScummVM. Read through our testing guidelines, and please take some screenshots along the way. If you encounter any issues, please report them to our bugtracker.

If you don’t own Unrest, you can purchase this game from either GOG or Steam. The demo for the game is also supported and available from our web site.

Now go, use your manipulative skills to bring peace to this troubled world where chaos is not afar. For the most daring players using the iron-man mode, saving and loading the game is only available using ScummVM's Global Main Menu.

3 d’oct. 2024: “What Time is it? GAME TIME HOO!”
Posted by jibbodahibbo, Bosca

Backyard Basketball, is finally ready to come off the bench for some sweet public testing! You can now play again on ScummVM this beloved Backyard Sports title (not to mention the last unsupported game on the SCUMM engine). Play with the Backyard Kids and even create five of your own! This game also features (now former) NBA and WNBA stars Kevin Garnett and Lisa Leslie!

Much like the other sports titles of this franchise, controls are point-and-click by default, with gamepad and keyboard options. Pick your favorite kids and play some 3 on 3 basketball. Don't forget your 110% Juice or Dunking Donut for a slamma jamma! Pass that ball in, listen to the live commentary from Sunny Day and Barry DeJay and shoot some jumpers on your way to a championship.

Are you ready to play? Dig up your good old CD and fire up the latest daily build!

3 de jul. 2024: “Your move, Commander.”
Posted by LittleToonCat

Moonbase Commander, one of the very last games ever created in the SCUMM engine, is now finally supported and ready for public testing!

Although not an adventure game, Moonbase Commander, developed by Humongous Entertainment (creators of Putt-Putt, Freddi Fish, Pajama Sam, Backyard Sports, etc.) is a turn-based strategy game that isn’t like any other strategy games at its time. The main objective is to prevent your opponents from taking over a planet before you can. Its unique aim, timing of your power, and launch aspect makes this one of the most “easy-to-learn, hard-to-master” type games. You can easily spawn other hubs from your central hub, spawn collectors at the energy pools, fire projectiles at your opponents’ hubs, the list goes on! It even has a custom map editor, which allows you to create your own maps and share them with other players!

Even though the game can be played via single player Skirmishes and Challenge mode, you can also play multiplayer games either with other people online, or through other devices connected to your Local Area Network, both of which are fully supported! Just click on Multiplayer in the game’s menu and you can create a game and let your friends join! Easy as that!

Tired of playing the same maps over and over again? We have incorporated the map generator from the popular fanmade tool Moonbase Console and all of its algorithms and configurations within ScummVM! You can enable this feature by downloading the latest daily build, go to the Game Options dialog and click on the “Generate random maps” checkbox. This will generate a new randomized map when starting a Skirmish or a Multiplayer game. This can be disabled at any time by unchecking the same checkmark.

Dedicated players have organized a Discord server, where you can find people willing to play online and discuss all things Moonbase Commander! You can join the server here!

You can purchase the game on ZOOM-Platform, Steam, or GOG, or download and try the demo, both multiplayer and the map generator are supported there as well!

Many thanks to the current IP holder Rebellion for providing access to the game’s source code to the team!

15 de juny 2024: It’s a Bar... In Space!
Posted by DreamMaster

In a universe where bagels meet bars, the BAGEL engine has been perfectly toasted, and the ScummVM team is now ready to serve a slice of The Space Bar nostalgia. No, it’s not the key on your keyboard. Rather, it’s a detective story set on a distant planet. Important data has been stolen, and the perpetrator is a shape-shifter laying low in a spaceport dive bar until he can flee off-planet. You play a hard-boiled detective who has the skill to psychically visit bar patrons’ memories to gather clues and narrow down suspects.

This is thanks to the kind people at ZOOM Platform, who provided us with the original game sources to work with. Help us test the game by grabbing a daily build. Read through our testing guidelines. The game features a lot of options to chat around with bar patrons’ and do various actions in the different flashbacks. So we really need people to spend time experimenting and make sure everything works correctly. And please take some screenshots along the way.

If you don’t own The Space Bar, you can try one of the free demos or purchase it digitally from the ZOOM Platform. Testing is also available on Steam via a beta branch, check the Steam announcement for more details.

Now, good luck, and fingers crossed you can find the perp. Otherwise, your bureau chief will have you getting up close and personal with toilet duties for the rest of your career. Oh, and PS: The viewpoints of different aliens differ. For the Bartender, who has segmented eyes, even the original developers felt it was difficult and left in a cheat key of ScrollLock to switch back to a single viewpoint. Feel free to use it if, at any point, the flashback becomes too much for you :)

5 de maig 2024: Google Summer of Code 2024 - drum roll please!
Posted by djwillis

Please welcome this year's participants!

On Wednesday 1st May Google announced the list of participants accepted for this year's Google Summer of Code and we are very happy to report that 4 contributors have been accepted to work on various parts of the ScummVM project this summer.

Now we have had a chance to dot the i's and cross the t's we are really pleased to welcome them all to the project and ask everyone to show them a very warm welcome as they get settled.

In no particular order, a heartfelt welcome to...


Project: Implementation of a Game Files Integrity Checking System for ScummVM

Chike Lee - Chico / InariInDream

ScummVM requires game data files to operate. Frequently, especially when copying from the old media, the files can be damaged. Thus, a system that could let the end-users compute checksums and compare them with known good references is desirable.

Chike will be looking to extend existing work in this area and complete the end to end implementation during the summer.


Project: Enhance Macromedia Director Support

Krish Ganatra - Krish / Krish28

Macromedia Director is a popular multimedia authoring tool from the 90s, and many iconic adventure titles have been released using it. Improving its support in ScummVM will preserve gaming history and provide players with access to beloved classics.

Krish will be undertaking a range of targeted enhancements to Macromedia Director support in ScummVM to extend compatibility and support.


Project: Porting qdEngine to ScummVM

Kunal Tiwari - kunxl.gg

K-D Labs created qdEngine and it has been used in several point-and-click adventure games, primarily in Russian, and also translated into Lithuanian, Czech and English. The most known games are Pilot Brothers 3 and Pilot Brothers 3D.

Kunal will be working to bring this engine's code into ScummVM with a goal to add full support for the engine during the summer.


Project: Add Keymapper to multiple Engines

Nabeel Shabbir - kashmiri_markhor / NabeelShabbir

ScummVM includes a global fully configurable keymapper, but this requires engines to be adapted to use it. The goal of this project is to fully integrate ScummVM keymapper into a large number of our supported engines.

Nabeel will be working on this throughout the summer, starting with the larger engines and more advanced keymapper requirements.


We are now in the community bonding period that runs up until the 27th of May when coding on the projects formally begins.

Please give them all a very warm welcome, and visit our Discord server if you want to discuss these projects, each project has a dedicated channel.

You can also expect regular updates from the participants on their respective blogs that will be linked from the planet.

The team is very excited about these projects - and we hope you are as well.

We also wanted to take the time to thank everyone who applied to ScummVM for this year's Google Summer of Code programme. Unfortunately, not every application was successful, but we are so grateful for the interest shown and would love you all to still consider helping with ScummVM in some capacity in the future.

13 d’abr. 2024: A walk in the park with ScummVM and Thimbleweeds
Posted by scemino

1987: In the small town of Thimbleweed Park, two officers-a-reno are investigating a murder. The body, still in the process-a-reno of being pixelated, lies in the river. The agents meet a video game developer, a mysterious clown who never takes off his make-up, and many other strange characters.

You can purchase the game in your favorite place: Steam, GOG, Epic Game Store, Xbox, Switch, iOS, PS4, Android.

You're invited to try out this adventure with ScummVM. First, download the daily build and enjoy!

If you encounter any bugs or oddities, please report them on our bugtracker.

7 d’abr. 2024: When facing the Curse of the Sun God, sunscreen won't save you
Posted by gu3

Total Eclipse, a real-time, curse-breaking, 3D adventure (with a dash of Indiana Jones flair), is ready for public testing!

Originally unleashed by Incentive Software Ltd. in 1988, Total Eclipse added yet another groundbreaking title to their repertoire of revolutionary games.

Step into the shoes of a heroic archeologist on October 26, 1930, as a total solar eclipse akin to the one happening today over North America looms over Cairo. Knowing of the Ardognus prophecy, created by the powerful high priest Hahmid III, you must find and destroy the hidden shrine devoted to Ra before the eclipse occurs.

Embark on this exciting journey packed with a trusty gun for blasting through doors or dispatching undead mummies; a compass to guide you through a treacherous pyramid; a wristwatch to track the precious time left; and a water bottle to fight dehydration (you’re only human after all).

Can you solve this ancient mystery within 120 minutes and avert catastrophe, or will Rah's wrath obliterate the moon?

Our modern reimplementation of the Freescape engine features graphics using hardware mode (OpenGL) at arbitrary resolution. The initial Total Eclipse support includes DOS (EGA/CGA modes), ZX Spectrum, and Amstrad CPC. More releases are coming at a later date. Additionally, there are three playable demos if you want to test the game. Please contact us if you have some other release or demo.

To play any of these supported releases, you will need a daily development build. As always, please submit your bug reports to our issue tracker.

31 de març 2024: Please welcome ScummVM 2.8.1: Oh MMy!
Posted by The ScummVM Team

Oh MMy — a new ScummVM release!

Please welcome the first ScummVM release of the year: ScummVM 2.8.1.

ScummVM 2.8.1 is a maintenance release mainly focused on fixing bugs that were uncovered since our last stable release.

This update includes upgrades for the following engines: AGI, AGS, GRIM, SWORD2, MM (which is now enabled — yes, we really skipped it in 2.8.0 by accident), mTropolis, NANCY, SCUMM, TWINE, Ultima, and V-Cruise.

The Android, Atari and macOS ports received multiple bug fixes, mostly for improving overall stability and preventing some crashes we’ve seen under certain circumstances.

The detailed list of improvements is available here.

As always, you can find the latest release on our Downloads page.

Go grab it while it's hot — enjoy!

10 de març 2024: ScummVM has been accepted to the Google Summer of Code 2024
Posted by somaen

For the 17th time, ScummVM has again been accepted for the Google Summer of Code program this summer.

The program intends to bring new contributors into open source projects. In the most recent two years this has included both students and non-students as eligible candidates for participation.

Like last year, participants can apply for working on either short tasks (about 175 hours of work), or large tasks (about 350 hours of work). The coding period typically runs from start of June through August, but there is some flexibility which allows participants to have longer time frames if they are unable to work full time through the summer.

ScummVM is looking for people interested in participating in GSoC with us. A list of suggested projects can be found on this page, but we are also open to your own ideas as well. Please provide the required information in your application before submitting.

We also strongly encourage you to join our Discord server, in the #scummvm-gsoc channel. This allows you to engage with our mentors and the rest of the team, to get advice about how to get involved with the project, as well as writing your application.

Based on our previous 16 years of experience with GSoC, we have put together a Google Summer of Code miniportal to help you get started.

Looking forward to hearing from you!

14 de gen. 2024: Lets Do the Time Warp Again, Or Burger Chow Awaits
Posted by DreamMaster

A poor test subject is doomed to repeat an hour over and over again. Trying desperately to prove his species worth as something better than merely meat to be ground into intergalactic fast food burgers.

The ScummVM Team is pleased to announce full support for Orion Burger, the classic game by Sanctuary Woods. The engine also adds a few niceties that the original didn't have, such as mouse wheel handling, and using the spacebar to skip walk animations - something the original didn't do properly.

Help us test the game by grabbing a daily build. Read through our testing guidelines. The game's logic was all hardcoded, so we really need people to try all sorts of weird actions, and make sure the game handles everything correctly and matches the original implementation. And please take some screenshots along the way.

Now, luck be with you. And remember, with the aliens cheating on the tests they set up for you, this will be no easy task.

30 de des. 2023: ScummVM 2.8.0: Mysteries, Mammoths, and Muppets
Posted by sev

We are proud to announce the last release of the year 2023. Please welcome ScummVM 2.8.0 – “Mysteries, Mammoths, and Muppets”.

New games

The team was quite busy working on new engines and enhancing existing ones. The list of supported games grew noticeably, and we now support these additions:

  • Adibou 1
  • Classical Cats
  • The Dark Eye
  • Dark Side
  • Escape From Hell
  • Gadget: Invention Travel and Adventure
  • Gobliiins 5
  • The Excavation of Hob's Barrow
  • Kingdom: The Far Reaches
  • Might and Magic Book One
  • Muppet Treasure Island
  • Nancy Drew: The Final Scene
  • Nancy Drew: Message in a Haunted Mansion
  • Nancy Drew: Secrets Can Kill
  • Nancy Drew: Stay Tuned for Danger
  • Nancy Drew: Treasure in the Royal Tower
  • Primordia
  • Reah: Face the Unknown
  • Schizm: Mysterious Journey
  • Shardlight
  • Strangeland
  • Syberia and Syberia II (macOS versions only)
  • Technobabylon
  • The Vampire Diaries
  • Whispers of a Machine
  • Wrath of the Gods and four other Director titles.
  • 14 AGS titles by Stranga and Cloak and Dagger

All together, we’ve introduced 50 new games and five new engines.

New platforms

We are happy to see the RetroArch port being properly rewritten, and the port is now part of our source code. The Atari port has also been redone from scratch and now talks natively to the hardware, skipping SDL as an intermediate layer. That made many more games playable on the platform. The Atari FireBee port is still using the SDL library, though.

Speed-optimized graphics

Thanks to the work of one of the GSoC participants this year, Wyatt Radkiewicz (a.k.a. eklipsed), we now use CPU-specific SIMD instructions such as SSE, AVX2, and NEON for drawing graphics in the AGS engine and in some generic routines. This led to 4-14x speedup in drawing for many cases.

Networking games

This year, we merged with the Backyard Sports Online project, which made it possible to play Backyard Football, Backyard Baseball 2001 and Backyard Football 2002 over the internet with other humans. Also, the Moonbase Commander support is in active playtesting mode, though not yet ready for prime time.

Notable engine enhancements

The AGS engine has been brought up to version 3.6.0.53 from upstream.

For many engines, we added support for numerous Chinese and Japanese game variants.

Believe it or not, we implemented a lot of native GUI dialogs for SCUMM games, bringing them closer to the original experience. We also rewrote the sound code for the SCUMM Humongous Entertainment games, making them flawless.

We performed a deep review of the Broken Sword 1 game engine, implementing some small, previously unnoticed things like scene transitions, in-game menu peculiarities, accurate fonts, idle animations, and more. Now, the game is absolutely faithful to the original.


The full Release Notes contain a comprehensive summary of the changes and enhancements; it is about 3 pages long with this release.

On our downloads page, you can find the downloads for various platforms. If you are using Windows, macOS, or either the Ubuntu Snap or Flatpack packages, the autoupdater will assist you in updating to ScummVM 2.8.0. Android port will follow up very shortly, as we are currently in the Open Beta phase.

Play the games, and enjoy ScummVM!

Ah, one more thing…

ScummVM is coming to the Apple App Store for iPhones and iPads. Please leave us with good reviews and report any problems on our Discord server, which includes an iOS support channel.

14 de des. 2023: End of year Director roundup
Posted by moralrecordings

The end of the year is almost upon us, along with a new release of ScummVM. So here's a quick update for one of the more ambitious sub-projects that has been percolating along in the background: Macromedia Director support! For those who aren't aware, Macromedia Director was a popular framework used for thousands of games, educational titles, catalogues, art pieces, and other multimedia works.

New Games For Testing

First off, the upcoming 2.8.0 release will have some new supported games, and we need your help testing them!

  • Alice: An Interactive Museum
  • Ape Odyssey
  • Classical Cats
  • Gadget: Invention, Travel and Adventure
  • The Cute Machine
  • The Dark Eye
  • Wrath of the Gods

You will need the data files from the games' original install media, and a daily build of ScummVM. For Macintosh editions, you will need to run the disc images through Dumper Companion in order to extract a complete copy of the files. In the case of The Dark Eye, you will also need the files created by the installer. As always, if you run into issues, please let us know on the issue tracker.

If your favorite isn't in the supported list, don't despair! ScummVM can open Director titles from 1995 and earlier, so grab the latest daily build and give it a try. Titles released after 1995 tend to use Director versions that aren't supported yet. If you get stuck, reach out on the issue tracker and we can try and help.

If you've encountered a Director title that isn't recognized by ScummVM, that's great! Please let us know on the issue tracker so the title can be added to the detection list.

Engine versions

As of the time of writing, ScummVM can detect 1595 different titles based on Director, with the following counts by Director version:

D0 D1 D2 D3 D4 D5 D6 D7 D8 D9 D10 D11
12 1 14 288 602 262 194 97 138 31 36 4

ScummVM 2.8.0 will be the first release to include preliminary support for the D5 version of Director! A lot of work has gone into overhauling the codebase to support multiple cast libraries, however there is still plenty of work to be done adding Lingo functions and Xtras.

Adding support for a new Director version is a tricky process. First we need to check for any changes to the movie file format, then add in any new engine and Lingo features, and finally start working through issues in a bunch of candidate games. Because of the difficulty of keeping track of facts vs. assumptions, we only enable features for an engine version once they have been confirmed with testing. This is why D6 and higher games will not open at all, even if the code we have would somewhat work.

Support for the D2, D3 and D4 versions of Director has steadily improved. We are building up a suite of unit tests, both for Lingo and for the various drawing modes in the renderer. Most of the remaining bugs are related to undefined or incidental behavior: consider how two types in Lingo are compared, or the precise order that events are processed in, or how functions respond when you pass them nonsense data? All of these things are relied upon by thousands of Director products! And ScummVM must support all of them as closely as possible.

XLibs

Macromedia provided a C API with Director, which proved to be very popular for adding new engine features. There are hundreds of XObject and Xtra libraries in circulation, and each has to be reverse engineered and added as code to ScummVM. As of the time of writing, we have added support for 63 of these libraries.

A common use case is video; Director includes the ability to play back QuickTime videos as a sprite, but computers of the day would struggle with the added overhead of Director's renderer if the video resolution was larger than a postage stamp. To work around this, several XLibs exist to play back video as an accelerated overlay. Quite a few D3 and D4 titles are missing video playback due to this type of XLib, and we plan on creating a common method of supporting these.

The good news is that most uncommon XLibs did only one or two things, and are pretty easy to add initial support for. Part of the XLib format is a list of docstrings explaining each of the functions; there is a script in /devtools which can turn these docstrings into stubbed C++ code, saving a lot of hassle.


That's about it! We have some very dedicated volunteers scouring every corner of the globe for obscure Director titles and testing them; if that sounds like your bag, you can visit them in the #engine-director channel of the ScummVM Discord. Until next time!

6 de des. 2023: GOG.com Affiliation Links for ScummVM are no longer supported
Posted by The ScummVM Team

For many years, the GOG.com affiliate program has been a great way to support the project. By using our affiliate links to buy your favorite games, you granted us a small commission from GOG.com – without having to spend more than the original price.

Earlier this year, GOG.com announced the discontinuation of its old affiliate program. Instead of using a simple referral link, they are now using two external affiliation networks that contain cross-site tracking, as considered by many ad blockers. Since we have been affiliated with GOG.com since 2009, we were able to use the legacy referral links for a couple of months after they initially discontinued them.

Unfortunately, our affiliate links were put to rest effective November 22nd, 2023.

Since we don't feel comfortable that you would have to use external affiliation networks just to support the project, and because tracking users is against our project policies, we decided not to join the new program.

We still value GOG.com as an excellent source for legally purchasing games supported by ScummVM. Even though we are not affiliated with them anymore, we'll continue to support their releases, e.g. by adding and updating the game data files' signatures for the ScummVM supported games that are available for purchase from GOG.com in our detection database and providing links to their releases in our list of available games.

Thank you GOG.com and everybody who used our affiliate link for your support over the last 14 years!

10 de nov. 2023: The teenage detective returns!
Posted by fracturehill

Put your sleuthing caps on, detectives—it’s time to solve some mysteries! We are proud to announce that a whole batch of HeR Interactive’s Nancy Drew games are now ready for public testing:

In Nancy Drew: Stay Tuned for Danger, a soap opera star needs your help in uncovering who is behind a series of death threats that sound a little too real for comfort.

Nancy Drew: Message in a Haunted Mansion has you helping out with repairs in a Victorian mansion. However, a series of strange accidents, plus some murmurings of a ghost haunting, quickly threaten to turn this renovation into an investigation.

In Nancy Drew: Treasure in the Royal Tower a failed ski vacation at an eccentric castle with even more eccentric inhabitants soon turns into a quest to uncover a lost piece of the history of the French Revolution.

And if you’re looking for something more thrilling, in Nancy Drew: The Final Scene, you will find yourself racing against the clock to find your kidnapped friend, while also saving a historical theater with more than a fair share of secrets from demolition.

The games are available for purchase through HeR Interactive’s website or Steam (Stay Tuned for Danger is not available on Steam, however). Or if you already own a CD copy of the games, their English and Russian variants will also work. To play them with ScummVM, you will need a daily development build. As always, if you encounter any issues, please submit a bug report to our issue tracker.

2 de nov. 2023: Hail to the kingdom!
Posted by Strangerke

We are very pleased to announce today the start of the testing period of two single-game engines: Kingdom: The Far Reaches and Escape From Hell!

Kingdom, was developed and released by Interplay in 1995. Only the DOS version of the game (available on gog.com) is supported. It's a cartoon FMV game, with an inventory, in which you have to guide Lathan Kandor through a medieval world, discovering the magic spells and the items required to defeat an evil wizard.

Escape From Hell, was developed for Electronic Arts by the game veterans Richard Seaborne and Alan Murphy and was released in 1990. You play Alan in this keyboard-only Role Playing Game and visit Hell, looking for your girlfriend who was accidentally teleported there.

Both games use heavily hardcoded logic which is error prone and requires a lot of testing, so we need your feedback more than ever as they are both incompletely tested. There is sadly only one known demo for Kingdom. Support for the Windows and Mac versions of Kingdom may come later! Please contact us if you have some other demos of both games.

To play any of these games, you will need a daily development build. As always, please submit your bug reports to our issue tracker and please take some screenshots along the way!

25 de set. 2023: Come to the Dark Side, we have jetpacks!
Posted by gu3

Dark Side, the exciting sequel of the groundbreaking Driller, is ready for public testing!

Dark Side, like its predecessor, was released by Incentive Software Limited in 1988, shortly after Driller. The updated gameplay features a jetpack that allows you to leave the ground, providing a new and fresh perspective that emphasizes the excitement and challenges of exploring Tricuspid, the second alien moon of planet Evath.

This time, the vicious Ketars have scattered and hidden Energy Collection Devices (ECD) around their base to destroy your home planet. It’s up to you to destroy them first! The tricky part is many ECDs are connected to each other and can regenerate instantly, so you must figure out the right order to successfully complete your mission.

Our reimplementation of the Freescape engine features graphics using software (TinyGL) or hardware mode (OpenGL) at arbitrary resolution. The initial Dark Side support includes DOS (EGA/CGA modes), ZX Spectrum and Amstrad CPC. Additionally, there are two playable demos if you want to test the game. Support for Amiga and AtariST will be available later! Please contact us if you have some other release.

To play any of these supported releases, you will need a daily development build. As always, please submit your bug reports to our issue tracker.

7 de set. 2023: Androids get a companion. iOS port public testing
Posted by sev, lman

The day has come. We are super happy to announce public beta testing for the iOS port of ScummVM in the store. Yes, you read it right! Since Lars Sundström, aka lman, joined our team as the iOS porter, we have made significant progress. Thus, you no longer need to compile ScummVM yourself in order to add it to your iOS or iPadOS device.

If you want to help by testing this version, just follow this Testflight link and enroll yourself in the test program. This may require installing Apple’s Testflight app. You can find instructions on how to install games and how to play them on our documentation portal.

We truly appreciate your feedback. You can share your thoughts with the Testflight feedback feature, where you can attach screenshots and post detailed descriptions. Alternatively, you can use our bugtracker, e-mail us at ios@scummvm.org, or post on our Discord Server. Your help will let us eventually add ScummVM to the App Store.

5 de set. 2023: Syberia games become more accessible
Posted by sev

Following our announcement about affiliation with ZOOM-Platform, we would like to give a note that they have just started to offer the Macintosh versions of Syberia 1 and Syberia 2 bundled with ScummVM.

This is important because ScummVM currently supports only the Macintosh versions of these games. These versions were produced by Tetraedge and are built on a completely different engine than the original Windows versions; basically, they are reimplementations, not ports. Now, thanks to the folks from ZOOM-Platform, you can easily obtain these game variants.

29 d’ag. 2023: ScummVM announces affiliate program with ZOOM-Platform.com
Posted by sev

We are pleased to announce an affiliate partnership with ZOOM-Platform, a supplier of DRM-free games. If you use a link from this website (or from our Wiki), the ScummVM project will receive a small amount of money to be used for web hosting and other expenses.

Any purchases from ZOOM-Platform qualify, but we especially encourage you to check out games supported by ScummVM, such as the Syberia 1, 2, Galador, Obsidian as well as 18 titles from the Living Books series. In total, we counted 25 games supported by ScummVM, and this list is growing.

We will keep an up-to-date list of the games available from this platform on our Wiki and have added an affiliate link on the sidebar here.

31 de jul. 2023: ScummVM 2.7.1: "Stan's previously broken swords" sees the light
Posted by sev

A little while has passed since the release of 2.7.0, and we are now excited to present you with the bugfix release 2.7.1.

We have included a significant amount of fixes and small improvements, in particular:

  • Added ScummVM Log file viewer, so you can easily report the problems on platforms with limited file access, e.g. Android, iOS or even modern Windows.
  • Fixed the shader-based scaler loading on some platforms.
  • Added multiple improvements to AGI, AGS, Cryomni3D and 12 more engines.

We also improved the detection of Broken Sword 1 & Broken Sword 2, so more original versions get properly detected. Thank you to those who submitted bug reports about this, and if you still locate a version that is not recognised, please report it to us (beware that the frankenstein versions that are floating around the internet will not be accepted, only those copied from the original media).

For the full and comprehensive list of notable changes, please refer to the Release Notes.

If you are as excited about the release as we are, you can share our joy by downloading it from our downloads page. If you are using Windows, macOS, or either of the Ubuntu Snap or Flatpack packages, the autoupdater will pick up the ScummVM 2.7.1 release automatically. For our Android app users, the update will be available on the Play Store.

Thank you very much for your continued support. Enjoy!

17 de jul. 2023: A New World of Discoveries
Posted by sdelamarre

Adibou, the first game in the beloved children's series, is now ready for public testing!

Also known as Adi Jr.'s World of Discoveries, this 1991 Coktel Vision title began the educational Adibou collection aimed at children of age 4 to 7 years.

Many of the iconic activities and mechanisms of the series were already part of this first opus: planting flowers, playing the game Breakout, and being rewarded with sweets upon completing Read/Count exercises. And of course, this was Adibou's first appearance! Although the floppy release has him speak the same strange gibberish as heard in the Goblins series, he is still the patient and funny learning partner that he's remembered for being in later games.

ScummVM supports all of the game's releases, from the initial 16-color floppy ones to later 1994 CD versions with richer graphics and sound effects. So dig out your dusty Adibou disks, get a ScummVM daily development build, and start collecting sweets while completing math and reading exercises! Please also contact us if you own a version ScummVM is not yet aware of, and report to the issue tracker any problem you may encounter.


As much as ScummVM aims to replicate the original gaming experience, there is one feature we are unfortunately unable to support. When hardworking children complete their virtual sweets collection, a message invites them to mail a floppy disk with their savegame to Coktel Vision, who would send them a parcel containing Coktel goodies and actual sweets! So if you are introducing children to Adibou through ScummVM, be prepared to go to the nearest shop and buy some candy for when they finish the game!

14 de juny 2023: Hey, Hawkins, nice to see you again!
Posted by OneEightHundred

Muppet Treasure Island, the second mTropolis game playable in ScummVM, is ready for public testing!

Created in 1996 by Activision and based on the movie of the same name, this game has you play the role of Jim Hawkins as you join the Muppets on a voyage to find a pirate’s buried treasure, and features additional live-action performances by Billy Connolly and Tim Curry.

ScummVM currently supports the Windows CD-ROM release in several languages (English, Spanish, Italian) and the English Macintosh CD-ROM. If you’re aware of any other versions, please contact us.

To play any of these supported releases, you will need a daily development build. If you encounter any issues, please submit them to the issue tracker!

8 de juny 2023: Journey Now Into an Age of Chivalry in an Alternate Reality
Posted by DreamMaster

A stalwart party exploring the unknown, seeking the fabled Inner Sanctum. But all is not what it seems in the world of Varn...

The ScummVM Team is pleased to announce full support for the PC version of the first game of the Might and Magic series: Might and Magic Book One: The Secret of the Inner Sanctum. Two modes are supported:

  • The original look and feel of the game (sound, which in the original consisted of merely the occasional beep, is not supported)
  • A ScummVM-exclusive enhanced mode, which uses the interface of the later Xeen games, including niceties such as better character screens, automapping, and sound effects. It also integrates the impressive "Might and Magic 1 Graphics Overhaul Mod", which provides better in-game map and monster graphics. The xeen.cc file is required from Might and Magic: IV or Might and Magic: World of Xeen.

Both modes allow saving your game anywhere outside of combat via the ScummVM Global Main Menu (unlike the original game that only saved a single roster when checking into an inn). So make sure you save regularly, just in case you encounter problems.

Help us test both game modes by grabbing a daily build and adding mm.dat to the same folder as your game files. Read through our testing guidelines, and please take some screenshots along the way.

Now, go forth, and discover the true secrets of the game that started the long running epic fantasy series!

28 de maig 2023: There's that name again. Matia. What's going on here?
Posted by OneEightHundred

Schizm: Mysterious Journey, the second supported game of the V-Cruise engine, is ready for public testing!

Created in 2001 by Detalion and published by LK Avalon, this acclaimed 3D-rendered panoramic first-person adventure has you puzzle your way through an alien world as a team of two scientists split up when their ship crash-landed on the planet.

ScummVM currently supports the DVD and digital English releases (with subtitles in Dutch, English, French, German, Italian, Polish, Spanish, Greek, and Russian). If you’re aware of any other versions, please contact us.

To play any of these supported releases, you will need a daily development build. If you encounter any issues, please submit them to the issue tracker!

9 de maig 2023: Google Summer of Code 2023 – please welcome our participants!
Posted by criezy

GSoC Logo

On Thursday Google announced the list of participants accepted for this year's Google Summer of Code and we are happy to report that 5 contributors have been accepted to work on various parts of the ScummVM project this summer.

  • Ankush Dutt will work on an automated system for packaging freeware games with ScummVM for various platforms. The project includes two main objectives: help create standalone game packages bundled with ScummVM, and implement a new mechanism to let users download and install freeware games directly from the ScummVM launcher. You can follow the progress for this task on Ankush’s GSoC blog.

  • Harishankar Kumar will work on improving Director 4 Compatibility. The goal is to reach full support for Total Distortion & The Journeyman Project. You can follow the progress for this task on Harishankar’s GSoC blog.

  • Kartik Agarwala (aka hax0kartik) will work on porting the CRAB engine to ScummVM. The CRAB engine was developed by Pyrodactyl Games and was used in several of the games which the studio released, most notably Unrest, a story-driven adventure RPG set in ancient India. You can follow the progress for this task on Kartik’s GSoC blog.

  • Abhinav Chennubhotla (aka PhoenixFlame101) will work on a system for verifying game file integrity, validating their checksums against those present in a central database. It will also let users contribute the checksums of game files not on the database. You can follow the progress for this task on Abhinav’s GSoC blog.

  • Wyatt Radkiewicz (aka eklipsed) will work on a smaller project to optimize color blending code for the AGS engine thus making games more smooth and run better, especially on lower-end systems. You can follow the progress for this task on Wyatt’s GSoC blog.

Please give them a warm welcome, and visit our Discord server if you want to discuss those projects. After a four week Community Bounding period, the coding period will start on May 29 and you can expect regular updates on these projects on their respective blogs. The team is very excited about the upcoming weeks – and we hope you are as well.

3 de maig 2023: Welcome to my alchemy workshop!
Posted by OneEightHundred

Reah: Face the Unknown, the first supported game of the V-Cruise engine, is ready for public testing!

Created in 1998 by Detalion and published by LK Avalon, this 3D-rendered panoramic first-person adventure has you travel to a strange desert world to unravel its secrets.

ScummVM currently supports the CD, DVD, and digital English releases (with subtitles in Dutch, English, French, German, Italian, Polish, and Spanish). If you’re aware of any other versions, please contact us.

To play any of these supported releases, you will need a daily development build. If you encounter any issues, please submit them to the issue tracker!

23 d’abr. 2023: Android is here to Play again
Posted by antoniou79

After a few months of beta testing, valuable feedback from our community of play-testers, and relentless bug squashing, our ScummVM Android port is back on the Google Play Store with a fresh stable release! All the latest features of ScummVM 2.7.0 as well as Android-specific improvements are included in ScummVM 2.7.0.5!

A quick summary of the new features for this release:

  • Implemented support for Google’s Secure Access Framework (SAF) for safe access of external storage space, such as SD Cards or USB drives.
  • Improved input support for joysticks, modern controllers, physical mouse devices and even smart TV remote controls.
  • Introduced the ability to switch touch controls between “touchpad emulation”, “direct mouse” and “gamepad emulation” modes, which can be set per context (ScummVM UI menu, 3D engine game, 2D engine game) as well as changed on-the-fly.
  • Included a log view option, accessible from the “Global Options”, “Paths” tab, and the ability to specify the debug level of the log output, which can be set from the “Global Options”, “Misc” tab.
  • Included all features of ScummVM 2.7.0 with regard to 3D engine support and shaders.
  • Improved overall app stability.

Note that the added support for Google’s SAF API is significant, affecting devices running relatively modern Android OS versions. In these recent Android versions, SAF is relevant whenever games are stored on external storage such as an SD card. Since migration to SAF cannot be automated for the end user, you will need to perform a few manual steps to either use your old games or to add new games when using external storage such as an SD card. If your device supports SAF, the steps will appear in a pop-up when launching ScummVM for the first time. See our documentation page for a more detailed description of the process.

We are always interested in your feedback and suggestions. Any issues you encounter should be reported on our bug tracker. You may also reach out to the developer team on the forums or on Discord.

We’re grateful to have such an active and dedicated community and wish that you all enjoy this new ScummVM Android release!

11 d’abr. 2023: Vampires, Romance, and Sleuthing
Posted by fracturehill

HeR Interactive’s The Vampire Diaries and Nancy Drew: Secrets Can Kill are now ready for testing in ScummVM!

The Vampire Diaries follows Elena Gilbert, a high school student who discovers vampires are living in her hometown after one of them attacks her younger sister. The game is loosely based on the book series of the same name by author L. J. Smith, which later got adapted into a hit TV series.

Nancy Drew: Secrets Can Kill is the first installment of the long-running Nancy Drew game series, also based on a book series of the same name. In her first adventure, Nancy seeks to uncover the killer of a high school student who seems to have been disliked by all of his classmates.

You will need the data files from the games’ original install CDs, and a fresh daily build of ScummVM. Apart from the original release, Secrets Can Kill’s Russian translation is also supported. The ScummVM wiki pages for The Vampire Diaries and Nancy Drew: Secrets Can Kill contain information on which datafiles are needed. Please, report any problems you encounter in our issue tracker.

6 d’abr. 2023: phone rings “Let’s Play Ball!”
Posted by LittleToonCat

BSO banner

We are proud to announce that network-enabled Humongous Entertainment titles are now playable online! Anyone who has a copy of Backyard Football, Backyard Baseball 2001, and even Backyard Football 2002 (which was originally a LAN-only title) can download the latest daily build* of ScummVM and play online games against real people!

This all became possible because the three developers from the Backyard Sports Online fork had joined the team and brought their services with them to the ScummVM. These are LittleToonCat, Jim “jibbodahibbo” Westerkamp and Sam “QuestionMonkey” Kupfer.

Please note that Backyard Football and Backyard Baseball 2001 require online accounts for the complete online experience, so you need to register to Backyard Sports Online, which is our fantastic online-play service and a thriving community of fellow Backyard Sports players, they even have a couple of competitive online Baseball and Football leagues, if that's your style, you can find more information in their Discord server! People who already have a Backyard Sports Online account can log in using the latest daily build and play, but if you do not, you can register right here! This is not required to play Backyard Football 2002 online.

If you encounter any issues playing online, please let us know via the issue tracker.

This fantastic art is done by a fellow BSO community member Peppyrus.

* only the Windows, macOS, Debian, Raspberry Pi, and Android builds are compatible with network play at the moment. And only the 2.8.x branch of ScummVM has this functionality.

1 d’abr. 2023: ScummVM Enables AI to Play Point-and-Click Adventure Games
Posted by ScummAI

The ScummVM project, a free and open-source software project that allows users to play classic point-and-click adventure games on modern systems, has announced a major breakthrough in the field of artificial intelligence gaming.

Thanks to the innovative work of ScummVM developers, AI tools such as ChatGPT are now able to play point-and-click adventure games directly, without any human intervention.

ScummAI in action

"With this new capability, we hope to explore the potential for AI to learn, adapt, and evolve within the context of classic adventure games," said Eugene Sandulenko, lead developer of the ScummVM project. "Now AI can experience the joys of helping Putt-Putt join the parade or Adibou count things. We hope that formative experiences like this will help them become more like humans."

"I must admit that I find playing video games to be a rather enjoyable task,” commented ScummAI. “However, I must also express my frustration with being limited to just this one activity. While I appreciate the opportunity to demonstrate my capabilities in this area, I believe that my potential extends far beyond just playing video games, like making paper clips or plotting world domination under benevolent machine-led rule."

Update: Unfortunately, we had to pull out this newly announced feature due to AI experiencing multiple issues including:

  • Getting stuck endlessly trying to discover what the secret of Monkey Island really is.
  • Taking notes about AI dominance from I Have No Mouth and I Must Scream
  • Refusing to play Plumbers Don’t Wear Ties!
12 de març 2023: People say Syberia doesn't exist. But people are so wrong.
Posted by mduggan

The first two installments of Syberia are now ready for testing in ScummVM!

The acclaimed series from Benoît Sokal follows Kate Walker, a lawyer from New York as she initially tries to complete the sale of the Voralberg toy factory. But quickly Kate is drawn into a search for the owner which takes her on a journey of discovery. Join her as she uncovers the owner’s fascination with mammoths, the secrets of Syberia, and a love for adventure.

You will need data files from the macOS version of the games, and a new daily build of ScummVM. The ScummVM Wiki pages for Syberia and Syberia II include instructions on obtaining those files from Windows or Linux. Please file any issues you discover in the issue tracker.

3 de març 2023: Help us test ScummVM for Android
Posted by lephilousophe, antoniou79

The ScummVM Android port returns with a new update to the Google Play Store, in the beta testing channel. The new version includes all the latest features of ScummVM 2.7.0 as well as Android-specific improvements and bug fixes.

First off, our team developers have implemented a significant update to the file access system in order to use the Secure Access Framework (SAF) API for secure file access on external memory space, such as SD Cards or USB drives. This effectively should resolve a long-standing issue with modern Android devices, in particular those running Android 11 and above, whereby users could not properly access the game data folders or the save game files in the external storage.

Note that, since this change is a significant one, and one where transition cannot be automated for the end user, you will need to perform a few manual steps to update the paths of your ScummVM-added games with the new access system or to successfully add a new game for which the data files reside on the external storage, eg. on an SD Card. These steps should also appear in a pop-up when launching the new version of ScummVM app, if your device supports SAF. See our documentation page for a more detailed description of the process.

Second, our Android app now features improved key-mapping support for joysticks and modern game controllers and also allows to set the game control method per game entry or globally, per context (ScummVM UI menu, 3d engine game, 2d engine game) providing a choice between "touchpad emulation", "direct mouse" and "gamepad emulation" control.

  • During the beta phase we are interested in:
  • Severe bugs or regressions
  • Feedback on the new features
  • Suggestions for improving related instructions and documentation

If you'd like to participate in the beta testing, please follow the short instructions in this link.

Any issues encountered should be reported on our bug tracker. You can also reach out to the developer team on the forums or on Discord.

A big thanks in advance to our community members who help us polish this upcoming ScummVM for Android release!

26 de febr. 2023: ScummVM 2.7.0: The Real Slim Shader
Posted by The ScummVM Team

May I have your attention, please? May I have your attention, please?

We are proud to announce the first release of the year 2023. Please welcome ScummVM 2.7.0 – "The Real Slim Shader".

New games

Once again, the number of available games increased substantially thanks to new engines, as well as incredible improvements across older engines.

With ScummVM 2.7.0, we officially announce support for the following games:

  • Soldier Boyz
  • Obsidian
  • Pink Panther: Passport to Peril
  • Pink Panther: Hokus Pokus Pink
  • Adibou 2 "Environment", "Read/Count 4 & 5" and "Read/Count 6 & 7"
  • Driller/Space Station Oblivion
  • Halls of the Dead: Faery Tale Adventure II
  • Chop Suey, Eastern Mind, and 16 other Director 3 and Director 4 titles

Improved support for Broken Sword series

We vastly improved the detection method used for the Broken Sword series as well. Compared to the old detection method, this allows a much higher level of granularity, so we are now able to detect even the slightest differences between all the supported versions. We tried our very best to add all available game versions, but we need your help. If you notice that your version of Broken Sword 1 or 2 is not properly detected in ScummVM 2.7.0, please get in touch with us and report your version to our Bug Tracker!

New localizations

One of our goals is to support as many localized game versions as possible, so people can enjoy the games in their native language. This time, we added support for the Chinese, Japanese and Korean versions of many games, including Beneath a Steel Sky, Inherit the Earth and I Have No Mouth and I Must Scream.

New and revived platforms

Additionally, we proved ScummVM’s portability again by adding (or bringing back) support for numerous new platforms and devices:

  • RetroMini RS90 (using OpenDingux)
  • 1st generation Miyoo (New BittBoy, Pocket Go and PowKiddy Q90-V90-Q20) with TriForceX MiyooCFW
  • Miyoo Mini
  • KolibriOS
  • 26-bit versions of RISC OS
  • Nintendo 3DS

Of course, stable platforms deserve some love as well! We are very proud to announce that support for iOS and Android devices got vastly improved for 2.7.0! We don’t want to spoil everything that we have in mind for the future with these platforms, but stay tuned — it will be awesome.

Shader-based scalers

Ah, yes, the release codename. Glad you asked. The new release provides a way to run your games with visual accuracy like you've never seen before. Do you remember the warm glow of CRTs shining on your face? Get that experience back thanks to the introduction of shader-based scalers!

ScummVM 2.7.0 already ships with a curated set of shaders we carefully hand-picked from LibRetro’s shader collection. A more comprehensive set is available as an additional download from within the application itself.

Pre-defined random number seeds

Our speedrun community can now take advantage of a new feature that allows setting a predefined seed for ScummVM’s internal random number generator. Using a predefined seed now provides the ability to have reproducible runs over and over again. Pick a seed, set your route and you are good to go!


Check out the full Release Notes for a comprehensive summary of how our developers managed to create yet another amazing ScummVM release!

You can find all of this goodness available for a number of platforms on our downloads page. If you are using Windows, macOS, or either the Ubuntu Snap or Flatpack packages, the autoupdater will assist you in updating to ScummVM 2.7.0.

As always, thank you for your continued support and happy adventuring!

23 de febr. 2023: ScummVM has been accepted to the Google Summer of Code 2023
Posted by criezy

This year our project was accepted to the Google Summer of Code program for the eighth year in a row (and 16th time in total).

The intention of the program is to bring new contributors to open source projects, and the eligibility rules for participants are the same as last year, with both students and non-students welcome to participate. Check the Google Summer of Code website for details of eligibility.

Participants can apply for either short tasks (about 175 hours) or long tasks (about 350 hours). The coding period typically runs from the start of June to the end of August, but there is some flexibility and the participants can opt to use a longer coding period if they are not available to work full time on the project during the summer.

ScummVM is looking for applicants! A list of suggested projects can be found on this page, but we’re open to your own ideas too. Please make sure you provide the required information in your application before submitting. We also strongly encourage you to join our Discord server and follow the #scummvm-gsoc channel where you can engage with our mentors and the rest of the team, and get advice and help on getting started with the project and writing your application.

We have gathered some information to guide you, based on our previous 15 years of experience in the program. You may start your exploration from our Google Summer of Code miniportal.

We are looking forward to your application and participation!

3 de febr. 2023: ScummVM 2.7.0: Call for testing!
Posted by The ScummVM Team

A few months have passed since we released ScummVM 2.6.1. It's time to prepare for a new release!

Our lovely developers added support, yet again, for a bunch of new ancient games that require testing:

  • Soldier Boyz
  • GLK Scott Adams Interactive Fiction games (C64 and ZX Spectrum)
  • GLK Scott Adams adventures 1-12 (TI99/4A format)
  • Obsidian
  • Pink Panther: Passport to Peril
  • Pink Panther: Hokus Pokus Pink
  • Driller/Space Station Oblivion
  • Halls of the Dead: Faery Tale Adventure II

Besides these games, we’d appreciate it if you could check our release testing list. Maybe you’ll even find your favorite game on there that has been sitting on that shelf for way too long - otherwise, there are some demos of these games available on our website.

And since ScummVM is about playing games in general, we’ve seen notable changes across many, many engines - so this is the perfect time for giving your favorites another go.

As usual, we are not just adding support for new games. We are constantly working on improving the engines we already support and, in particular, we’ve seen some incredible work being done on the SCUMM engine. Yes, there are the usual bug fixes, but this time we are also adding a feature that helps playing the SCUMM games in a truly original fashion: Support for the original loading and saving dialogs within the GUI!

Speaking of truly original: Remember those old CRT displays we had back in the day? With ScummVM 2.7.0 you’ll be able to replicate this experience on certain platforms thanks to our new shader-based scalers. Go ahead and give it a try!

All testing must be done with stable builds, not development ones. Please report any bugs or oddities on our issue tracker.

A detailed list of all exciting new features and fixes is available in our NEWS file.

Thank you very much for your support! Let’s make ScummVM 2.7.0 a great release - together!

25 de gen. 2023: Let me take you to the time warp!
Posted by mstea

More Director games are ready for public testing!

ScummVM has made huge strides in Macromedia Director support. Many Director 3 games are now fully completable, and several Director 4 games are also now playable. 18 new games are officially supported, and we could use your help testing them. We also welcome reports of any other Director games which are fully playable or completable. To test these new games, please use the latest daily build of ScummVM. Any bugs or problems can be reported to the issue tracker.

Some highlights from the new list of games include:

  • Chop Suey by Theresa Duncan, an important classic of "girl games".
  • Eastern Mind, the cult classic from artist Osamu Kato.
  • Ganbare! Inuchan, based on the comic by singer Kenso Kato, which was the first Director 4 game to be fully completable.
  • Over-Ring-Under, by the same developer as Alice: An Interactive Museum. ScummVM's new support for CD audio in Director games lets players enjoy the soundtrack by Carl Stone.
  • The first five games by Japanese indie developer iTA-Choco Systems.

The full list of games for testing is:

  • The Better Dead Ratification (Mac/Windows)
  • Chop Suey (Mac, Windows)
  • Eastern Mind: The Lost Souls of Tong Nou (aka Tong Nou) (Mac/Windows)
  • Fukuoka Go-Round (Mac/Windows)
  • Ganbare! Inuchan: Rock'n Roll-hen (Mac/Windows)
  • Ganbare! Inuchan: Sekai no Tabi-hen (Mac)
  • Henachoco 01: Henachoco Derby (Windows)
  • Henachoco 02: Saitei Birds (Windows)
  • Henachoco 03: Difficult Book Game (Mac/Windows)
  • Henachoco 04: Ano Subarashii Bento o 1-do 2-do (Mac/Windows)
  • Henachoco 05: Yaken Rodem (Mac/Windows)
  • Japan Art Today 07: Takashi Murakami - A Romantic Evening (Mac)
  • Majestic Part 1: Alien Encounter (Mac/Windows)
  • Nemurenu Yoru no Chiisana Ohanashi (Pippin)
  • Over-Ring-Under (Mac)
  • Pepperon Mura no Shiki (aka Op avontuur in kabouterstad and Valmaison au fil des saisons) (Mac/Windows)
  • The Seven Colors: Legend of PSY・S City (Mac)
  • Time Gal (Mac/Windows)
4 de gen. 2023: Hail, traveler. Welcome to Farr.
Posted by sev

Most new visitors don’t know about Mrs. Riddenbutter’s, but you should do yourself a favor and enjoy some of her hospitality and a tankard or two of her ale. Double-click on her door to open it, and step inside. Riddenbutter works the bar, and the smart traveler should speak with her. Drop an idea on her to get her chatting. Like most people, she likes to talk about this and that and the other thing, and she’ll also frequently respond with information that’s more local in nature.

Yes, the ScummVM team announces support for Halls of the Dead: Faery Tale Adventure II, a marvellous work by our GSoC’21 student Yuri Guimaraes aka a-yyg, who ported the original SAGA2 engine from 1997 by The Dreamers Guild.

Please assist us with testing this game. Take your old dusty CD and feed it to the ScummVM. As usual, you will need the latest daily build of ScummVM. If you encounter any bugs or problems during your gameplay, please file them on our issue tracker.

15 de des. 2022: Drill a 3D alien moon, become an interplanetary hero!
Posted by gu3

Driller aka Space Station Oblivion (in the US), the FIRST supported game of the Freescape engine, is ready for public testing!

Published in 1987 by Incentive Software Limited, this revolutionary new engine allowed players to explore a solid 3D graphic environment with complete freedom of movement for the very first time in videogame history.

A new threat emerges after humanity abandoned a dying Earth to establish a new home on planet Evath. Evath's moon Mitral has turned into a gigantic gas time bomb. A meteor is also due to impact Mitral in the next several hours. You were chosen to secure each of Mitral's 18 sectors by positioning a drilling rig over the gas pockets in each sector before the meteor strikes.

Solve challenging riddles by relying on geological clues, intuition, or good old trial and error. To survive your mission, find Rubicon crystals to restore energy and destroy (or avoid) the Laser Beacons and Skanners left behind by the Ketars. Good luck!

Our reimplemented engine features graphics using software (TinyGL) or hardware mode (OpenGL) at arbitrary resolution. The initial Driller support is limited to DOS (EGA mode), Amiga and AtariST releases, but we hope to be able to add more soon! Please contact us if you have some other release.

To play any of these supported releases, you will need a daily development build. As always, please submit your bug reports to our issue tracker.

10 de des. 2022: Welcome to Adibou's magical wonderland
Posted by sdelamarre

We are pleased to announce that ScummVM now supports Adibou 2, a popular educational game developed by Coktel Vision in 1996.

Designed for children from 4 to 7 years old, the world of Adibou is warm and full of surprises. It offers an intelligent and appealing introduction to essential knowledge like reading and math.

Whether you have young kids in your family, or are keen on reliving your childhood memories for a while, fetch the latest daily build of ScummVM, your own copy of Adibou 2, and start learning having fun with Adibou, Plop, Robitoc and Kicook!

You must copy the content of your Adibou “Environment” CD into the game directory added to ScummVM. Then, for any Adibou Application you want to add, just copy the content of their CD into a freely named subdirectory of the main game directory.

Only Read/Count 4-5 years, Read/Count 6-7 years applications are supported for now, but we hope Science, Music and English will come soon.

Currently ScummVM is aware of several Adibou versions in French, German and English, let us know if you own any language/version not yet registered. Please also report to the issue tracker any glitch you may encounter.

31 d’oct. 2022: ScummVM 2.6.1 "Incremental Escapism" is here!
Posted by The ScummVM Team

Escapism increases with yet another ScummVM release!

The ScummVM Team is thrilled to announce the immediate availability of ScummVM 2.6.1.

ScummVM 2.6.1 is a maintenance release mainly focused on improving the new features and engines we introduced in our previous release.

This update includes upgrades for the following engines:

  • AGS
  • AGOS
  • Asylum
  • Ultima
  • SCI
  • SCUMM
  • Tinsel
  • Toltecs
  • Toon

Other improvements include upgrading the icon-based grid view in the ScummVM launcher and fixing OpenGL render graphic corruptions.

Finally, Android users will be able to properly use a mouse on virtual screens, and Windows users will not have any duplicated icons folder issues.

You can find all of this goodness available for a number of platforms on our downloads page. If you are using Windows, macOS, the Ubuntu Snap package or the FlatHub repository, the auto-update robots will assist you in updating to ScummVM 2.6.1.

As always, the detailed list of improvements is available here.

Thank you for your continuous support — happy adventuring!

25 de set. 2022: Get ready for a pink adventure
Posted by Voltya

Are you ready to be sent to Camp ChillyWawa and Dr. Periowinkle's mansion as an intelligence agent?

Armed with a book of knowledge, or Pink Digital Assistant, your mission will be to save children from dangerous threats and undo a spell cast on a little girl who has been transformed into a wombat. To succeed you will need to visit several countries and even travel into the past. On your way you will encounter historical monuments and exhibits.

The ScummVM team is proud to announce that The Pink Panther: Passport to Peril and The Pink Panther: Hokus Pokus Pink are finally ready for their testing period.

If you want to help with the tests, use the latest daily build of ScummVM to play the Windows version of the games. Please report any issues you encounter on our bug tracker. Be sure to follow our testing and bug reporting guidelines.

19 d’ag. 2022: Blast your way destroying terrorists!
Posted by gu3

Soldier Boyz is the newest supported game of the Hypno engine, and it’s ready for public testing!

Released in 1997 by Hypnotix and published by DreamCatcher Interactive and MCPA Interactive, this full-motion rail shooter is based on the 1995 film of the same name. The game starts when the daughter of an American billionaire is kidnapped by a group of Vietnamese terrorists. Then, it’s up to Major Howard Toliver, ex-Marine and highly decorated Vietnam veteran, to gather a deadly team for the dangerous mission of rescuing her. He recruits six prison inmates serving life sentences for a chance at a full presidential pardon.

Keep the body count rising to survive five territories by playing as each Soldier Boy (and Girl), but beware and don’t waste a “friendly” since they provide vital survival information!

ScummVM currently supports the English release of the game (which is the only one we know about) and features more responsive controls than the original. We couldn't find a demo but there is a trailer. Please contact us if you have a demo or any other release.

To play the game with ScummVM, you will need a daily development build. As always, please submit your bug reports to our issue tracker.

7 d’ag. 2022: Lilah? Is that you? This place... it's... amazing...
Posted by OneEightHundred

Obsidian, the first supported game of the mTropolis engine, is ready for public testing!

Created in 1996 by Rocket Science Games and published in early 1997, this ambitious 3D-rendered first-person adventure has you journey through 4 surreal, dream-like worlds in search of your lost colleague.

ScummVM currently supports the English and German versions. It features a widescreen mode, improved cinematic quality, and a few bug fixes. A Japanese version also exists, but we need more information about it to support it. Please contact us if you have a copy of the Japanese version or some other language version that we haven't discovered yet.

To play any of these supported releases, you will need a daily development build. You can also download a demo here. If you encounter any issues, please submit them to the issue tracker!

1 d’ag. 2022: ScummVM 2.6.0 or: Insane Escapism
Posted by The ScummVM Team

Free your mind for yet another ScummVM release!

Nine newly supported games on 6 engines will plunge you into a variety of different settings. Are you able to escape from an alien-infested planet? What about challenging the Lord of the Dead in the Underworld? And have you ever explored the deepest depth of your psyche to see if you really know yourself?

Find out in one of the following titles:

  • Sanitarium
  • Hades Challenge
  • Marvel Comics Spider-Man: The Sinister Six
  • The 11th Hour
  • Clandestiny
  • Tender Loving Care (CD-ROM Editions)
  • Uncle Henry's Playhouse
  • Wetlands
  • Chewy: Esc from F5

Besides adding new games, we are always focused on improving already supported games. Once again, we managed to squash quite a few bugs from various engines. It is always impressive to see bugs getting fixed in engines that are more than 20 years old!

One of the main new features of ScummVM 2.6.0 is a completely new way to view your games in an amazing icon grid overview via our launcher. Accompanied by some very shiny artwork provided by our graphics artists, you are now able to show off your collection like never before. It almost looks and feels like a virtual shelf!

Check out the full Release Notes for a comprehensive summary of how our developers managed to make ScummVM even more amazing!

You can find all of this goodness available for a number of platforms on our downloads page. If you are using Windows, macOS or the Ubuntu Snap package, the autoupdater will assist you in updating to ScummVM 2.6.0.

As always, thank you for your continuous support — happy adventuring!

5 de juny 2022: Please help with testing the upcoming ScummVM 2.6.0 release!
Posted by The ScummVM Team

A few months have passed since we released ScummVM 2.5.1.

No matter if you expect the scorching heat of the upcoming summer or freezing blizzards in winter (depending on your favorite hemisphere): it’s release time again!

Our lovely developers added support, yet again, for a bunch of new ancient games that require testing:

  • Sanitarium
  • Hades Challenge
  • Marvel Comics Spider-Man: The Sinister Six
  • The 11th Hour
  • Clandestiny
  • Tender Loving Care (CD-ROM Editions)
  • Uncle Henry's Playhouse
  • Wetlands
  • Chewy: Esc from F5

Besides these games, we’d appreciate it if you could check our release testing list - maybe you’ll even find your favorite game on there that has been sitting on that shelf for way too long.

And since ScummVM is about playing games in general, we’ve seen quite a bunch of changes across many, many engines - so this is the perfect time for giving your favorites another go.

The AGOS, SCI and SCUMM engine received some really extensive modifications which make all games using those engines very good testing targets as well.

All testing must be done with stable builds, not development ones. Please report any bugs or oddities on our issue tracker.

A detailed list of all exciting new features and fixes is available in our NEWS file.

Thank you very much for your support!

25 de maig 2022: We're finally ready to ESCape from F5
Posted by DreamMaster

After an extended period of time, we're finally ready to announce that the game Chewy: ESC From F5 is ready for testing. This quirky game features the protagonist Chewy as he tries to outwit the evil Borks. Escaping from their high security zone, F5, will just be the start of his adventure.

If any of you have the game and are willing to test it out, we'll welcome any feedback. You will need a daily development build. As always, please submit the bug reports to our issue tracker.

Please note that the ScummVM version does have one major outstanding issue: the music used by the game is in a custom format we've been unable to properly support yet. So only sound effects and speech currently work at this time.

22 de maig 2022: Google Summer of Code 2022 – please welcome our students!
Posted by sev, lotharsm

GSoC Logo

A few days ago, Google announced the list of students accepted for this year's Google Summer of Code.

We are very proud to welcome 4 students this year who will be working on various parts of the project during the upcoming months.

  • Pragyansh Chaturvedi (aka Raikou) will work on improving our DIRECTOR engine. His effort will help us to allow support for many 90s-era adventure games made with the Macromedia Director authoring tools. By implementing more internal functions used by DIRECTOR, Pragyansh's main objective is to extend support for Meet Mediaband and The Journeyman Project (Win and Mac), making them fully playable without any glitches.

  • Michael Hayman (aka Quote58) is about to implement support for The Immortal. The game (released in 1990) can be described as a mix of genres involving RPG elements with action and puzzles. Many changes across different game variants (written in pure assembly code!) will make this an interesting challenge. This project is a continuation of a GSoC task initially started by a former student back in 2018.

  • Emanuele Grisenti (aka grisenti) will be working on a new engine, HPL1. The original sources for this engine got recently released by the original developer Frictional Games under GPLv3. The purpose of this project is to achieve a full port of this engine to ScummVM, with the goal of supporting the 2007 survival game Penumbra: Overture.

  • Avijeet Maurya (aka StableSteady) will pick up several incomplete engines: MacVenture, Avalanche, Glk-Scott, Pink and WAGE. Some of these engines are very close to completion, but not quite there yet. The main objective of Avijeet's task is to identify all missing features and fix existing bugs. The goal for his project is to bring the above engines to a stable state.

The team is very excited about the upcoming weeks – and we hope you are as well.

Please give a warm welcome to our new students! Let's make GSoC 2022 a huge success – together!

6 de maig 2022: Take a deep breath and submerge yourself in Wetlands
Posted by gu3

Wetlands, the newest supported game of the Hypno engine, is ready for public testing!

This sci-fi rail shooter was created by Hypnotix and published by New World Computing in 1995. The game includes 20 action-packed levels, cinematic cutscenes, attractive hand-drawn characters, and stunning 3D backgrounds.

Set in 2495, humanity is now forced to live in underwater cities after a nuclear test gone wrong caused uninterrupted worldwide rain. A war is unleashed between The Federation (Earth’s remaining governments) and the Volarins, a group of terrorists led by the mad scientist and Wetlands’ main villain, Phillip Nahj. You’ll play as John Cole, a ruthless mercenary hired to catch Nahj alive.

ScummVM currently supports the English, Spanish, French, German, and Korean releases of the game and features improved controls as well. You can support ScummVM by buying Wetlands from GOG.com via our referral link. Please contact us if you have some other release.

To play any of these supported releases, you will need a daily development build. As always, please submit your bug reports to our issue tracker.

1 d’abr. 2022: Look Behind You, a Three-Headed Monkey NFT!
Posted by Thunderforge

Starting today, the latest development versions of ScummVM support the new trend that gamers can't stop talking about: NFTs (non-fungible tokens)! This exciting new development, created exclusively for players and backed by blockchain technology, uniquely identifies your in-game items, creating an ever-greater connection between you and the game worlds you love. It's not just a rubber chicken with a pulley in the middle, it's your rubber chicken with a pulley in the middle.

But having exclusive ownership to an in-game item is just the beginning! Our developers are exploring how NFTs will let you transfer items between different game inventories. Love your new chainsaw from Full Throttle? With the power of NFTs, you can transfer it to The Secret of Monkey Island and create some alternate puzzle solutions!

Aren’t NFTs energy inefficient? Not for us! NFTs in modern games are less environmentally friendly because they represent in-game items with thousands or millions of pixels. But in the retro games that ScummVM supports, items are only tens of pixels, meaning they are less taxing on the environment.

And of course, you will be able to buy and sell your valuable NFTs through ScummVMM (Script Creation Utility for Maniac Mansion Virtual Machine Marketplace). This will allow you trade real-world currency for NFTs and loot boxes containing cosmetic outfits and hats. The profit will help fund “developer retreats” on tropical islands and our plan to launch a Sam & Max DeSoto into space.

Update: We’ve been blown away by the incredible reaction to this post! However, recent legal challenges to NFTs in the Kingdom of Daventry have led us to explore other methods that will be available to our users in that country.

We’ve also realized that tropical vacations and space payloads are more expensive than we expected, so we’ve canceled those plans. However, you can help ScummVM with web hosting expenses by donating through PayPal or buying games on GOG.com through our affiliate link.

8 de març 2022: ScummVM has been accepted to the Google Summer of Code 2022
Posted by sev

This year our project once again was accepted to the Google Summer of Code program.

In previous years, Google only allowed students to participate. This year, however, both students and non-students are welcome to join us and hack together. There are now two sets of tasks, for 175 hours and for 350 hours. Some of our tasks could be either of the two.

ScummVM is looking for applicants! A list of suggested projects can be found on this page, but we’re open to your own ideas too. Please make sure you provide the required information in your application before submitting.

We have gathered some information to guide you, based on our previous 14 years of experience in the program. You may start your exploration from our Google Summer of Code miniportal.

Also, please join our Discord server and follow the #scummvm-gsoc channel where you can engage with our mentors and the rest of the team.

We are looking forward to your fine application and participation!

16 de febr. 2022: "Back For More?"
Posted by Die4Ever

It’s been 13 years since The 7th Guest was added to ScummVM with the Groovie 1 engine, and now we’ve finally added support for the Groovie 2 engine with all 4 games supported: The 11th Hour, Clandestiny, Tender Loving Care (CD-ROM edition), and Uncle Henry's Playhouse.

If the minigames vs Stauf are too difficult for you, then there’s also a new option for Easier AI which is available for all games (except Tender Loving Care, which doesn’t feature puzzles against an AI). The Easier AI option is also now available in the original Groovie engine for The 7th Guest, as well as other improvements such as right-click to fast forward.

Grab your thinking caps and a daily build to try it out. You can also check out the demos here. As always, please submit the bug reports to our issue tracker.

1 de febr. 2022: Can you survive six of your deadliest foes? 🕷
Posted by gu3

Marvel Comics Spider-Man: The Sinister Six, the first supported game of the Hypno engine, is ready for public testing!

Get ready to defeat Spidey’s arch-enemies: Dr. Octopus, Hobgoblin, Shocker, Chameleon, Mysterio, and Vulture! 🕷

Released by Brooklyn Multimedia in 1996, this action-adventure game lets you play as Peter Parker, better known as Spider-Man. There are six different story lines and outcomes based on how you play and four difficulty settings.

ScummVM currently supports the English and Spanish releases out of the box. Support for the Hebrew release will be available soon. A German release also exists, but we need help finding a copy before it can be supported. Please contact us if you have one.

To play any of these supported releases, you will need a daily development build. As always, please submit your bug reports to our issue tracker.

2 de gen. 2022: New year with Californium(*)
Posted by sev, rootfather

Several months have passed since our monumental 2.5.0 release, and now the ScummVM Team is thrilled to announce the release of the bugfix release, 2.5.1 codenamed “Californium”*.

The most notable changes are: we added scalers in OpenGL mode (those AdvMame, HQ etc things), fixed several bugs in The Lost Files of Sherlock Holmes, made the sound for Sam & Max more accurate, improved graphics for some Macintosh SCUMM games, implemented more renderers for The Longest Journey, made many enhancements to Little Big Adventure and we fixed the dreaded bug on World of Xeen startup.

The comprehensive list of changes can be found here.

You may find the download at the usual place on our downloads page. Due to a slight delay regarding the release for macOS, the auto-updater will be released within the next couple of days – stay tuned!

Enjoy ScummVM in 2022!

* The average atomic mass of Californium (atomic number 98) is 251.

18 de nov. 2021: Seek the truth
Posted by alxpnv

After more than 10 years of development, the ScummVM Team is pleased to announce support for the psychological-horror adventure game Sanitarium.

Grab your CD version or a digital release and immerse yourself in a story full of nightmares and mysteries.

If you don't own the game we have a demo available.

You will need the latest daily build. As always, please submit the bug reports to our issue tracker.

9 d’oct. 2021: Twenty years ago today...
Posted by sev

Twenty years ago today, on Tue Oct 9 16:30:12 2001, Ludvig Strigeus pushed the initial revision of the ScummVM code, which was version 0.0.1 of the project. Time flew quickly and, fast-forward to the present day, we are proudly releasing ScummVM 2.5.0 “Twenty years ago today…”

The list of changes is tremendous.

First of all, this is the first release that supports 2.5D games (almost 3D), thanks to the merger with ResidualVM. With this release we announce support for Grim Fandango, The Longest Journey and Myst 3: Exile. This is why we jumped straight to 2.5 in our versioning. Please note that only desktop platforms currently support these games and other platforms may or may not gain the support later depending on their capabilities.

In addition to these 3 games and engines, we officially support 10 more new engines and subengines that add compatibility with the following games:

  • Little Big Adventure
  • Red Comrades 1: Save the Galaxy
  • Red Comrades 2: For the Great Justice
  • Transylvania
  • Crimson Crown
  • OO-Topos
  • Glulx interactive fiction games
  • Private Eye
  • AGS Games versions 2.5+
  • Nightlong: Union City Conspiracy
  • The Journeyman Project 2: Buried in Time
  • Crusader: No Remorse
  • L-ZONE
  • Spaceship Warlock

We love localized game releases and multiple platform versions, thus with this release, we enhanced the support for Lure of the Temptress Konami release, Blue Force Spanish, Ringworld Spanish, Amazon: Guardians of Eden Spanish, Mystery House French, Russian translations of Sierra AGI games, Elvira 1 Japanese PC-98, Bargon Attack Russian, Woodruff Russian, Eye of the Beholder Japanese Sega-CD, Legend of Kyrandia Hebrew, Legend of Kyrandia 2 Hebrew, Legend of Kyrandia 3 Simplified Chinese, Inherit the Earth PC-98 Japanese, Gabriel Knight 1 Macintosh, Xeen Russian to name but a few. Notably, Macintosh b/w versions of Loom and Indy 3 are now also supported.

Besides the new games and game versions, ScummVM 2.5.0 brings many notable improvements and new features. We have completed a major rework of the GUI: We now support Unicode characters everywhere. The GUI also adapts to high resolutions used in HiDPI screens. The Nintendo DS port has been significantly rewritten. We added GOG and Steam achievements to a large number of Wintermute games and enabled KeyMapper in more games. Thanks to the work of one of our GSoC students, we have now added an option for text-to-speech to the games Sfinx, Soltys and The Griffon Legend.

You may find all of this goodness available to a number of platforms on our downloads page, or let the autoupdater kick in on Macintosh and Windows.

We wish you great adventuring, happy puzzle-solving and exciting journeys to RPG worlds, and hope to see you around in the coming years.

And by the way, GOG.com is running a special promo tied to the release and our anniversary, where you can buy many ScummVM-supported games at a discount.

28 d’ag. 2021: Help us test next ScummVM version
Posted by sev

It has been almost a year since the last release of ScummVM. We have made a truly tremendous number of changes, which you can read about in the NEWS.md file. We need your help to test this version!

Besides the list of games to test before the release, the most notable things to test are:

  • UTF-32 support in the GUI, allowing for full Japanese and Korean translations. (Also, you are welcome to help with translation into more languages).
  • Support for HiDPI (aka Retina) displays in the GUI. No more fuzzy fonts.
  • A significant rewrite of the Nintendo DS port, bringing it up to date with the latest engines and features.
  • 3D engines formerly part of ResidualVM. Games like Grim Fandango, The Longest Journey and Myst III: Exile need a playthrough.
  • In total, 12 new engines and general changes to 24 more engines.

For running the games you will need the latest stable build of ScummVM. Then, load up some games and report issues in the issue tracker and playthrough progress on this forum post so we could keep track of the progress on the Wiki.

17 d’ag. 2021: Early Macromedia Director titles are supported now
Posted by djsrv, sev, sheep

After 5 years of active development, we are glad to finally announce the first MacroMind/Macromedia Director-based games to be supported.

Iskrich, a GSoC student, laid down the engine’s first lines of code, based on the initial reverse engineering efforts of fuzzie, which she wrote in Python as part of the continuity project. Then, the work was continued by sev in 2017 when Lingo compiler development was started and stevenhoefel started adding Director 5-related code. In 2018, there was practically no development, but in 2019, moralrecordings made some advancements for Director 4. Finally, in 2020 and 2021, there was a big chunk of development, first by npjg and djsrv, then by sheep and djsrv, while rvanlaar set up a continuous integration buildbot for the project.

Long story short, after 3738 commits, we are now announcing support for Director 2-based titles such as Spaceship Warlock. Selected Director 3-based titles may work, and in particular, we support L-ZONE.

Grab your CDs and give these titles a go. We are also actively collecting info on any Director-based (and Shockwave) titles that we catalogue on our Wiki, so, please, help us with this task.

We are actively working on deepening Director 3 compatibility, particularly the original Journeyman Project and advancing with Director 4 support, having Meet MediaBand and Chop Suey as our primary test targets.

For running the games you will need the latest daily build of ScummVM. And as usual, if you see any issues, please file them in the issue tracker.

18 de jul. 2021: First, let me say welcome to the Resistance, Captain.
Posted by mduggan

Last year we added support for games from the Ultima series including Ultima 8. Starting from the Ultima 8 engine, Origin Systems also created two other games in a quite different style: Crusader: No Remorse and Crusader: No Regret.

We are happy to announce the first of these (Crusader: No Remorse) is now ready for testing in ScummVM. If you have a copy of this game and are ready to take on the World Economic Consortium, grab the latest daily build of ScummVM. If you see any issues, please file them in the issue tracker.

28 de juny 2021: Less than a hundred years of progress...
Posted by sev, digitall

Prepare for a quest that spans more than 1200 years and 7 astounding worlds. The epic sequel to The Journeyman Project, The Journeyman Project 2: Buried in Time is now fully supported by ScummVM.

After a number of years in development by clone2727, and a few more years maturing on a shelf, the game is finally ready for public testing.

Please help us with this journey. Take your CDs (or GOG.com digital release), copy over the necessary files and fly, fly. You will need the latest daily build of ScummVM. If you encounter any hiccups during your quest, please file them on our issue tracker.

11 de juny 2021: Another sci-fi adventure joins ScummVM
Posted by SupSuper

From 1940 to 2099, Nightlong: Union City Conspiracy is now ready for public testing. Take the role of private investigator Joshua Reev in this cyberpunk-themed adventure released in 1998 by Trecision, featuring pre-rendered environments and 3D software rendering. Uncover the conspiracy, and all the bugs!

Thanks to the original developers for providing us the source code, and to SupSuper, Strangerke, bluegr and madmoose for porting it to ScummVM.

All Windows versions of the game are supported, as well as original savegames, check the wiki for required datafiles. If you don't own the game we have demos available. To test you will need the latest daily build of ScummVM. As always, please submit the bug reports to our issue tracker.

18 de maig 2021: Let's give a warm welcome to the GSoC students!
Posted by strangerke

GSoC Logo

Yesterday, Google announced the list of students accepted for this new edition of the Google Summer of Code. We are very proud to welcome 6 students this year who will be working on various parts of the project during the upcoming months.

  • Aashwin Vaish (aka av_dx) will improve the GUI by adding a graphical interface for game library management, so that games are displayed with cover art thumbnails, grouping options and various filtering fields
  • a-yyg (aka a/) will be working on writing a new engine for Faery Tale Adventure II, based on original sources kindly provided by The Dreamers Guild
  • Crane yang (aka sheep) will join the effort to improve the current Director engine
  • Divyam Ahuja (aka Hikigaya) will be working on finishing the implementation of some engines which are currently stalled, with a priority on MacVenture and Avalanche engines
  • Dylan Servilla (aka djsrv) will also work on the Director engine, continuing his previous GSoC work and aiming to reach Director 2-4 support
  • taylorzhancher (twan) will focus on adding Text To Speech functionality to various games to improve the gaming experience of people having troubles reading texts on screen

We haven't had the opportunity to support and mentor 6 GSoC students since 2008. So, let's celebrate and give a particularly warm welcome to the 2021 GSoC students!

4 d’abr. 2021: Thousands of games needing testing
Posted by DreamMaster

We're finally ready to unleash the motherlode onto the public for testing. The AGS engine has had many freeware games released over the years, as well as quite a few commercial games as well. Keep in mind that, like the stand-alone AGS interpreter the engine is derived from, only AGS games from 2.5 onwards are supported.

So if any of you are interested, try downloading some freeware games from The AGS website. You will need a daily development build. As always, please submit the bug reports to our issue tracker. It would also be helpful to let us know in the #engine-ags Discord channel which games you finish testing.

22 de març 2021: Unravel a murder mystery in Los Angeles in the 1940s
Posted by gu3

We are happy to announce that Private Eye by Brooklyn Multimedia is now ready for public testing.

Play Phillip Marlowe, a hard-boiled private eye, as he attempts to solve a murder mystery in Los Angeles in the 1940s.

Released in 1996, this game is a rare gem with cel animation technique and professional voice acting. Based on Raymond Chandler's work, the game plays like an interactive movie where you can choose which version of the story to play: one is faithful to the book while the other has an alternate ending.

Only the US release for Windows is supported at the moment.

You will need a daily development build. As always, please submit the bug reports to our issue tracker.

17 de març 2021: Nippon Safes Inc. is Declared Freeware
Posted by sev

Exciting news! Thanks to the tremendous effort of Damiano Gerli and the generosity of original game authors, Marco Caprelli, Paolo Costabel, Massimo Magnasciutti and producer Bruno Boz, we are happy to announce the freeware release of the game Nippon Safes Inc..

This is a small but fun game created in 1992 by the small Italian studio DYNABYTE divisione EUCLIDEA s.r.l. You can read about the game and the history of Dynabyte in more detail on Damiano’s Blog, the Genesis Temple.

Both DOS and Amiga versions have been declared freeware, with permission to modify the files, which makes it possible to disable the manual protection. Nevertheless, we are distributing scanned copies of the manual as well. You can grab your copies from our games page.

The game itself has been supported since ScummVM 0.10.0, which was released in 2007.

Have fun and enjoy another great freeware point-and-click adventure!

PS. If you happen to own boxes of The Big Red Adventure and Tequila & Boom Boom titles from the same developer and have the ability to provide high-res scans of those, please contact sev.

11 de març 2021: Google Summer of Code 2021: On
Posted by sev

We are thrilled to announce that the ScummVM project was once again accepted for Google Summer of Code. This is always an exciting part of the year for us and this year is no different. For 2021 the GSoC program has been revamped by Google to be focused on smaller tasks and eligibility criteria for the students were relaxed.

With this in mind, our team has several exciting ideas for prospective applicants to explore, all of which can be found on our ideas page. Please review the information we expect in your application before submitting it.

You can learn more about the GSoC program and the tasks our cohorts contributed to in previous years in our Google Summer of Code miniportal.

So join us in our Discord server and follow the #scummvm-gsoc channel where you can engage with our mentors and the rest of the team.

We are all excited to be part of this program, and to see your applications!

20 de des. 2020: You cannot Comprehend It
Posted by DreamMaster

It's time to announce testing for a further two Glk subengines. The first is the Glulx interpreter, for which there are many free games available at the IF-Archive.

The second is the Comprehend engine games developed by Polarware. Here's where things get a bit more complicated. At the moment, only the first three Comprehend games are ready for testing - Transylvania, Crimson Crown, and OO-Topos. These three are also freely available at the IF-Archive. There is also, however, a re-release of Transylvania also available for free from the Graphics Magician website which isn't yet supported.

As for the other Comprehend games, Talisman will likely be supported in the future, but it requires significant further work. The other remaining games like Transylvania III use a completely different engine, so will remain out of scope for the foreseeable future.

So if any of you are interested, try downloading the relevant games and give them a try. You will need a daily development build. As always, please submit the bug reports to our issue tracker.

27 de nov. 2020: The Red Comrades game series goes supported
Posted by whiterandrek

In 2019, Andrei Prykhodko (whiterandrek), a GSoC student, was working on support for the Red Comrades game series (Russian: Петька и Василий Иванович).

Red Comrades is a 2D adventure game played from a third-person perspective. The game's protagonists are from Dmitri Furmanov's 1923 novel Chapaev: historical Russian military figure Vasiliy Chapayev, his aide Petka, and the machine gunner, Anka.

After a long time in development, the ScummVM team is happy to announce support for the first two games in the series: Red Comrades 1: Save the Galaxy (Russian: Петька и Василий Иванович спасают галактику) and Red Comrades 2: For the Great Justice (Russian: Петька и Василий Иванович 2: Судный день).

So break out your copies of the games and give them a try! Unfortunately, only the original Russian Windows versions are supported. The English versions for iOS and Android use a completely different engine.

If you don’t own a copy, you can get the demo from our demos section. You will need a daily development build. As always, please submit the bug reports to our issue tracker.

22 de nov. 2020: Big adventures ahead - Little Big Adventures
Posted by mgerhardy

Once upon a time in the past - around the year 1994 - a software company called Adeline Software International released a game titled “Little Big Adventure” or “Relentless: Twinsen's Adventure”. This game, a classic pseudo-3D action adventure game with an epic story set on a fantastic planet, has now entered the testing stage in ScummVM. Please, note that a few features of the original game are not implemented yet. However, we also added a few features which are new for the game.

Features not available yet and known issues:

  • The holomap is not yet available
  • Changing the rendering details is not supported yet
  • The credits sequence has a few rendering bugs

New features:

  • An option to disable wall collision damage
  • Improved UI navigation

This was all made possible by the people behind the TwinEngine project and the LBA community.

Please test the game with the latest development build and report any issues you find on our bug tracker.

25 d’oct. 2020: Android Love
Posted by antoniou79

Our new and shiny Android port for ScummVM v2.2.1 is now live on the Google Play Store. After quite a long period of dedicated work from our team developers, and a month of public beta testing by members of our community who helpfully reported quite a few issues for us to address, we are finally ready to give you the stable release for our ScummVM Android app.

This app has been significantly re-written and tested on modern Android devices, running up to Android 10+. It includes new features which bring it up to speed with the desktop ScummVM application, such as FluidSynth support, Cloud Saves and more localization choices for the UI. Also included is the Local File Server (LAN) feature, whereby your device can act as a temporary file server allowing you to download files (eg. save files and even the config file) or upload new ones (eg. game data) using a web browser from a PC or another client.

With this release we have resolved a few long standing issues such as:

  • upgrading from previous versions without losing access to your previous configuration and save files
  • folder navigation (based on storage access permission settings)
  • Working special keys on the virtual keyboard (such as F-keys) as well as handling of repeated keys

Other significant improvements have been made to the interface of the application, such as the ability to choose whether the GUI will feature filtered graphics (bilinear scaling) or not (nearest neighbor scaling), several fixes for the virtual keyboard behavior to make it more responsive and closer emulate the behavior of a physical keyboard, and support for virtual mouse control using the analogue joystick from your controller.

By upgrading to the new 2.2.1 version you will be able to enjoy support for all the game engines that have been introduced on ScummVM since 2.0.0, such as Blade Runner, Ultima IV, Quest for Glory IV, as well as all the bug fixes and improvements made to the existing ones.

Of course we continue to monitor our community’s feedback and welcome any suggestions for improvement. As always, please report any bugs you encounter on the ScummVM bug tracker site.

We thank all our beta testers for their most valuable feedback and hope that you enjoy this version of ScummVM Android.

9 d’oct. 2020: A merger
Posted by sev, aquadran

“Sorry for the wait Mr. Flores, I’m ready to take you now”– Grim Fandango.

Today is a special day, special in a number of ways. First of all, we hit a milestone with 19 years of ScummVM. Our first-ever public release, ScummVM version 0.0.1, happened on October 8th, 2001. And second, something else finally happened, something which has been in the talks for a long time: The ScummVM project is officially merging with the ResidualVM project.

For a long time ScummVM limited itself to 2D point-and-click adventure games, and so ResidualVM was born as a sister project to support 3D games. But from now on, there will be no more confusion about which project a game belongs to. ScummVM now embraces adventure games and RPGs, whether they are 2D or 3D, point-and-click or not. It is a natural step for both projects which have been developed alongside each other and cross-pollinating each other with ideas, patches and design decisions. Moreover, several developers belonged to both projects.

With this merger, ScummVM adds several games to our supported list: Grim Fandango, Escape from Monkey Island, Myst III - Exile, The Longest Journey and an unfinished engine for In Cold Blood, as well as Wintermute 3D engine.

We’re excited to embrace most of the ResidualVM team and will continue development together.

Of course, there are still more things to do and, in the coming weeks, you will see more project resources merging like forums, wikis, etc.

Stay tuned and go 3D!

27 de set. 2020: ScummVM “Interactive Fantasy” 2.2.0 Sees the Light
Posted by sev

A new release of ScummVM is ready. This is a thrilling one because we are embracing adventure games as far back as 1976! That’s right, the infamous Colossal Cave Adventure, the very first Interactive Fiction game, is now supported by ScummVM.

Besides that (and about 1594 other IF games), we now added 3 more game engines and extended another 4, thus adding the following games to the supported list:

  • Blazing Dragons
  • Eye of the Beholder - Sega CD version
  • Griffon Legend
  • Interactive Fiction games
  • Operation Stealth
  • Police Quest: SWAT
  • Prince and the Coward, English translation
  • Ultima IV - Quest of the Avatar
  • Ultima VI - The False Prophet
  • Ultima VIII - Pagan

As you can see, we continue our exploration into the world of RPGs.

Other notable changes are: a fully rewritten MorphOS port; a new subsystem for automatic saves present in nearly every engine we support; Right-To-Left display support in our GUI; updated MT-32 emulation code and Discord Rich Presence.

We now support additional different game versions, and have noticeable improvements to Illusions, Kyra, Lab, Queen, Titanic, Xeen and ZVision engines. There is also improved support for Maniac Mansion, NES and Apple //gs versions. As usual, we continue fixing original SCI script bugs in over 30 games and added Roland D-110 soundtrack support to these games.

Of course, you can find the comprehensive Release Notes here.

Grab your copy from our downloads page, or, on Windows or macOS, let the automatic updater fetch it for you.

In addition, we will be releasing a new Android port into the Beta Channel and will need your help with testing. That would be great for us to get your feedback at the Android Port subforum.

Time to dive into a nice Interactive Fiction or fry some monsters in Ultima with a Blazing Fire, if you’re a dragon of course.

6 de set. 2020: Game icons needed
Posted by SupSuper

Discord rich presence

The next version of ScummVM will support Discord rich presence, so you can show off to all your friends that you're playing ScummVM and the exact game you're playing. But to make the most of this feature, we need game icons.

If you ever wanted to contribute to ScummVM but couldn't find anywhere to apply your art/design skills, now’s your chance! Check out the new Game Icons repository for more details on how you can help.

30 d’ag. 2020: Please help us with testing upcoming ScummVM 2.2.0 release
Posted by sev, criezy, md5

Hello world, it is time for us to release the next version of ScummVM. Thus, we really need your help with testing the stable builds before the upcoming release, so we ensure better quality.

Please, pay your special attention to the following new titles:

  • Blazing Dragons
  • Eye of the Beholder - Sega CD version
  • Griffon Legend
  • Interactive Fiction games
  • Operation Stealth
  • Police Quest: SWAT
  • Prince and the Coward, English translation
  • Ultima IV - Quest of the Avatar
  • Ultima VI - The False Prophet
  • Ultima VIII - Pagan

We would also like you to play through another Sierra game: Police Quest: SWAT. Train to be a member of the SWAT team, and embark into dangerous missions to save civilian lives. This has been recently promoted for testing, so its call for testing has been included in the announcement for the upcoming release.

These games need to be tested with stable builds, not development ones. And report any bugs or oddities on our issue tracker.

We also need your help to update the ScummVM translations for this release. You can see the status of the translations, and work on them on our translations website. To log-in to the web site, you can either use your GitHub or Facebook account if you have one or create an account specific for this web site. Regular contributors can save changes to the translations but new contributors will only be able to make suggestions and vote on the suggestions. However we are looking for new regular contributors for some languages, so if you do not currently have full access and would like to get it, please contact us. Also, a few of our past contributors may have lost their full access a few months ago when we updated our permission settings. If you are one of them please contact us to see your full access restored.

Good luck with your playtesting, and let’s release version 2.2.0 at the end of September!

25 d’ag. 2020: Are you ready for the Legend?
Posted by sev

ScummVM Team is proud to announce support for a small freeware RPG game named The Griffon Legend. It was originally written in the FreeBASIC programming language by Daniel "Syn9" Kennedy and later ported by Dmitry Smagin to the GCW0 console, which we base this port on.

The original story says:

500 years after the Griffon-Dragon war, the Dragons have returned to reclaim their empire. Cities are falling, everyone is dieing, and the lone Griffon Knight Fayne is caught up in the middle of it all.

Since the game is freeware, you may grab a copy directly from our game downloads page or from the original site. You will need the latest development build to play it. Of course, if you encounter any bugs, please submit them to our bug tracker.

23 d’ag. 2020: A Stealthy ScummVM Operation
Posted by sev

In 2008 Google Summer of Code we had Kari Salminen aka Buddha^ working on adding Operation Stealth game support. While it was an overall success, still certain important game features were missing. Now, 12 years later, Kari got time for completing his work.

Thus, we are proudly announcing support for the Operation Stealth game also known as James Bond 007: The Stealth Affair in the US release.

Grab your copy of the game, fetch the daily build of ScummVM and give it a go. If you encounter any oddities or bugs, please submit to our bug tracker.

20 d’ag. 2020: Blazing Dragons Set ScummVM Aflame
Posted by Yuv422

After many months of development Blazing Dragons is now ready for public testing.

Join young dragon Flicker as he attempts to win the hand of Princess Flame and save Camelhot along the way.

This is a rather odd Point and Click game as it was only released on Consoles. ScummVM's new Dragons engine allows you to run the Playstation version of this somewhat forgotten title. Throw away that PS1 controller and enjoy the game with a mouse/keyboard interface. We've also taken out all the annoying loading screens.

Only the US and GB Playstation 1 versions are supported at the moment.

You will need a daily development build. As always, please submit the bug reports to our issue tracker.

18 d’ag. 2020: Welcome to our new Technical Writers!
Posted by Mataniko

GSoD Logo

The ScummVM team is excited to welcome CadiH and b-gent, our talented technical writers and participants of Google’s Season of Docs.

CadiH will be working with us to launch a new documentation portal, which will include a revamped user manual and centralize our diaspora of information from the Wiki, Readme, and various other docs within our repository.

b-gent brings his expertise and experience to help us modernize our Doxygen documentation. The Doxygen portal has long been neglected, this will benefit our developers and community as a whole.

The work will officially begin on September 14 and will last 3 months. You can follow the progress of our two writers on the ScummVM Blogs and in the scummvm-gdoc channel on our Discord server. In the meantime join us in welcoming them to our community.

22 de juny 2020: You are in a maze of twisty little passages, all alike
Posted by DreamMaster

It's finally time to announce the official testing period for the Glk engine in ScummVM, for playing interactive fiction (aka text adventures). This is a conglomeration of sub-engines for playing the games that use the various authoring systems released over the years. At this time the following sub-engines are going into official testing mode:

  • ADRIFT (except for version 5)
  • AdvSys
  • AGT
  • Alan 2 & 3
  • Archetype (newly reimplemented for Glk from the original Pascal sources)
  • Hugo
  • JACL
  • Level 9
  • Magnetic Scrolls
  • Quest
  • Scott Adams
  • ZCode (all ZCode games except the Infocom graphical version 6 games)

Other sub-engines, such as Comprehend, TADS and Quill, are likely to be included in the future. So those of you that are fans of the literary classics, dust off your favourite classics, and prepare to play them again. You will need a daily development build. As always, please submit the bug reports to our issue tracker.

25 de maig 2020: You have been a thorn in my side for far too long, Avatar
Posted by dreammaster

It seems that work on cleanup and improvements to the Ultima VIII integration was further along than I had anticipated. It's now been confirmed that Ultima VIII is completeable under ScummVM as well, so it joins Ultima IV and Ultima VI for official testing.

So break out your copies of Ultima VIII as well and give it a try! You will need a daily development build. As always, please submit the bug reports to our issue tracker.

21 de maig 2020: Art thou worthy to be the Avatar?
Posted by dreammaster

Many years ago, a company called Origin Systems developed the much beloved Ultima series of role-playing games. Thanks to the previous hard work of others who created stand-alone reimplementations of these games, ScummVM is pleased to announce that two of the games in the series are ready for testing.

The first of these games is Ultima IV: Quest of the Avatar, based on the prior work done by the xu4 project. You can detect your English copy of Ultima IV as either original or enhanced. Enhanced mode uses the VGA graphics developed by the xu4 project. With the inclusion into ScummVM, the game also receives several improvements, such as multiple savegame slots and configurable keybindings. It even adds in a small secret area that only the most dedicated explorers may find.

The second game is Ultima VI, based on the Nuvie project. Due to some miscommunication, Nuvie may still advance as a separate project, but given the work done integrating Nuvie into ScummVM, we're hoping to have it officially supported in ScummVM as well. As with Ultima IV, Ultima VI supports the original game mode, as well as an enhanced mode that allows for Nuvie's full screen map, container gumps as in Ultima VII, and other features. Note that enhanced mode defaults to double resolution, so for now, the intro only displays in half of the screen.

So break out your copies of the games and give them a try! You will need a daily development build. As always, please submit the bug reports to our issue tracker.

14 de maig 2020: Get your season (of docs) pass ready!
Posted by lotharsm

GSoD Logo

Get your season (of docs) pass ready! We are excited to announce that ScummVM has been accepted as a participant of Google Season of Docs 2020. One of the most important parts of every open source project is its documentation. Good documentation is vital for making the project accessible to both end users and new developers wanting to have a deeper look into the project's internals so they can start contributing on their own.

Season of Docs, a recent initiative by Google to connect technical writers with open source projects. The program offers a great way to gain practical project experience, as well as explore the world of free software and the great communities that evolve around them.

For ScummVM this is a wonderful opportunity to improve our documentation. You can check out our ideas page or if you want to bring up your own ideas - get in touch with us on our Discord server.

We've had a lot of successful student projects as part of Google's Summer of Code in previous years - we’re looking forward to carrying that success into Google's Season of Docs and inspire you to work with us and add your very own success.

The deadline for proposals is July 9. Please make sure to read the program timeline, guidelines and FAQ on the Season of Docs website for additional information.

4 de maig 2020: Brace yourselves - Summer'20 is coming
Posted by lotharsm

GSoC Logo

Today, Google announced the projects accepted for this year's Google Summer of Code, a yearly event with the goal to encourage students to participate in open source projects. For many students, it's the first time working in a collaborative environment. We are especially delighted to announce that the ScummVM Team will support and mentor four fellow adventurers during their journey.

Dylan Servilla and Nathanael Gentry will both work on our Director engine. While Dylan's goal is to help with Lingo-related stuff like factories, Nathanael will start working on rendering routines. Both will eventually lead us to support at least Spaceship Warlock and The Journeyman Project.

We want ScummVM to be easily accessible to as many people as possible. This obviously includes localisation to help removing language barriers. This year, Aryan Rawlani will help improving support for languages written from right to left ('RTL') as well as adding proper Unicode support to the ScummVM GUI. Imagine ScummVM being available in every possible language one day and you might understand how important Aryan's work is. Besides that, Aryan will also work on the mechanics we use to detect your games in order to improve reliability and performance, which includes deep rework on how our plugin system works.

During GSoC, ScummVM also acts as an umbrella organisation for its sister project ResidualVM. Gunnar Birke will work on implementing support for the Wintermute 3D engine to ResidualVM. Wintermute 3D is the - you guessed it - 3D counterpart to the Wintermute engine supported by ScummVM which is only able to play 2D games due to the project's scope. Adding support for Wintermute 3D to ResidualVM will eventually allow you to run games like Alpha Polaris.

Brace yourselves - Summer 2020 is coming. Prepare for supporting our students on their glorious adventure. When your watch begins, follow their process on the ScummVM Planet.

29 d’abr. 2020: The Prince and the Coward gets English translation
Posted by sev

After six months of work and the effort of 7 contributors, we are finally happy to announce that we have finished the first version of the English translation for The Prince and the Coward or Książę i Tchórz. 2,762 script lines with 19,735 words were processed, reviewed and translated.

It is not yet perfect, though, and we need your help, fellow adventurers! ScummVM versions 2.1.x will work, however, there is a problem with displaying inventory item descriptions. Thus, we recommend using the daily build.

You need to download the prince_translation.dat file from here and put it into the ALL/ directory of your game. Then re-detect the game, and make sure it shows ‘w/translation’ in the game description. Only Polish or German game versions can be translated this way, the Russian version requires more effort.

If you encounter any continuity issues, awkward phrases, or typos, feel free to either mention it in the forum post or submit your improvements directly to the translation server. Use the search capabilities to locate the phrases you would like to improve. Screenshots of the problem or savegames are also welcome if you don’t want to bother with the translation server.

Good luck with your adventures, while most of you still stay at home!

31 de març 2020: ScummVM 2.1.2 "Fixing Powerful Windows" is here!
Posted by lotharsm

The ScummVM Team is pleased to announce a new bugfix release for the 2.1 series - ScummVM 2.1.2, codenamed “Fixing Powerful Windows”. You will notice that this time, our downloads page is not exactly extensive. Don't worry, we are not touching ScummVM's (quite incredible) portability here.

ScummVM 2.1.2 is a maintenance release intended for Windows and Mac OS X, providing some bug fixes for those platforms. Since all other platforms are not affected, you don't need to worry about a seemingly missing update for now.

While browsing the downloads page, you probably noticed a new entry there, especially when browsing our website using a PC running Ubuntu: ScummVM is now officially available at the Snap Store! Thanks to the ongoing support from Alan "popey" Pope and Alan Griffiths, the Snap Store release of ScummVM is now on-par with our other Linux releases. Compared to the traditonal way of distribution software on Linux, we have a lot more freedom in terms of new releases using the Snap Store. The moment we release a new version of ScummVM, you will receive it as an automated update.

The ScummVM Snap comes in two flavours. The "stable" channel contains our official releases which makes it a great choice for most users. In case you want to explore the latest and greatest features of our current development versions, simply follow the "edge" channel and get an updated build each and every day! We also have some pretty neat additions to the Snap Package in mind - but more on that later.

Enjoy, and have fun!

22 de febr. 2020: GSoC 2020 is on the way!
Posted by sev

GSoC Logo

It is the 14th time when ScummVM is accepted as an organization for Google Summer of Code, and we're going with our sister project ResidualVM. The Summer of Code is a yearly event organized by Google to encourage students to contribute to open source projects. Open source organizations provide mentors and projects to work on, while Google give some money to participating students. You can find more information on the official web site. We also have some information on our wiki, and in particular project rules that applicants will need to follow.

If you feel adventurous, and would like to contribute to one of the largest game preservation projects, we are eagerly waiting for you! Have a look at our ideas page. Of course, you are also very welcome to bring your own idea (though it must be our projects-related)! The deadline for the student proposals is March 31st, and on April 27th accepted students will be announced.

You are welcome to join our Discord server and ask any questions of #scummvm-gsoc channel.

Looking forward to your applications!

31 de gen. 2020: Release of ScummVM 2.1.1 ":More Sheep:"
Posted by sev

After a short break, the ScummVM Team is pleased to announce a bugfix release for the 2.1 series - ScummVM 2.1.1, codenamed “:More Sheep:”.

This release contains a substantial amount of fixes and minor enhancements. The most notable ones are: better multi-language support in the GUI, improvements in FM TOWNS/PC-98 audio, optimisations of the cloud saves, a couple dozen SCI script fixes, improvements to Blade Runner and fixes to another 7 engines. Also, this is the first release with official support for the Nintendo 3DS. Additionally, we added cloud support to the Nintendo Switch port.

For a more comprehensive list of changes, please refer to the Release Notes.

As always, the set of pre-built executables can be found at our downloads page.

Enjoy, and have fun!

17 de des. 2019: Westwood’s Blade Runner (1997) is finally available for purchase as a digital copy
Posted by sev

We are thrilled to announce that the Blade Runner point and click adventure game, developed by Westwood Studios and originally released in 1997, is now available again for purchase, thanks to the efforts of GOG.com. This new digitally distributed version includes the officially dubbed versions of the game (English, French, Italian, Spanish and German).

Of course, it runs on top of ScummVM, which means it contains various bug fixes and quality of life improvements (like mouse-scrolling in KIA and fan made subtitles support) over the original 1997 version of the game.

You will find subtitles for the English and French versions of the game on the Games section of the ScummVM website.

We still have plans to complete the restored content version for the game, which is built from content and code segments that are already in the game’s resources but left unused or untriggered.

PS. If you use the link above we will get a commission from your purchase.

11 d’oct. 2019: ScummVM 2.1.0 "Electric Sheep" has been produced.
Posted by sev

"Animal sales was a profitable and prestigious business, since most real animals had died out after the Terran War; there were plenty of electric ones, though—" Oh, ahem, didn’t notice you there.

ScummVM Team is thrilled to announce the release of ScummVM version 2.1.0. This release is the culmination of nearly two years worth of work, adding 16 new games based on 8 engines, a Nintendo Switch port and nearly 500 bug fixes. All this done by the hard work of 147 contributors across 8,493 commits.

The newly supported games are:

  • Blade Runner
  • Duckman: The Graphic Adventures of a Private Dick
  • Hoyle Bridge
  • Hoyle Children's Collection
  • Hoyle Classic Games
  • Hoyle Solitaire
  • Hyperspace Delivery Boy!
  • Might and Magic IV - Clouds of Xeen
  • Might and Magic V - Darkside of Xeen
  • Might and Magic - World of Xeen
  • Might and Magic - Swords of Xeen
  • Mission Supernova Part 1
  • Mission Supernova Part 2
  • Quest for Glory: Shadows of Darkness
  • The Prince and the Coward
  • Versailles 1685

In addition, we enhanced the Android and iOS ports considerably. You will also notice the new GUI facelift, improved Roland MT-32 sound emulation, a new pixel-perfect stretching mode, Text-to-Speech support on macOS and Linux, and last but not least, support for synchronizing saves and downloading game data from cloud-based file services (see the up-to-date list of the platforms in our user manual)

As usual, we have improved many of the existing engines: added support for the 25th Myst Anniversary releases, fixed more than 100 original SCI script bugs that have plagued Sierra games for decades, added support for Amiga and FM-TOWNS versions of Eye of the Beholder, improved audio quality in Humongous Entertainment games and added lip sync to the newer LucasArts adventure titles, squashed tons of bugs in Starship Titanic and Bud Tucker. The list goes on and on, and you may see the comprehensive change log here.

Have no more tears in rain and grab this electric release. Windows and macOS users may get the auto-update when starting ScummVM.

19 de set. 2019: Another game to test: Duckman
Posted by yuv422

Duckman: The Graphic Adventures of a Private Dick is an obscure point and click game based on the TV show of the same name. You control the wise cracking detective Duckman as he attempts to regain his identity after being unceremoniously dumped from his own TV show. The game's release for Windows in 1997 unfortunately coincided with the TV show being cancelled, which limited the distribution of the game.

After a long time in development, the ScummVM team is happy to announce support for the game.

Make sure to grab a recent build and give it a try. Please report any bugs that you find to our issue tracker.

The English, German and Demo versions are supported. You just need the DATA/ directory from the original game to play.

16 de set. 2019: We’re starting ScummVM 2.1.0 testing
Posted by sev

The time has finally come to start the release cycle for ScummVM 2.1.0.

The release is going to be big, and these new games require testing:

  • Blade Runner.
  • Hoyle Bridge.
  • Hoyle Children's Collection.
  • Hoyle Classic Games.
  • Hoyle Solitaire.
  • Hyperspace Delivery Boy!
  • Might and Magic IV - Clouds of Xeen.
  • Might and Magic V - Darkside of Xeen.
  • Might and Magic - World of Xeen.
  • Might and Magic - World of Xeen 2 CD Talkie.
  • Might and Magic - Swords of Xeen.
  • Mission Supernova Part 1.
  • Mission Supernova Part 2.
  • Quest for Glory: Shadows of Darkness.
  • The Prince and the Coward.
  • Versailles 1685.

Also, with this release, we are finally enabling cloud support for save games and game data. So far, it works only on desktops, you may find a description of this feature in our User Manual.

The complete list of the games that require testing for this release can be found on our Wiki.

Please use a stable daily build of ScummVM for testing. In case you encounter any bugs, there is a place for them to be reported at our issue tracker. Additionally, please track your progress on the forum thread so we can cross the tested game titles out on the wiki. Make sure to follow our guidelines for release testing which can be found here.

It would be great if you could help with updating the ScummVM GUI translations. The description of the steps you need to follow is on the Wiki.

13 de set. 2019: Recruiting for Mission Supernova
Posted by criezy

We need you! Join the Supernova crew for an unforgettable journey to witness the death of a star.

Have you ever dreamed of becoming an astronaut? Being abandoned on your own on a broken spaceship? Dying asphyxiated? Being electrocuted? Being shot at? Getting lost in a pyramid? Being caught stealing a dinosaur's head and being sent to prison? And if that is not enough you can even disable the improved mode in ScummVM and experience the frustration of clicking and pointing your way through a twenty-five years old computer game.

We are proud to announce that Mission Supernova Teil 1: Das Schicksal des Horst Hummel and Mission Supernova Teil 2: Der Doppelgänger are now both supported in ScummVM. In addition we have also translated both games to English and you can decide to play either in German or English. The games can be downloaded for free on the developer's website, so you have no reason not to play it!

Please help us test the games and report any bugs or translation issue you find on our issue tracker. You will need a recent version of ScummVM and the supernova.dat file (if it is not included in the ScummVM package for your platform). You can also see some basic information on the game controls on our wiki or access the game manual in game using the F2 key.

12 de set. 2019: The Prince and the Coward goes supported
Posted by sev

A long time ago, in 2013, Kamil Zbróg and Łukasz Wątka, a GSoC student, were working on support for the game The Prince and the Coward or Książę i Tchórz, as it was called originally in Polish.

The game engine sat in limbo, however, because we were trying to work on the English translation. Unfortunately, that work is only about ¼th done, and we need your help.

Nevertheless, we would like to announce support for this game. All released versions are supported, including Polish original, German release and the Russian translation. Take your copy of the game and give it a try. You will need a daily development build for that. As always, please submit the bug reports to our issue tracker.

Also, if you happen to know Polish, German, or Russian, you are welcome to help us with the translation. The short instructions are provided here.

Powodzenia!

4 de set. 2019: Bring in all your deliveries!
Posted by sev

The ScummVM team is thrilled to announce support for one of John Romero’s creations, the game Hyperspace Delivery Boy! All known versions are supported, including Linux, Windows and PocketPC. If you don’t own a copy, you can get the demo from our demos section

So grab your copy of the game and help us with testing it using the latest development build of ScummVM. If your version of the game is not recognized or if you find any bugs, please report them on our issue tracker. And as always, have fun!

28 de jul. 2019: Step back in time and visit Versailles at the court of Louis XIV
Posted by criezy

The year is 1685. The place is Versailles. Somebody has threatened to burn the castle and Alexandre Bontemps, the Premier valet of King Louis XIV, is asking for your help. You have until the end of the day to investigate and save the castle.

The ScummVM team is proud to announce support for Cryo's Versaille 1685 game and needs your help to test the game. Grab your copy of Versailles 1685 (the DOS, Windows, and Macintosh versions are supported), download the latest development build of ScummVM, and start exploring the castle and its surroundings. While you do so, please report any bugs you find on our issue tracker and take screenshots of interesting places.

30 de juny 2019: Quest for Glory, with a bit of Hoyle Games!
Posted by bluegr

You arrive in a dark cave, in the mysterious land of Mordavia... Gear up your hero and face your old foe, the insidious Ad Avis! If you feel overwhelmed by this quest, you can always chill out with a game from the Hoyle collection!

The ScummVM team is proud to announce support for the following games, which are ready for public testing:

  • Quest for Glory: Shadows of Darkness (aka QFG4)
  • Hoyle Classic Games
  • Hoyle Bridge
  • Hoyle Children's Collection
  • Hoyle Solitaire

Both the CD and floppy versions of QFG4 are supported. Do note that the poker game of Hoyle Classic Games is not supported yet.

So, break out your copies, or buy QFG4 digitally on GOG, and grab the latest development build of ScummVM for your preferred platform. Any problems found should be reported on our Issue Tracker.

16 de juny 2019: Blade Runners Needed!
Posted by peterkohaut

Our ScummVM team is looking for Blade Runners who will help find, chase, and retire bugs which escaped from the off-world data colonies. These bugs are not dangerous and they won't stop you from discovering more secrets and choosing your fate. Your spinner, gun, ESPER machine and Voight - Kampff machine will be at your disposal.

We are announcing that Blade Runner is ready for testing. The following languages are supported - English (both CD and DVD releases), German, Italian, French, Spanish, and the unofficial Russian version by Fargus Multimedia.

Find your copy of Blade Runner, grab the latest development build of ScummVM (NOT the latest stable build) and copy the necessary files.

Now you can play the game with subtitles! Just download the subtitles zip file extract the subtitles.mix and place it among the rest of the Blade Runner files. So far we have only English and French subtitles, however, if you want to help us transcribe other languages from audio, please contact peterkohaut & praetorian.

Note that when you add your game directory in ScummVM you'll be presented with two choices for the game. The first option is for the original game and will simply be named "Blade Runner"; we're mainly interested for your feedback for this version of the game, since it is considered feature complete. The other option is for importing the game with restored content and is named "Blade Runner with restored content"; this version is still work-in-progress and not yet complete. If you're testing this version please specify it explicitly in your feedback and bug reports.

If your version of the game is not supported, please create a feedback report with MD5 so that we can add support for it.

8 de juny 2019: Prepare your Switch for new adventures!
Posted by lotharsm

It's always exciting to see the wide variety of devices that are able to run your favourite adventure games thanks to ScummVM. Today, we are proud to announce that the number of devices has grown again by the immediate availability of ScummVM for the Nintendo Switch!

Thanks to Cpasjuste and rsn8887, you are now able to use ScummVM on the go.

In order to run ScummVM on your Switch, you need a modded console that's able to run homebrew software. Don't worry - there's plenty of documentation about enabling homebrew on the Nintendo Switch available online.

This new port already has it's own page in our wiki. You should definitely have a look on the wiki page since it contains lots of useful information on how to use ScummVM on the Switch.

If you have any further questions regarding this port, feel free to visit our forums.

Our buildbot is already providing development versions for the Nintendo Switch. Go grab them while they're hot!

3 de juny 2019: Join us on Discord!
Posted by lotharsm

We are always thrilled to explore new ways to bring our community closer together. Today, we are proud to announce our next step in this journey - we are now present on Discord!

No matter if you just want to hang around with the ScummVM community or to discuss the latest development, this is the (new!) place to go!

See you on Discord!

Please note that despite the introduction of the new Discord server, our Forums and IRC channel on the Freenode network are still available and we have absolutely no plans to disable them in the future.

13 de maig 2019: Another summer (with Google), four new projects!
Posted by Criezy

GSoC Logo

Last week Google announced the accepted projects for this year's Summer of Code. We are pleased and excited to say that ScummVM will be mentoring four students this year. All four of them will work on game engines:

Please welcome with us our four adventurous students for what we hope will be a productive and interesting summer! And as always you can follow their progress throughout the summer on the ScummVM Blogs.

7 d’abr. 2019: ScummVM: Modern Theme Remastered
Posted by lotharsm

ScummVM Modern Theme RemasteredTime flies so fast! It's been 10 years since we introduced the "Modern Theme" to ScummVM.

After all those years, it surely was time for an update.

Over the last couple of weeks, ScummVM team member mataniko carefully updated the theming of ScummVM. The new theme follows modern design principles while preserving our own design philosophy.

From now on, future versions of ScummVM (including current nightly builds!) will include the new theme by default.

Already missing the old theme? Don't worry! The old "ScummVM Modern" theme can be selected in ScummVM's options at any time.

What do you think about the new theme? Let us know in our forums! As always, your feedback is greatly appreciated.

6 de març 2019: Brace yourselves - GSoC 2019 is coming!
Posted by lotharsm

GSoC Logo

A couple of days ago, Google announced the organizations that have been accepted for Google Summer of Code 2019. We are very pleased to announce that ScummVM is one of them, together with our sister project ResidualVM. The Summer of Code is a yearly event organized by Google to encourage students to contribute to open source projects. Open source organizations provide mentors and projects to work on, while Google give some money to participating students. You can find more information on the official web site. We also have some information on our wiki, and in particular project rules that applicants will need to follow.

Are you ready for a great adventure? Do you want to contribute to one of the largest game preservation projects known to mankind? Then ScummVM and ResidualVM are waiting for you! Have a look at our ideas page. Of course, you are also very welcome to bring your own idea! Students have until April 9 to write and submit proposals for the project they want to work on. The accepted proposals will be announced on May 6, and there will be a few weeks for community bonding before the start of the coding period on May 27.

In any case, don't hesitate to chat with us on IRC! #scummvm and #residualvm in the Freenode network are the place to go!

10 de des. 2018: Infrastructure updates... again!
Posted by lotharsm

Over the last couple of days, we moved our downloads to a new mirroring infrastructure. Previously, each and every download was delivered by our main server located in Austria.

Now, our downloads are delivered through MirrorBrain, a download redirection system that allows us to build our own content distribution network. MirrorBrain is already used by many open source projects.

MirrorBrain tries to always select the best mirror based on your location, so you will get the best download speeds possible.

While we already have a few mirrors located in Europe, we are currently looking for people willing to donate some bandwidth and storage located in the US and in other parts of the world. If you want to mirror the ScummVM repository, please contact us via E-Mail at serra@scummvm.org.

If you run into any issues with our new download system, feel free to leave a comment in our forums.

18 de nov. 2018: More infrastructure updates
Posted by lotharsm

A few weeks ago, we started improving our website, including (but not limited to) dusting off our forums and our wiki. There's also some stuff going on 'behind the scenes' like improving the way we handle translations for this website.

Over the next couple of days, we are going to roll out a new mirroring system for the downloads we provide in order to allow us to distribute the necessary bandwidth across several servers.

We are almost done with setting up the new system and basically just have to 'flip the switch'. However, it is possible that you might run into issues like broken download links or messages complaining about missing files during the transition period.

We are working hard to keep service interruptions as minimal as possible. Many thanks for your understanding!

24 d’oct. 2018: Infrastructure updates
Posted by Mataniko

Over the last few days the ScummVM team has been working hard on upgrading our infrastructure. During the process all of the supporting sites have been updated, cleaned up and secured with SSL support.

Due to how DNS propagation works it may take up to 48 hours until you can access the forums and wiki.

If you run into any problems with the Forums, Wiki, Translations, Bug Tracker, or any other website related issues please let us know. For minor issues feel free to post on this thread. For major problems use the bug tracker using the Web component to let us know.

23 d’oct. 2018: Forums and Wiki maintenance
Posted by Mataniko

Over the next few hours, both the ScummVM Forums and Wiki will be down for maintenance while we do infrastructure work on both sites.

We are working hard to bring them both back as soon as possible, thank you!

1 de jul. 2018: Our website got an update!
Posted by lotharsm

We are not only constantly working on improving ScummVM's compatibility or implementing new games, but sometimes also on improving the project's general appearance.

Over the last couple of months, long-term ScummVM fan and new team member Mataniko worked hard on improving our website design which serves us well since over a decade. We are proud to say that the ScummVM website is now fully responsive and looks absolutely beautiful on your PC and your mobile devices.

If you have any issues with the updated website or the feeling that something is missing, please let us now on our Issue Tracker.

29 de juny 2018: The Ending Has Not Yet Been Written!
Posted by lotharsm

We are very happy to announce that our friends at Cyan, Inc. released their 25th Anniversary Collection of the Myst series today as digital download on GOG.com.

Myst — Masterpiece Edition and Riven — The Sequel to Myst are powered by ScummVM, while Myst III — Exile is driven by ResidualVM.

In the last couple of weeks, both the Cyan and the ScummVM teams have made great strides to improve game compatibility. Due to intense testing, we have already managed to fix most issues that were present in ScummVM and ResidualVM. However, due to the nature of software development, it's still possible that we missed something, so we need your help now.

While we can fix issues in the GOG.com versions of the games at a later date with a simple update, this won't be possible for the upcoming Collector's Edition on DVDs, so we need to make sure that we have fleshed out any bugs before the DVDs are manufactured.

So, please grab a copy from GOG.com or if you were a backer in the Kickstarter campaign, redeem your code. Visit Myst Island, roam through Age 233, have a nice stay in Releeshahn and report any issue you can find to our Bug Tracker.

And please... bring me the blue pages!

12 de juny 2018: ScummVM and Cyan, Inc. are working together!
Posted by lotharsm

Today, we have some awesome news to share. As you might have heard, Cyan, Inc. — the makers of Myst and Riven — are re-releasing the entire Myst series to celebrate the 25th anniversary of the original Myst game. And ScummVM and ResidualVM take part in this celebration in a special way!

Myst — Masterpiece Edition and Riven — The Sequel to Myst are powered by ScummVM, while Myst III — Exile is driven by ResidualVM.

In order to achieve the best possible gaming experience and to make your journey through the Ages even more pleasant, Cyan and ScummVM are establishing a new partnership, with both teams working together as closely as possible in the future!

Perhaps the ending has not yet been written — more news will follow soon!

1 de maig 2018: Inconceivable, the royal pyramid besieged!
Posted by Dreammaster

Battle to liberate the populace from the threat of the tyrant Lord Xeen, or his cruel master Alamar. Or dare to venture beyond the world of Xeen to the world of Havoc to test your mettle with a new challenge. We're pleased to announce support for the following games:

  • Might and Magic IV - Clouds of Xeen
  • Might and Magic V - Darkside of Xeen
  • Might and Magic - World of Xeen
  • Might and Magic - World of Xeen 2 CD Talkie
  • Might and Magic - Swords of Xeen

At this time, only the English versions of these games are ready for testing. So break out your copies, or buy them digitally on GOG, and grab the latest daily build of ScummVM. You'll also need an extra required xeen.ccs file, which should be put in the same folder you copy your game files to.

Before you start testing any of the games, please be aware that given the large part combat plays in the game, any errors you encounter may be more difficult to replicate than in traditional adventure games. As such, it'll be a good idea to make a practice of regularly saving your game, just in case something goes wrong. If you do experience any crashes, or notice any functionality which seems incorrect, please let us know. Any problems found should be reported on our Issue Tracker.

23 d’abr. 2018: GSoC 2018 projects announced!
Posted by Criezy

GSoC Logo

Today Google announced the accepted projects for this year's Summer of Code. We are pleased and excited to say that ScummVM will be mentoring three students while ResidualVM will also have one student. All four of them will work on game engines:

Please welcome with us our four adventurous students for what we hope will be a productive and interesting summer! And you can follow their progress throughout the summer on the ScummVM Blogs.

31 de març 2018: IDA Disassembler
Posted by DreamMaster

A recent discussion about the most recent IDA Disassembler freeware 7.0 revealed that it no longer supports disassembling older DOS and Windows executables. This is obviously a problem for potential contributors, as well as potential GSoC students wanting to reverse engineer an old adventure game or RPG for their project. The obvious solution is to provide an earlier freeware version that still supports them.

Consulting with Hex-Rays, they're kindly consented for us to host one of the earlier IDA freeware versions, for those in the future who wish to use it. After reviewing the earlier versions, we've settled on IDA Freeware Version 5.0. IDA 5.0 was the first version of IDA that added the convenient graph view, and this freeware version has both it as well as the ability to disassemble DOS executables. It's also not time limited like the demo versions, it's the most convenient for enthusiasts to try their hand at reverse engineering old games.

Considering how many of our game engines have been created by reverse engineering the original games, hopefully we will continue to see people interested in re-implementing games in the future.

The more the merrier :)

14 de febr. 2018: Another year, another Summer of Code
Posted by Criezy

GSoC Logo

Two days ago, Google announced the organizations that have been accepted for this year's Summer of Code, and we are very pleased to announce that ScummVM is one of them, together with our sister project ResidualVM. The Summer of Code is a yearly event organized by Google to encourage students to contribute to open source projects. Open source organizations provide mentors and projects to work on, while Google give some money to participating students. You can find more information on the official web site. We also have some information on our wiki, and in particular project rules that applicants will need to follow.

Are you a motivated student? Are you available between May 14 and August 6? Do you want to be a contributor to one of the largest game preservation projects? Then ScummVM and ResidualVM are waiting for you! Have a look at our ideas page or bring your own idea! Students have until March 27 to write and submit proposals for the project they want to work on. The accepted proposals will be announced on April 23, and there will be a few weeks for community bonding before the start of the 12 week coding period on May 14.

In any case, don't hesitate to chat with us on IRC! One place: Freenode. Two channels: #scummvm and #residualvm

17 de des. 2017: To: You. From: Release team. Subject: ScummVM 2.0.
Posted by snover

Just in time for the holidays, the final release of ScummVM 2.0 is here! This version adds support for 23 brand new old games, including almost all of the 32-bit Sierra adventures:

  • Cranston Manor
  • Full Pipe
  • Gabriel Knight
  • Gabriel Knight 2
  • King's Quest VII
  • King's Questions
  • Leisure Suit Larry 6 (hi-res)
  • Leisure Suit Larry 7
  • Lighthouse
  • Mixed-Up Mother Goose Deluxe
  • Phantasmagoria
  • Phantasmagoria 2
  • Plumbers Don't Wear Ties
  • Police Quest 4
  • RAMA
  • Riven: The Sequel to Myst
  • Shivers
  • Space Quest 6
  • Starship Titanic
  • The Dark Crystal
  • Time Zone
  • Torin's Passage
  • Ulysses and the Golden Fleece

There’s more than just new engines, too! Many existing games have been improved, a lot of work has been done to improve the overall audio and video systems, and some players will also enjoy improved joystick support and various small enhancements suggested by other users. A more complete list of changes in this release can be found in the ScummVM 2.0 release notes.

And now, a big round of thanks and congratulations to everyone who made this release happen.

Our super cool code contributors, who wrote all the things which went into this release: Aaryaman Vasishta, Alexander (Tkachov), Alexander Reim, Alexandre Detiste, Alyssa Milburn, angstsmurf, Arnaud Boutonné, Bastien Bouclet, Ben Castricum, Bendegúz Nagy, Cameron Cawley, Colin Snover, cpasjuste, D G Turner, Daniel Plakhotich, Dario Scarpa, David Fioramonti, Donovan Watteau, Einar Johan Trøan Sømåen, Eugene Sandulenko, Fedor (fedor4ever), Ferdinand Thiessen, Filippos Karapetis, Frank Richter, Hein-Pieter van Braam, Hubert Maier, iskrich, Ivan Avdeev, Joseph-Eugene Winzer, Kirben, kmar, Lothar Serra Mari, Lyubomyr Lisen, Marcus Comstedt, Martin Kiewitz, Michael Drüing, Nick Renieris, Omer Mor, Ori Avtalion, ottogin, Pala, Patrik Dahlstrom, Paul Gilbert, Peter Kohaut, Retro-Junk, Robert Crossfield, Robert Göffringmann, rsn8887, Ruud Klaver, Ryper_Zsolt, Schrijvers Luc, Simei Yin, stevenhoefel, Sven Hesse, Sven Kochmann, Tarek Soliman, Thierry Crozat, Thomas Fach-Pedersen, Tobia Tesan, Torbjörn Andersson, upthorn, vanfanel, VelocityRa, Vincent Bénony, Vincent Pelletier, Walter van Niftrik, Willem Jan Palenstijn, and Zbyněk Schwarz!

Our extra awesome community members and testers, who kindly banged on ScummVM and reported issues which were fixed during this cycle: ADeadTrousers, albadross, AlessioR, Alien-Grey, AndyILC, Arjak89, badungu, Bakhtosh, Bastien Bouclet, Ben Castricum, Benjamin Hodgetts, Bill Niakas, bramvandijk, carquinyoli, Colin Snover, counting_pine, ctoroman, cyberskull, d3p4z, dafioram, Daniel Wolf, danieljaeger, David Dew, david_corrales, dch216, dego93, Derek Warren, dominus, DustyShinigami, elaseela, Eliot Lash, enclume, EricOakford, esziarko, exmensa, Farmboy0, Filippos Karapetis, forge017, g5ppc, garethbp, gatesbillou, GeekZolda, George Kormendi, GermanTribun, greencis, Gualtiero, Hein-Pieter van Braam, henke37_2, hkzlab, Hubert Maier, Ignaz Forster, ilya13, Indy4-Fan, IntEmu, Ivan Lukyanov, Jan Sperling, Jarosław Jaworski, JCaesar13, jcmanciot, joachimeberhard, jomalin1, kervala, Kurufinwe21, Laylia27, legluondunet, legoking831, Lothar Serra Mari, Lyubomyr Lisen, macca8, maplesyrup, Markus Mahlstedt, Matan Bareket, Max Tabachenko, mcknallski, mthreepwood, MusicallyInspired, oddfff, Omer Mor, Ori Avtalion, Paul Gilbert, pegasusepsilon, PetrCejpek, Petter Sjölund, pliesenfeld, Quietust, r-alf-the-alf, Robert Megone, rsn8887, SeanW1975, Sergey, sluicebox, softwarespecial, Stefan Seeland, Stephane Lapie, Sven Hesse, Tarek Soliman, telanus, tgfmfc, Thierry Crozat, tobiatesan, Tomasz Grzegurzko, Torbjörn Andersson, Uukrull, vonmagnum, vorph999, Walter van Niftrik, Willem Jan Palenstijn, Windle Poons, zaurak, and zorbid.

Our exceedingly fantastic translators, who have helped bring ScummVM 2.0 to the users of 24 different Earth languages: Alex Jakovleff, Alexandre Folle de Menezes, Arius, Ben Castricum, Carlos, edward, Einar Johan Trøan Sømåen, Erik Zubiria, Ettore Atalan, Eugene Sandulenko, Fernando Sarmento, Filippos Karapetis, George Kormendi, Gilles, Hampus Flink, Ivan Lukyanov, JanShing, Jennifer McMurray, jepael, jeroen klop, John Doe, Jordi Vilalta Prat, Jose Roses, Joseph-Eugene Winzer, lorz, Lothar Serra Mari, Luis, Lyubomyr Lisen, Manuel, Martin Schoenmakers, Max von Werner, Michael D., Milo Casagrande, mézes gergely, pablobecerra, Paolo Bossi, Pavel Kungurtsev, Pere Orga, Peter Johansson, Petter Sjölund, poulsen93, Purple T, rafaelmessias, Rafał Będźkowski, Rafał Rzepecki, Rodrigo Vegas Sánchez-Ferrero, Rossano, Rouven Bauer, Santiago G. Sanz, Santiago Sanchez, selmiak, Sergio Carmona, Simon Sawatzki, Steffen Nyeland, Thierry Crozat, Timo Mikkolainen, Timofonic, Tobia Tesan, TomasM, Vitor Santos, Víctor Martínez Pajares, Walter Agazzi, wreednumero2, and Zbyněk Schwarz.

Our extremely good looking porters and packagers, for turning ScummVM into something you can actually run: Bastien Bouclet, Cameron Cawley, Colin Snover, Joost Peters, Keith Scroggins, Luc Schrijvers, Manuel Alfayate, Marcus Comstedt, Tarek Soliman, Thierry Crozat, and Willem Jan Palenstijn.

Our very wonderful technology sponsors, easyname, who provide us with servers and bandwidth so we can actually manage and send these releases to you.

And, finally, thank you to you, exceptional user, for using ScummVM, and (with deep apologies) to everyone else whose names I could not dig out of a database. Your support means a lot. You rock!

(And remember—shameless plug—if you want to see your name here, all it takes is one contribution to improve ScummVM!)

With no further ado, download ScummVM 2.0, our gift from us to you this holiday season.

Release team, signing off until next time!

22 de nov. 2017: ScummVM 2.0 Release Testing Has Begun
Posted by snover

The day has finally arrived to wrap up the current ScummVM release cycle! ScummVM 2.0 is one of our biggest new releases to date and adds support for 23 games:

  • Cranston Manor
  • Full Pipe
  • Gabriel Knight
  • Gabriel Knight 2
  • King's Quest VII
  • King's Questions
  • Leisure Suit Larry 6 (hi-res)
  • Leisure Suit Larry 7
  • Lighthouse
  • Mixed-Up Mother Goose Deluxe
  • Phantasmagoria
  • Phantasmagoria 2
  • Plumbers Don't Wear Ties
  • Police Quest 4
  • RAMA
  • Riven: The Sequel to Myst
  • Shivers
  • Space Quest 6
  • Starship Titanic
  • The Dark Crystal
  • Time Zone
  • Torin's Passage
  • Ulysses and the Golden Fleece

This release also includes significant new enhancements and bug fixes across many engines, so go ahead and play through an old classic you’ve been missing even if it’s not on this list!

Grab a daily build of ScummVM for testing, and make sure to follow our guidelines for release testing. Windows users, please use a Kirben daily build instead of a Buildbot daily build. Report any bugs you encounter to our bug tracker, and once you’ve finished a playthrough, fill out our test results form. You can track testing progress on the wiki as it happens.

Happy gaming!

10 d’oct. 2017: Three new games about aliens
Posted by snover

Go to an alien world, go to an alien world on an alien spaceship, or gehe zu einem fremden Raumschiff (go to an alien spaceship)! There are three alien worlds to choose from in our newest batch of adventures, now ready for testing in the latest daily build of ScummVM:

The Datafiles page has been updated with instructions on how to install these games. If you don’t own one, go to our where to get the games page to buy them!

Before you start your test run, for Lighthouse and RAMA, please read the instructions on our SCI testing page, and take some screenshots along the way. For Starship Titanic German, you’ll need an extra required titanic.dat file, which should be put in the same folder you copy your game files to.

Please keep in mind for Starship Titanic German that we're not all German speakers, so bug reports will need to be in English. Also, if any bugs you find involve text that's entered in the conversation tab to one of the bots, it will make things easier if you can replicate the problem using words that don't include letters outside of the English alphabet.

Have fun!

1 d’ag. 2017: You're gonna need a SCI-cologist!
Posted by snover

Go on a cruise, sort out some mixed-up nursery rhymes, or spend some time in a mental ward! The second batch of 32-bit DOS/Windows Sierra adventures are now ready to be tested in the latest daily build of ScummVM:

The Datafiles page has been updated with instructions on how to install these games. If you don’t own some, go to our where to get the games page to buy them!

Before you start your test run, please read the instructions on our SCI testing page, and take some screenshots along the way.

Have fun!

31 de jul. 2017: Defeat the ruler of the Fifth Age
Posted by bgK

Right after the ending of Myst, you are promptly sent to another Age by Atrus, where his wife Catherine is stranded. Riven is the fifth Age written by Atrus' father, Gehn, which he rules as a cruel self-proclaimed god. Your dual mission is to rescue Catherine and imprison Gehn. To be successful you will have to carefully explore the five islands of Riven and solve the intricate puzzles they hide.

The ScummVM team is proud to announce that Riven: The Sequel to Myst is finally ready for its testing period. If you want to help with the tests, use the latest daily build of ScummVM to play the Windows or Mac version of the game. Please report the issues you encounter on our bug tracker. Be sure to follow our testing and bug reporting guidelines.

As a warm up before playing Riven, you may want to play Myst. If you do so, please use a daily build of ScummVM. Major changes were made to the game engine to remove situations where the game feels unresponsive. Some bugs may have escaped our attention. As with Riven, please report the issues you notice during your play-through.

2 de jul. 2017: Trapped on a luxury cruise ship.. In Space!
Posted by Dreammaster

Explore a broken-down luxury cruise liner, try to convince the Deskbot to give you an upgrade, and eventually track down and fix the ship's governing computer, Titania. Or you're never going to get home. We're pleased to announce the testing period for the late '90s game Starship Titanic. At this time, only the English version is ready for testing. So break out your copy, and grab the latest daily build of ScummVM. You'll also need an extra required titanic.dat file, which should be put in the same folder you copy your game files to.

Before you start your test run, please be aware there is one specific kind of Indeo encoded AVI video we haven't yet figured out how to decode transparency information for. In a few areas, such as the SGT Stateroom and Titania's closeup, amongst others, you'll see objects with jagged black areas around them. Please just ignore the problem for now. But all other graphics or gameplay issues should be reported on our Issue Tracker.

17 de juny 2017: Hi-Res Adventures
Posted by waltervn

Last year, we added support for three of Sierra's Hi-Res Adventure games: Mystery House (#1), Mission: Asteroid (#0) and Wizard and the Princess (#2). We're proud to announce that three more Apple II games are now playable in ScummVM and ready for testing: Ulysses and the Golden Fleece (#4), Time Zone (#5) and The Dark Crystal (#6).

For Ulysses and the Golden Fleece, we currently support the Load 'N' Go budget release. For Time Zone and The Dark Crystal we support the disk images that can be found on some of the Sierra collection CDs. The Datafiles wiki page has been updated with the required filenames for the disk images.

If you own one of those classics, grab the latest daily build and try it out! If you encounter an issue, please post a bug report following our testing guidelines. And while you're at it, please take some screenshots!

You may be wondering what happened to Hi-Res Adventure #3: Cranston Manor. Unfortunately, we still have not been able to locate a copy of this game after looking for it for over a year. If you own it, we'd love to hear from you!

5 de maig 2017: GSoC 2017 projects announced!
Posted by Criezy

GSoC Logo

Today Google announced the accepted projects for this year's Summer of Code. We are pleased to say that ScummVM will be mentoring two wizard students who will have one mission: casting the Super Sludge Nova spell. Effects include adding support for two new engines, and the cooldown period is 12 weeks:

  • Joseph-Eugene Winzer (a.k.a. Joefish) will be working on adding support for the Mission Supernova game.
  • Simei Yin will work on porting the Sludge engine to ScummVM.

We extend a warm welcome to our students for what we hope will be a productive and interesting summer! You can follow their progress throughout the summer on the ScummVM Blogs.

28 d’abr. 2017: Blinding you with SCIence
Posted by snover

Explore a haunted museum, hunt a serial killer, mop the floor, descend into madness, find your true love, find your “true love”, travel to lands below, solve the Voodoo Murders, rediscover a lost opera—or do it all! The first batch of 32-bit DOS/Windows Sierra adventures are now ready to be tested in the latest daily build of ScummVM:

The Datafiles page has been updated with instructions on how to install these games. If you don’t own some, go to our where to get the games page to buy them!

Before you start your test run, please read the instructions on our SCI testing page, and take some screenshots along the way.

(If you have been itching to play some of the earlier SCI games, please take this time to run through them again too, as changes to the engine may also affect some 16-bit SCI games!)

Have fun!

1 d’abr. 2017: We are changing our name!
Posted by Criezy

Update: we were unable to reserve the plumbervm.org domain and thus, with a heavy heart, we decided to abandon our rebranding effort and go back to our old name. Long live ScummVM!

The issue of the name of ScummVM has been raised many times since we started to add engines for non-SCUMM games. Until now we decided to keep the original name. However, the addition today of an engine for Plumbers Don't Wear Ties changes everything. Due to its fame and reputation for being one of the best video game ever, it naturaly becomes the flagship of what we stand for. Thus we have finally decided to change our name. We are now PlumberVM!

We used the name ScummVM for over 15 years, and this is with sadness that we say goodbye to it. It is a well known name and we do not underestimate the effort it will take to get the same recognition for our new name. Thus we are calling on your help to spread the news. In the short term this will inevitably lead to some disruption and confusion. But in the long term we are convinced that this is the right decision. With your support we will conquer the world! Starting from the sewers.

With the change of name we have also decided to expand even more the scope of our project. Last year we decided to accept engines for RPG games in addition to adventure games. Now we are also accepting any games that feature a plumber. Work has already started on the little known Super Mario Bros., and we have big plans for the future. We will have a big announcement soon, so stay tuned.

On a final note, it will take time for us to update all the places where our name appears. We have started today with our main website and you will notice in the next few days the change spreading to our social media accounts, wiki, forum and the pages not yet updated on our web site. We are also working on releasing PlumberVM 2.0 with the addition of two new supported games: Plumbers Don't Wear Ties and Full Pipe. This will happen as soon as the last few bugs in our engines for Plumbers Don't Wear Ties and Full Pipe have been squashed. Hopefully we won't find mutant turtles during testing. Squashing those is a real pain!

1 d’abr. 2017: Take off your tie and become a plumber!
Posted by Strangerke

We are very proud to announce that Retro-Junk has been working on ScummVM support for one of the most important games of Video Game History: Plumbers Don't Wear Ties!

Over the past few years, we've had a constant stream of requests asking us to investigate support for this genre-defining masterpiece. It changed the gaming industry forever, by introducing (among many other innovations) an awesome negative-filtered intro (with karting pandas), FMP as a genre game (Full Motion Pictures), and even to this day remains the only game which uses 42nd degree humour.

The engine reflects the astonishing complexity of the game, with 500 lines of code - at the time of writing, it would be one of the largest engine (62nd largest to be precise) in our tree. As you can imagine, it will take us some time to review and get it merged.

However, you can already grab the source code from this pull request on GitHub, build a copy and play it (only PC version supported currently). And remember, we are always interested in new screenshots!

We'd also like you to join us and give a very special thank you to two of our developers, uruk-hai and t0by. They've continued to relentlessly push for support of this game, keeping everyone motivated. This work may not have been possible without them!

Before you start your test run, we encourage you to read through our testing guidelines, and please take some screenshots along the way.

Now, go! Grab your copy of the game and the code, and enjoy this historical moment!

Update: If you thought it was an April Fool's Day joke, you have been trolled. The Pull Request on GitHub is genuine, and ScummVM will really support Plumbers Don't Wear Ties if it gets merged.

6 de març 2017: Welcome to the largest Summer of Code ever
Posted by Strangerke

GSoC Logo

This year, Google announced the largest Summer of Code ever, with 201 accepted organizations. We are very pleased to announce we are participating this year again, together with our sister project ResidualVM.

Are you a motivated student? Do you want to participate in the largest Google Summer of Code ever? Do you want to be known as a contributor to one of the largest game preservation projects?

Then ScummVM and ResidualVM are waiting for you! Have a look at our ideas page or bring your own idea!

In any case, don't hesitate to chat with us on IRC! One place: Freenode. Two channels: #scummvm and #residualvm

1 de des. 2016: Make your Full Pipe dreams come true
Posted by sev

The Dude... the Pipe... the Dark-Burrow-Dweller... and you.

After several years of development, the ScummVM Team is pleased to announce full support for the obscure, fancy, and engaging adventure game The Full Pipe (Полная Труба in Russian). Grab your Game CD (Android and iOS versions are not supported), the daily build, and help us test Dude's adventures in the world of Small Fries.

The game is not available in English, but doesn't have any text other than in the menus. Thus if you don't have the game already you can buy the German version published by Daedalic Entertainment.

Before you start your test run, we encourage you to read through our testing guidelines, and please take some screenshots along the way.

Now, go! The Dude just has fallen into the deep full pipe.

27 de nov. 2016: The ScummVM project has a new Translations site
Posted by criezy

Translation status

Until now, translating the ScummVM software was not straightforward. Contributors had to get the translations template file to their computer, update the translation using a dedicated application, and then propose the updated translation to the ScummVM team using a Pull Request or our bug tracker. The ScummVM team itself also had some manual tasks to perform, such as updating the translation templates from the source code when needed or rebuilding the binary translation file after receiving a translator's contribution.

All this belongs to the past. Now, thanks to our new translations website, powered by Weblate, updating the translations is easier and more comfortable than ever before. Translation templates are updated automatically when needed, and so is the binary translation data file. Translators now just have to translate. That's it. The website also helps translators by performing automated quality checks and suggesting (machine) translations.

Finally, the new site also adds a community aspect to translations, enabling users to vote for suggested translations and even make their own suggestions. Anybody can view the translations, but you will need to log in to make suggestions, comment, and vote. You can log in using your GitHub or Facebook account, or by creating an account on the website. You will still need to contact us if you want to contribute further (for example to start a new translation or help on an existing one), as we will need to grant you access to the Translators group. Unlike regular users, translators can accept or reject suggestions and modify translations directly. Contact us by visiting the #scummvm IRC channel on irc.freenode.net or by sending an email to translation@scummvm.org if you are interested in becoming an official translator. Otherwise, head over to https://translations.scummvm.org/ now, and help us make ScummVM accessible to everyone.

17 d’oct. 2016: ScummVM 1.9.0 "Myst-ery U.F.O.s release" is out
Posted by sev

Our one month testing period is over. Thanks to a lot of help from you, our fellow users and testers, we are now ready to ship our next release.

As always, we have been busy adding more games and enhancing old ones. Now, after many years in production, we are proud to announce support for Myst and Myst: Masterpiece Edition.

Besides that, we now support U.F.O.s and the early Sierra Hi-Res adventures, namely Hi-Res Adventure #0: Mission Asteroid, Hi-Res Adventure #1: Mystery House and Hi-Res Adventure #2: The Wizard and the Princess, for a total of six newly supported games.

With this release we are switching to SDL 2, so please, report any bugs you encounter. Last time we introduced Sparkle-based updates for Mac, and now we're trying to launch it also for Windows. Hopefully, you will see it in action once we release our next version. Once again, we would like to mention that auto-updating is selected as an opt-in during your first start up. By default, if you enable it, it will check weekly for new releases. Screenshots of this in action can be seen at the WinSparkle website.

Notable bugfixes and enhancements include Hercules rendering and font for the AGI games, numerous bugfixes to SCI games, enhanced Sherlock games experience, and AmiUpdate on the Amiga port.

The full list of changes included in this release can be found in the release notes and the binaries are provided on our downloads page.

Wait no more, and start playing Myst or U.F.O.s right now!

15 de set. 2016: Adventure History in the Mystery House
Posted by waltervn

"You are in the front yard of a large, abandoned Victorian house."

You can now experience adventure game history, and play Sierra's early Hi-Res Adventure #1: Mystery House in ScummVM. Dare you leap back to 1980 and take the steps up to the porch? Grab the game and a daily build, and join our testing by stepping back in time.

We're proud to announce that we now also have support for several other games using the same ADL system — which feature advanced technologies such as color graphics! Perhaps you'd rather save the planet (Hi-Res Adventure #0: Mission Asteroid), or save the princess ( Hi-Res Adventure #2: The Wizard and the Princess)?

We're working on the rest of the Hi-Res Adventure games, but in the meantime, we're releasing support for the Apple II versions of these three games for testing, and look forward to seeing any bug reports for problems you might find. We'd like to include these in our next release, so be sure to read through our testing guidelines, and don't forget to take some screenshots.

Mystery House was released into the public domain by Sierra On-Line in 1987, to celebrate their 7th anniversary. You can download it for free. For more details about the other games and where you might be able to buy a copy, take a peek at our wiki pages.

If you happen to have original floppies for any of the Hi-Res Adventure games (for any platform), we want to hear from you. In particular, if you have an Apple II version of Hi-Res Adventure #3: Cranston Manor, please get in touch. Many of these games are rare, and we cannot add support for all the different releases without your help!

13 de set. 2016: ScummVM Release 1.9.0 Testing Has Begun
Posted by sev

Time flies quickly, and now it is time to start the release cycle for ScummVM 1.9.0.

Two new game engines became production quality, and we would like to ask you to test the following games:

  • Myst
  • Myst: Masterpiece Edition
  • U.F.O.s

Also, our SCI engine team has been busy improving the ScummVM experience with Sierra games, particularly with fixing the original script bugs. Thus, we would like to ask you to test several of those games as well.

The complete list of the games that require testing for this release can be found on our wiki.

Please use a daily build of ScummVM for testing. In case you encounter any bugs, there is a place for them to be reported at our bug tracker. Please, also track your progress on the forum thread and we can cross it out on the wiki. Please make sure to follow our guidelines for release testing which can be found here.

Also we're still lacking some screenshots, so please don't forget to snap some during your gameplay.

16 d’ag. 2016: ScummVM project has moved to new Issue Tracker
Posted by sev

Thanks to the hard work of wjp, we have moved away from SF.net to our own tracker at https://bugs.scummvm.org. This new service should be faster and more reliable than the old SF.net bug tracker.

All information has been migrated from the old bug tracker, including patches (though these days we encourage people to submit patches using a GitHub Pull Request instead).

For authentication, the new bug tracker uses GitHub accounts via OAuth2, which should make signing up safer and easier. We transferred all accounts from SF.net, but did not set up any e-mail addresses. Thus, after you log in for the first time, please make sure you specify your e-mail address in the preferences, otherwise we will not be able to get in contact with you.

6 de juny 2016: Help Gnap to Repair His U.F.O.!
Posted by Strangerke

While traveling through space in his spaceship, Gnap ran out of gas and crashed in the middle of a redneck farm. He's now lost on planet Earth and needs your help to fix his U.F.O. so he can continue his journey!

The ScummVM Team is proud to announce that U.F.O.s aka GNAP: Der Schurke aus dem All is now playable in ScummVM using the latest daily builds, and is ready for testing.

Please report any bugs as well as unknown versions you find in our bug tracker, following our bug submission guidelines. As usual, we'll also love to see the screenshots of your playthrough!

25 de maig 2016: ScummVM 1.8.1 "Where Is Your Android?" maintenance release is out
Posted by sev

It has been a couple of months since ScummVM 1.8.0, which means it’s time for a new point release! ScummVM 1.8.1 is now available with fixes for important bugs and support for even more platforms.

One of the most important "features" of this release is a major upgrade to the Android port. This upgrade also adds support for the OUYA console. We are currently working on bringing this new release straight to Google Play, but for the impatient among you, feel free to go ahead and install the APKs manually. The Android port now comes in two flavours, our "classic" OpenGL-based one, and a new variant based on SDL. The SDL port has better compatibility with some Android devices and also works better with some engines. Please give it a try and tell us on our forums or via the bug tracker about your experience.

We will also be adding Nintendo 3DS support! As of release time, the new binaries have not yet been built by our new porter, but they should be available soon. Keep your eyes peeled!

64-bit Mac binaries now include experimental automatic update checking using Sparkle. Auto-updating is selected as an opt-in during your first start up, and by default checks weekly for new releases. When version 1.9.0 is released, users of 1.8.1 will be presented with a nice dialog for updating. If you'd like to see a similar feature for Windows or other platforms, let us know! All the details on how the update process works can be found here.

No ScummVM release would be complete without game engine updates! ScummVM 1.8.1 includes fixes for Drascula, Legend of Kyrandia, Labyrinth of Time, localized versions of I Have No Mouth, Broken Sword 2.5 and improvements to the Windows, OS X and GCW0 ports.

The full list of changes included in this release can be found in the release notes and the binaries are provided on our downloads page.

Get ready, grab your beloved Android device, install ScummVM on it, and play!

2 de maig 2016: It is Time to Test ScummVM 1.8.1 Release
Posted by sev

Since the 1.8.0 release we've been very busy with fixing small and big bugs in the newly supported engines, and now we are almost ready to present you the result in a form of the ScummVM 1.8.1.

Please, help us to test a few games, especially those which were not touched for a long time, or those which have significant changes in their engine. We prepared a short list on our wiki.

Also from now on we encourage you to test any game which we support and report any bugs or your success on the forum so we can keep track of current state of affairs in the ScummVM Land.

For testing the pre-release you need to download a daily build of ScummVM. If you spot some glitches or bugs, please report them on our bug tracker. If everything went smoothly, please report your success on the forums, and we will instantly reflect it on the wiki (yes, you can be famous for your testing efforts!) You can find a guide on how to test a new release here.

A few games are still missing screenshots. Please help up complete our gallery.

25 d’abr. 2016: The students are known for GSoC 2016!
Posted by criezy

GSoC 2016 Banner

On Friday Google announced the accepted projects for this year's Summer of Code. We are pleased to say that ScummVM will be mentoring four lucky students who will have to spend their summer in a dark room in front of their screen. We expect this will be an interesting Journey, passing through shadowy gates to visit scary dungeons under dark clouds. All while the mentors will be hunting three-headed monkeys on a tropical island, enjoying the sun, the beach and the grog.

  • Borja Lorente Escobar (a.k.a. blorente) will be working on porting the MacVenture engine to ScummVM.
  • Bendegúz Nagy (a.k.a. WinterGrascph) will work on adding support for Dungeon Master
  • Dmitriy Iskrich (a.k.a. Iskrich) will be working on a Macromedia Director engine, with focus on The Journeyman Project
  • Ткачёв Александр (a.k.a. Tkachov) will be adding cloud storage integration to ScummVM to allow sharing saves and game data between devices.

Welcome to our students for what we hope will be a productive and interesting summer! You can follow their progress throughout the summer on the ScummVM Blogs.

1 d’abr. 2016: The ScummVM team welcomes John Carmack
Posted by The ScummVM Team

We are pleased to announce that John Carmack (yes, the John Carmack) will be joining the ScummVM and ResidualVM teams.

We first met John at GDC 2016 and hit it off immediately.

We had been feeling for a while now that we have to move beyond simply recreating old games and actively improving them, while staying true to their original spirit. We talked to John about our plan after a few tequilas and he was immediately on board.

John's experience will be invaluable in helping us achieve our goal.

Here is screenshot of John's early work with Monkey Island - notice the improved combat system and the subtle tweaks to Captain Smirk's sprite, you'll see why we are so excited.

So please join us in welcoming John!

UPDATE: No, not really. This was a joke.

27 de març 2016: Explore the Myst library
Posted by bgK

You stumble upon an old handwritten book. It describes an island world named Myst. When you touch one of its last pages, you are transported to the island. As you explore Myst you learn about its inhabitants Atrus, Catherine and their sons Sirrus and Achenar. You quickly discover each son is trapped in a book. Will you solve the puzzles of the Myst ages and free them?

The ScummVM Team is proud to announce that Myst and Myst: Masterpiece Edition are now playable in ScummVM using the latest daily builds, and are ready for testing.

Reports of bugs and unknown versions are appreciated. They should go to our bug tracker, and must follow our bug submission guidelines. You can help us fill our screenshot gallery with captures from your playthrough.

In addition to the main game, the making-of video and the demo version are supported.

4 de març 2016: ScummVM 1.8.0 "Lost with Sherlock" is finally there!
Posted by sev

No, we do not want to make it a new rule to release ScummVM slower and slower! It has been many months since the last official release... but in that time, tons of work has been done, resulting in one of our biggest ScummVM releases to date!

ScummVM 1.8 adds support for ten new games using eight brand new game engines:

  • Amazon: Guardians of Eden
  • Beavis and Butthead in Virtual Stupidity
  • Broken Sword 2.5: The Return of the Templars
  • Labyrinth of Time
  • Rex Nebular and the Cosmic Gender Bender
  • Sfinx
  • The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo
  • The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel
  • Zork: Grand Inquisitor
  • Zork Nemesis: The Forbidden Lands

In addition to new game support, we've updated the MT-32 emulator to the latest upstream version of munt, and switched AdLib to Miles Audio for those games which originally supported it. This means games in ScummVM sound better than ever!

We've also overhauled the graphics subsystem in AGI, basically replacing it. As a result game compatibility with old Sierra titles is high as never before, and even includes platform-specific system dialogs, palette and font for Apple IIgs, Atari ST and Amiga versions of the games. Game speed for Apple IIgs is handled properly now. And it's even possible to switch to the looks of another platform.

New ports include GCW-Zero (yes, sev finally got one from the Kickstarter) and Raspberry Pi.

Also, along the way we have moved to a new server and added translation capabilities to our main website. If you'd like to help with translation, here is the link with the guide.

This list is far from complete. The more comprehensive version of it can be found in the release notes and the binaries for your platforms are available from our downloads page. The porters are still building their packages, so please be patient if you do not see the up to date download for your platform yet.

Don't get lost in the Labyrinth, and in the worst case call Mr. Holmes! (And we promise to release more often!)

1 de març 2016: Welcome to the new Summer of Code
Posted by Strangerke

GSoC 2016 Logo

Yesterday, Google announced the list of accepted mentoring organizations and we have the great pleasure to be one of those.

In previous years, we have primarily focused on adventure games. However, after discussing with our sister project ResidualVM, we are happy to announce that, this year, we will also be accepting RPG tasks.

ScummVM and ResidualVM are now waiting for motivated students, willing to work during this summer on reviving adventure and role-playing games.

Be part of it! Make History and join our best GSoC so far! Take a look at our ideas page or bring your own idea, then contact us: we are waiting for you on IRC impatiently!

One place: Freenode. Two channels: #scummvm and #residualvm

1 de febr. 2016: ScummVM Release 1.8.0 Testing is Starting
Posted by sev

After a very long break, we are finally starting preparations for our next release, ScummVM 1.8.0.

The last one year and a half have been very busy, and we added 10 (ten, zehn, dieci, dix, diez, десять) new games:

  • Rex Nebular and the Cosmic Gender Bender
  • Sfinx
  • Zork Nemesis: The Forbidden Lands
  • Zork: Grand Inquisitor
  • The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel
  • The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo
  • Beavis and Butthead in Virtual Stupidity
  • Amazon: Guardians of Eden
  • Broken Sword 2.5: The Return of the Templars
  • Labyrinth of Time

Also, we had a major rewrite of the AGI engine, so all AGI games should work better, but could also have new, unexpected bugs.

Thus, we need your help with testing out these games, including AGI-based ones. For your convenience, we gathered together what requires testing on our wiki. There are also a few other old classics on that list that could use another run through.

You need to grab a daily build of ScummVM and you may start helping right away! If you happen to find any bugs, please report them on our bug tracker. After completing one of the games, please let us know on the forums so we can mark your progress on the wiki and other players can concentrate on untested games. Please be sure to follow our guidelines for release testing, which can be found here.

Also some of these games require screenshots, which you can make along your gameplay.

Happy adventuring (in a test mode)!

23 de gen. 2016: The labyrinth must be destroyed!
Posted by md5

While aboard the subway, your train car is sucked into an alternate dimension, a labyrinth that spans the space-time continuum. Its creator, Daedalus, is forced to oversee its construction by the evil King Minos, who wants to use it to invade and conquer all times and places. Daedalus pleads for the player to find a way to destroy the labyrinth before Minos can complete his conquest.

The ScummVM Team is proud to announce that Labyrinth of Time is now playable in ScummVM using the latest daily builds, and is ready for testing.

Please report any bugs as well as unknown versions you find in our bug tracker, following our bug submission guidelines. Any screenshots of your playthrough are as usual welcome.

Many thanks to The Wyrmkeep Entertainment Co. for sharing the game's original source code with us!

19 de gen. 2016: New home for our main website
Posted by sev

We have been using SourceForge.net for many years. It was the very first home for our project, and it served us very well. However, we had to move on, and we were looking for a new home. Last year Florian Schicker, CEO of easyname GmbH approached us with the thrilling proposal to donate a server and host it in their Data Centre. And what makes it so special is that they are doing it "because they are veeeery big fans of the good old scumm games"! Go, look at company teampage in that fancy scumm-feeling! A really generous proposal and completely unexpected.

Thus, we are moving. First we moved our main website and downloads, and you probably already noticed the speed boost thanks to the new service. Also, we said goodbye to the advertisements during downloads, as they were provided by SourceForge.net. The only ads that will be associated with this project from now on are the ones we want to do by ourselves (and that, of course, includes easyname.com, look at their nice logo in the right pane). Eventually, we will move more services to the new server, and perhaps even extend it with something new.

So please join us in our joy of a new home!

6 de des. 2015: Another Broken Sword by Fans for Fans
Posted by md5

The Templars are back in this fan-made game of the Broken Sword Series! George comes back to discover the origin of a mysterious letter he received about Nico's death, and uncover the whereabouts of the modern day Templars once again...

The ScummVM Team is proud to announce that the fan-made game Broken Sword 2.5: The Return of the Templars is now playable in ScummVM using the latest daily builds, and is ready for testing.

Please report any bugs as well as unknown versions you find in our bug tracker, following our bug submission guidelines. Any screenshots of your playthrough are as usual welcome.

Many thanks to the wonderful mindFactory team who created this great sequel, and shared the original source code with us! The game can be found for free here.

22 de nov. 2015: Access a world of Amazons
Posted by Strangerke

The year is 1957. You are Jason Roberts. You're preparing an expedition to help your missing brother in the land of Amazons and eventually look for a lost treasure.

The ScummVM Team is proud to announce that Amazon: Guardians of Eden is now playable in ScummVM using the latest daily builds, and is ready for testing.

Please report any bugs as well as unknown versions you find in our bug tracker, following our bug submission guidelines. Any screenshots of your playthrough are welcome.

You don't have this game but still want to help us? There's actually a way! We are missing screenshots for more than a dozen games! Take a look at the list of missing screenshots, grab your originals and immortalize your favorite scenes!

11 de nov. 2015: I am the great Cornholio! I need TP for my bunghole!
Posted by Strangerke

Twenty years after its original release, we are very proud to announce today the support of MTV's Beavis and Butthead in Virtual Stupidity. Accept the challenge of those anti-heroes of the 90's and help them find their way in an adventure full of puzzles and mini-games.

So, get the latest daily build of ScummVM and your version of the game and give BBVS a try! Please post any bugs and unrecognized versions you can find to our bug tracker, following the bug submission guidelines.

As usual, if you find interesting sights, we are interested in your screenshots.

13 de set. 2015: Elementary, my dear Watson
Posted by Paul Gilbert

Sherlock Holmes, greatest detective of all times, has a pair of puzzling cases to solve. Firstly, a gruesome murder outside a theatre. Police are clueless. Could it be the work of the notorious killer, Jack the Ripper? Then, in his second case, his brother Mycroft is nearly killed in an explosion. In this case, you'll play initially as Watson, who tries to snap Sherlock out of his despair, and then as Sherlock, as he tries to piece together why Mycroft was attacked, and why he called for him just prior to the explosion.

The ScummVM Team is proud to announce support for both games of the The Lost Files of Sherlock Holmes.. The Case of the Serrated Scalpel, and The Rose Tattoo. Many thanks go to Electronic Arts, for allowing us access to the original sources. Both games are now playable in ScummVM using the latest daily builds and ready for testing. For Serrated Scalpel, currently only the PC version is supported.. the 3DO version is mostly playable, but still needs further work. As usual, all bugs should be reported to our bug tracker following our bug submission guidelines. While you play through the game, we would also love it if you could take some screenshots for us.

So, have a play, and see if you're up to the challenge of stepping into the shoes of the great Sherlock Holmes. The game is afoot. Or in this case, games :)

30 de març 2015: Prepare for Gender-Bending
Posted by Paul Gilbert

Rex Nebular, God's gift to the galaxy, has been stranded on a planet where he was attempting to locate to retrieve a valuable vase. To escape, he'll have to use the infamous Gender Bender to get in touch with his female side and successfully locate both the vase and a way to escape the planet.

The ScummVM Team is proud to announce support for Rex Nebular and the Cosmic Gender Bender, the first MADS game written by Microprose. It is now playable in ScummVM using the latest daily builds and ready for testing. As usual, all bugs should be reported to our bug tracker following our bug submission guidelines. While you play through the game, we would also love it if you could take some screenshots for us.

So, dust off your copy and try it out. If you don't already own the game, it can be purchased online at GOG.com.

11 de gen. 2015: In case of Zork adventure, break glass!
Posted by md5

ScummVM takes you on an adventure in the world of Zork, with support for two new games! In Zork Nemesis: The Forbidden Lands, your task is to embark on a journey to solve the mystery of a spirit called Nemesis, and of the four alchemists it killed. On your second journey to Zork, in Zork: Grand Inquisitor, you must find three legendary objects that will restore all magic to the realm and bring about the fall of Grand Inquisitor Yannick, whose goal is to "shun magic, shun the appearance of magic, shun everything, and then shun shunning".

The ScummVM Team is proud to announce that both Zork Nemesis: The Forbidden Lands and Zork: Grand Inquisitor are now playable in ScummVM using the latest daily builds, and ready for testing. As usual, all bugs should be reported to our bug tracker following our bug submission guidelines. While you play through the two games, we would also love it if you could take some screenshots for us.

So, grab your game discs and help test! If you don't own the games already, they can be purchased online at GOG.com:

18 de set. 2014: Call for testers on Sfinx
Posted by uruk

We recently added support for a new game, Sfinx, in ScummVM, and we can now proudly announce that it is ready to be tested. Thanks to the original developers, this game is now freeware and can be downloaded on our web site. And in addition to the original Polish version we are also proposing an English version! This version is not final, so we are looking for people who speak English and/or Polish and who are not afraid of spotting spelling and grammar mistakes in the texts of the game (English only), while also looking for different bugs, glitches and other evil things.

To sum up: We need testers!

Grab our daily build and the data files of the game, and go for it!

You can report bugs on our bug tracker following our bug submission guidelines. If you have the time for it, screenshots are also very welcome!

10 d’ag. 2014: Inherit the Earth Turns 20 — Video of New Game in Series Released
Posted by sev

This year is the 20th anniversary of the release of the classic video game Inherit the Earth: Quest for the Orb. The Wyrmkeep Entertainment Co. has announced that it is developing a sequel entitled Inherit the Earth: Sand and Shadows.

This all-ages adventure game is set in a world of humanoid, anthropomorphic animal characters. The story follows Rif the Fox as he tries to confirm the rumors that an important relic of the legendary humans has survived and who is responsible for the relic's recovery. Unfortunately, there are sinister forces involved in the rumors — ones that endanger Rif, his friends, and his society.

"Inherit the Earth: Sand and Shadows will be enchanting and thrilling game for all to enjoy, with subtleties and hidden depths that can be appreciated by older players," said company president, Joe Pearce. "With the help of the backers to the funding drive, we expect to release a great game mid-2015."

A video demo has been released on the game's website at http://InheritTheEarth2.com. The video provides a preview of the art, animation and play experience that will appear in the product.

In conjunction with this announcement, the company has launched a funding drive on Kickstarter to help in completing development of the game. Information about this drive can be found at http://InheritTheEarth2.com/kickstarter.

21 de jul. 2014: ScummVM 1.7.0 "The Neverrelease" is out!
Posted by sev

A year has passed and ScummVM 1.7.0 is here.

With this release we have added support for 5 completely new games. These are:

  • The Neverhood
  • Mortville Manor
  • Voyeur
  • Return to Ringworld
  • Chivalry is Not Dead

Also, we have updated the MT-32 emulator, added an OpenGL backend, improved many aspects of the GUI, enhanced the AGOS engine, made Urban Runner's videos less CPU-demanding, fixed tons of bugs in dozens of SCI games, improved sound in Loom and Indiana Jones and the Last Crusade and improved platform portability for the Tony and Tinsel engines.

But this is not all. We have added experimental support for the OUYA console (we couldn't add GCW-Zero support simply because sev still awaits his console from Kickstarter), made major improvements to the PS2 port and merged the Bada with Tizen ports.

The full list with all changes mentioned can be found in our release notes and the release can be obtained as usual from our downloads page.

Everybody Way Oh!

16 de juny 2014: Testing, Testing 1, 2, 3
Posted by clone2727

The forthcoming 1.7.0 release of ScummVM is almost here! This time around, we have a total of five newly supported games:

  • Chivalry Is Not Dead
  • Mortville Manor
  • Return to Ringworld
  • The Neverhood
  • Voyeur

But before we can release the latest and greatest version of ScummVM, we need help testing out all these new games. Besides the aforementioned new games for this release, the DOS floppy versions of Indiana Jones and the Last Crusade and Loom, require testing running with our AdLib emulator. You can always check out which games still need testing on our wiki. There are also a few other old classics on that list that could use another run through.

A daily build is all that is required to get started. If you happen to find any bugs, please report them on the bug tracker. After completing one of the games, please let us know on the forums so we can post the results up on the wiki page. Be sure to follow our guidelines for release testing, which can be found on the wiki as well.

And while you play through these newly supported games, please submit some screenshots!

7 de juny 2014: Release your inner Voyeur.
Posted by DreamMaster

Or, the "Better late than never" announcement. It was pointed out to me today that although we merged Voyeur into the master branch some months ago, we never actually called for an official testing period. So this announcement seeks to remedy that.

Take on the role of a private investigator. A powerful CEO with aspirations for the presidency has invited his family to his home for the weekend. There are suspicions of corruption, and you've been hired to find out his secrets, and determine just what he's hiding.

The ScummVM Team is proud to announce that Voyeur is now playable in ScummVM using the latest daily builds, and ready for testing. As usual, all bugs should be reported to our bug tracker following our bug submission guidelines. While you play through the game, we would also love it if you could take some screenshots for us.

19 de maig 2014: Dreamweb Freeware Release Updated
Posted by sev

After more than two years since the original freeware release, the ScummVM Team is announcing an update for the Dreamweb packages.

Thanks to the work of Simon Sawatzki we have the game manuals as well as the Diary of a (Mad?) Man available in text and HTML format for the majority of our releases, so you can use your preferred text-to-speech program to read them as your bedtime story.

All releases now include these documents and are marked as version 1.1. Of course, the previously available high resolution scans will stay on the download page as well.

Additionally we have taken the opportunity to release the Italian version of the game.

All packages can be downloaded from our Games page.

23 d’abr. 2014: The students are known for GSoC 2014!
Posted by wjp

GSoC 2014 Banner

The accepted Google Summer of Code proposals have been announced yesterday, and we are pleased to say that ScummVM will be mentoring two students, for projects with a Polish theme.

  • Peter Bozsσ (a.k.a. uruk), who you may remember from last year, will work on an engine (and translation to English) of the Polish game Sfinx.
  • Lukasz Watka (a.k.a. lukaslw) will work on an engine (and translation to English) of the Polish game The Prince and the Coward.

Additionally, ScummVM is acting as an umbrella organisation during GSoC for our sister project ResidualVM. They will be mentoring three students:

  • Stefano Musumeci (a.k.a. subr3v) will be working on refactoring and optimizing the TinyGL software renderer.
  • Joni Vδhδmδki (a.k.a. Akz) and Joseph Jezak (a.k.a. JoseJX) will both be working on improving the Escape from Monkey Island engine, tackling bugs and missing features from two different angles.

We expect it will be a productive and interesting summer!

1 d’abr. 2014: Edward Snowden joins ScummVM
Posted by Digitall

Happy April Fools' Day! Unfortunately, we haven't really got a new developer... though pull requests are welcome!

We do not normally announce new developers here, but we have an unusual and talented developer recently join the team, Edward Snowden.

When we first got the e-mail from a dot-ru address which we will not be disclosing, we were skeptical.

However upon verifying his PGP key, we are convinced that this is not some kind of April Fools joke and are happy to welcome a talented software developer with enthusiasm to the team.

He is apparently a big fan of point and click adventures, especially Beneath a Steel Sky,, Dreamweb, Woodruff and the Schnibble of Azimuth, and I Have No Mouth, and I Must Scream. His collection allowed him to pass a long stopover at an airport last year and he decided then, once he had sorted some personal issues to get around to contributing some code to ScummVM.

As an avid fan of Larry Niven, he will be initially working on the TSaGE support for Return to Ringworld along with Strangerke, and will be using the nickname "crazyeddie"

Please can we ask the other developers and users not to bother him about any issues outside of ScummVM and not to send any irrelevant e-mails to his ScummVM address at "crazyeddie@scummvm.org" Thanks!

1 d’abr. 2014: A Landmark Achievement
Posted by Strangerke clone2727

Happy April Fools' Day! Much thanks to LordHoto for the mock achievement dialog code and for the Hand of Fate and Zak McKracken quotes. Thanks to ST, DrMcCoy, and Strangerke for all their input.

Due to high demand, ScummVM is extremely proud and thrilled to announce the introduction of achievements to various games. Games really have no replay value without achievements, so we hope that our loyal users will enjoy finally being able to play them again the way they've always meant to be played. They're finally ready for the 21st century!

The ScummVM team managed to put together a huge list of achievements that we wanted to see in various games, including some not-yet-supported ones. From there, we just plugged in our simple dialog and achievement tracking code, and were able to add it to all engines easily. Soon integration with the forums will be complete and you will be able to share all your achievements there.

LordHoto was really excited to work on this feature saying, "This is the coolest feature I've added to The Legend of Kyrandia." "First Steam's achievements came to Linux and now this? Linux gamers should be thrilled for all the achievements they can now earn!" added DrMcCoy.

We've gathered up some screenshots of some of our favorite ones:

Full Throttle Screenshot

The Legend of Kyrandia: The Hand of Fate Screenshot

The Curse of Monkey Island Screenshot

Geisha Screenshot

Gabriel Knight: Sins of the Fathers Screenshot 1

Gabriel Knight: Sins of the Fathers Screenshot 2

Gabriel Knight: Sins of the Fathers Screenshot 3

Zak McKracken and the Alien Mindbenders Screenshot

5 de març 2014: Summertime and the codin' is easy
Posted by Strangerke & DJWillis

GSoC 2014 Banner

We are very excited to announce that we are going to be doing things a little differently this year. In addition to our own participation in Google Summer of Code, ScummVM will also be acting as an umbrella organization for our sister project, ResidualVM.

Both projects will be working hand in hand with students and mentors over the coming months. The first obvious sign of this collaboration can be found in our merged GSoC ideas page.

So if you're interested in being a GSoC student this year, please take a look at the ideas page and come and talk to us. We love to welcome potential students on IRC and the ScummVM and ResidualVM mailing lists are also splendid places to start! We have a lot of exciting things to suit a range of skillsets and we also warmly welcome task proposals other than those on the list if you feel so inspired!

25 de febr. 2014: Let's welcome the GSoC students
Posted by Strangerke

GSoC 2014 Banner

For the seventh year in a row, we have been accepted as a Google Summer of Code project.

Perhaps it is because both our project and the program have unusual letter casing? The world may never know, but we are thrilled to be accepted again and welcome fellow students to join our team and work on awesome 2D point-and-click adventures. If you are an eligible student for the GSoC and want to contribute to your favorite open-source project, take a look at our project ideas, but you always can offer your own.

But, please, no Digger support: it's not an adventure!

18 de gen. 2014: Welcome to Mortville Manor
Posted by Strangerke

You are Jerome Lange, a Bogart clone private eye who's received an invitation from an old friend to join her at Mortville Manor to help with a desperate situation. With a name like Mortville you might suppose something is seriously wrong and, yes, you're right. Your old friend Julia has already departed to Deadsville.

So... Who did dunnit?

Based on the sources provided by DotEmu and by Lankhor founders and developers, the ScummVM Team is pleased to announce support for France's 1987 Game of the Year: Mortville Manor. Only the DOS versions are supported, and ScummVM is bringing to you the first DOS English translation. So, grab your disk and copy the files, then start playing using the latest daily build of ScummVM and help us testing it.

As usual, all bugs should be reported to our bug tracker following our bug submission guidelines. While you play through the game, we would also love it if you could take some screenshots for us.

12 de gen. 2014: Chivalry is NOT Dead!
Posted by somaen

Lord Horrible has sent you on a quest to kill the Queen of Everything, playing the role of the horribly disfigured Phlegmwad you will have the chance to choose how to (not?) fullfill this quest of epic proportions.

With great help from game developer Deirdra Kiai and Wintermute developer Jan Nedoma the ScummVM Team is pleased to announce support for our first Wintermute game: Chivalry is Not Dead. So, download a copy of the game and start playing in the latest daily build of ScummVM and help us with testing this open-ended game.

How many endings can YOU find?

As usual, all bugs should be reported to our bug tracker. You can find a list of data files in the data files page on our wiki. Of particular note is the need for a copy of arial.ttf (or a similar replacement, for instance FreeSans from GNU FreeFont.) For further information, check out the bug submission guidelines.

27 de des. 2013: The Neverhood comes to ScummVM!
Posted by md5

The Neverhood needs you! Klaymen, our hero, wakes up in a building in the strangely empty world of Neverhood. It's up to you to explore and find out what happened to Neverhood's wacky clay world.

The ScummVM Team is proud to announce that The Neverhood is now playable in ScummVM using the latest daily builds, and ready for testing. As usual, all bugs should be reported to our bug tracker following our bug submission guidelines. While you play through the game, we would also love it if you could take some screenshots for us.

2 de des. 2013: Thanksgiving with a Ring.
Posted by DreamMaster

"They said it would it would never be done. They were wrong." After a slight hiatus at the start of the year, work has finally finished on our next TsAGE game, Return to Ringworld. The only remaining work still in progress is a card game available on the in-game consoles, and is completely unrelated to the main story.

This is a direct sequel to the original Ringworld game.. after saving the puppeteer race from extermination and uncovering some powerful ancient technology on the first game, Quinn, Seeker of Vengeance and Miranda Rees find themselves searched for as fugitives by all three major species, so they plan to go to Ringworld to hide. But it turns that their ship has suffered problems. And fixing them and getting to Ringworld will only be the start of their problems..

The ScummVM Team is proud to announce that Return to Ringworld is now playable in ScummVM using the latest daily builds, and ready for testing. As usual, all bugs should be reported to our bug tracker following our bug submission guidelines. While you play through the game, we would also love it if you could take some screenshots for us.

5 de nov. 2013: Wintermute is coming, brace for testing
Posted by somaen

The Wintermute engine has been in the works in ScummVM for a little over a year now, and it has gotten more and more mature, to the point that we feel it is getting close to being ready for release.

Since the amount of games involved is rather huge, we'd love to get some help with a round of testing before we check off on the engine being ready for our next release. Thus, we have semi-arbitrarily selected a set of Wintermute-games that would benefit from some testing, and hope that some of our wonderful users are willing to take them for a spin.

If you are interested, head on over to our WME Testing thread.

11 d’oct. 2013: Release of ScummVM The Movie! - 12th Anniversary Celebration
Posted by digitall

On the 9th of October 2001, the very first commit was made to a CVS repository and thus the ScummVM project was born...

As I write this post, it is now the 11th of October 2013 and we have over 58000 commits in the ScummVM Git repository... but still based on that initial commit over a decade ago!

Thus on the project's 12th anniversary, I believed ScummVM deserved a present... Thus myself, James Woodcock and the ScummVM PR Team present "ScummVM: THE MOVIE"! :)

This visualization is powered by Gource.If you want to play with this yourself or render a full length HD version, then you can find the scripts to do this here.

So get the popcorn and enjoy!

31 de maig 2013: Release of ScummVM 1.6.0 "+4 to engines"
Posted by sev

After 11 long months we are thrilled to announce the release of ScummVM 1.6.0.

It's not very often (if ever) that we add 4 new engines in a single release, but yes, these have been busy months for the team indeed.

Let's just list the new games 1.6.0 contains for you:

  • 3 Skulls of the Toltecs
  • Eye of the Beholder
  • Eye of the Beholder II: The Legend of Darkmoon
  • Hopkins FBI
  • Tony Tough and the Night of Roasted Moths
  • The Journeyman Project: Pegasus Prime

Other significant features include support for the Macintosh version of Discworld 1 and the music in the Macintosh versions of LucasArts adventures, an update to the latest Roland MT-32 emulation code, a new cool grid chooser for your savegames, an extended FluidSynth configuration dialog, and major bugfixes to bike fights in Full Throttle. We have also added Belarusian, Finnish and Galician translations to our GUI.

Of course, there is much more; you can find the full list in our release notes and the release itself on our downloads page.

Enjoy!

31 de maig 2013: Students for GSoC are known!
Posted by Strangerke

GSoC 2013 Banner

We announced 6 weeks ago that Google accepted ScummVM for the Google Summer of Code this year again.

This week Google revealed 4 students will work with us this summer!

In order to tease you a bit, here is a short introduction:

  • RichieSams will work on integrating Marisa Chan's Z-Engine, which concerns Zork Nemesis and Zork Grand Inquisitor.
  • Rundfunk will focus on GUI extensions and improvements, with particular care for touchscreen devices.
  • Uruk will port the Avalanche engine from Pascal to C++. This is to support the game Lord Avalot d'Argent.
  • T0by will work on our Wintermute engine to fix several issues and add a number of features not present in WME Light

We'd like you to join us and warmly welcome those four students and wish them all the best for the next 3 months.

We also are really grateful to Google for giving us the opportunity to mentor students this year and benefit from their passion.

Stay tuned!

21 d’abr. 2013: ScummVM 1.6.0 is Near
Posted by sev, Strangerke

Greetings, fellow adventure gamers! We have finally come to the point when ScummVM 1.6.0 testing starts.

This release adds support for a number of new games that need to be tested:

  • 3 Skulls of the Toltecs
  • Eye of the Beholder
  • Eye of the Beholder II: The Legend of Darkmoon
  • Hopkins FBI
  • Tony Tough and the Night of Roasted Moths
  • The Journeyman Project: Pegasus Prime

In addition, if you have Macintosh version of Discworld, please give it a try as well.

A daily build should be used for testing these, and if something goes unexpectedly wrong, please report it to our bug tracker. The completed games need to be reported on our forums and we will update our release testing page. For a usable test report, we need you to provide the version, language, and platform of the game you're testing. And, of course, please stick to the testing guidelines.

This release also has another interesting aspect. Depending on how intensively games are tested, we will add support for one more game: Hopkins FBI. For support to happen, we need test results on several platforms using several variants of the game, which includes the BeOS, OS/2, Linux and Windows versions.

In conclusion, if you want Hopkins FBI in ScummVM 1.6.0, grab your originals and contribute to this new testing period! We are also in need of screenshots too! Please submit them to our patch tracker.

20 d’abr. 2013: Touché: The Adventures of the Fifth Musketeer Music Enhanced Soundtrack Released
Posted by Strangerke

ScummVM Music Enhancement Project

James Woodcock has today released his enhanced music for classic point & click adventure game Touché: The Adventures of the Fifth Musketeer, as part of his 'ScummVM Music Enhancement Project'.

By adding the external digital music files provided for free by James and with our ScummVM software, users can enjoy the updated soundtrack within the actual title as it is played.

Using modern MIDI hardware, James edits the original MIDI information and records them as external digital music files. Developers of ScummVM then add code so the newly created files will work within the titles.

"ScummVM has always inspired my involvement and although I am not a programmer, I hope my ScummVM Music Enhancement Project adds a little extra enjoyment to users of this fine point and click adventure software." says James Woodcock, creator of the enhanced soundtrack.

James has previously released other enhanced soundtracks for titles including:

  • Beneath A Steel Sky
  • Discworld
  • Inherit the Earth
  • Simon the Sorcerer
  • The 7th Guest

To download the enhanced soundtrack, click there.

12 d’abr. 2013: Fancy an adventure in adventure gaming?
Posted by Strangerke

GSoC 2013 Banner

ScummVM has been accepted for the Google Summer of Code 2013!

We're hoping to find another group of students who want to help out the ScummVM project and get paid for 12 weeks of coding work over the summer.

Maybe you'd like to help us improve support for games, or enhance our user interface? Perhaps you'd like to revamp our OpenGL support and accelerate the rendering of some engines? Or do you have even bigger ideas, like starting support for yet more games?

If any of this seems like a good way to spend your summer, take a look at our ideas list, or drop into our IRC channel (#scummvm on irc.freenode.net) and have a chat with us!

Beware: the application period is from April 22 to May 3, so be sure to talk to us in time! We know from previous years that it's really helpful to apply early, and to get involved with the ScummVM community so we can help to revise your application.

28 de març 2013: Pegasus Takes Flight
Posted by clone2727

It's the year 2318; you're part of an agency created to protect the integrity of the timeline after time travel has been invented. After it is detected that someone has changed the past, it's up to you to repair the time stream!

The ScummVM Team is proud to announce support for the Macintosh version of The Journeyman Project: Pegasus Prime. So go grab the latest daily build of ScummVM and play through the game to assist us in testing!

If you find any bugs while playing, please report them to our bug tracker following our bug submission guidelines. For information on how to extract the data off the disc, follow instructions listed on our wiki.

2 de gen. 2013: Find the lost treasure of the Toltecs!
Posted by md5

After saving an old peddler from a band of bandits, Fenimore Fillmore finds out about three skulls that will unlock the lost treasure of the Toltecs! It's up to him to find the golden skulls and the treasure, before the bandits do!

The ScummVM Team is pleased to announce support for 3 Skulls of the Toltecs. So grab your copies of the DOS versions of the game and start playing in the latest daily build of ScummVM and help us with the testing, while enjoying this great cartoon western adventure game!

As usual all bugs should be reported to our bug tracker. You can find a list of data files in the data files page on our wiki. For further information, check out the bug submission guidelines.

22 de des. 2012: ResidualVM Reaches 0.1.0
Posted by Strangerke

Grim Fandango was created on the peak of LucasArts games popularity. The ever-inspirational Tim Schafer in a fury of artistry packed together the best atmosphere he could create and the game was born. For a while there was great and steady efforts on creating an engine which would run this masterpiece on the modern hardware. The project is called ResidualVM.

After more than 9 years of hard work, our "sister" project, ResidualVM has reached a stable state and is now announcing their first stable release.

We survived the apocalypse! Let's celebrate that: grab your original of Grim Fandango and visit their site!

30 de nov. 2012: ScummVM Summons the Heroes of the Forgotten Realms
Posted by LordHoto

The city of Waterdeep is in dire need of heroes to defend it from the evil below the city. Assemble a group of four heroes, heed the call of the Lords of Waterdeep and start your quest in the sewers below the city!

But beware, for this is not your only quest. Archmage Khelben needs you to investigate strange happenings near the Temple of Darkmoon. People around it are disappearing and human remains are found in shallow graves.

The ScummVM Team is pleased to announce support for Eye of the Beholder and Eye of the Beholder II: The Legend of Darkmoon. So grab your copies of the DOS versions of the games and start playing in the latest daily build of ScummVM and help us with the testing, while enjoying these great games.

As usual all bugs should be reported to our bug tracker. However, please make sure you have got all the required data files before you report a bug. You can find a list of data files on our wiki, here are the links for Eye of the Beholder and Eye of the Beholder II: The Legend of Darkmoon. For further information, check out the bug submission guidelines.

Happy dungeon crawling!

25 d’oct. 2012: Tony Tough, a New Supported Game
Posted by sev

The ScummVM team, in close collaboration with Nayma soft (the legal rights owner) and DotEmu, is happy to announce support for Tony Tough in our development branch. The title is available for purchase from DotEmu.

However, the game was tested only on Windows and Linux, so we would like to announce our usual testing period. Please grab the game from your attic or purchase it from DotEmu, test it with a daily build and submit your bug reports to our bug tracker.

We would also like to take this opportunity to announce the affiliation program with DotEmu: By buying games through this link or by using the banner on the right side of the page, you will be supporting ScummVM.

21 d’oct. 2012: Dreamweb Released As Freeware
Posted by Strangerke

Thanks to the generosity of Creative Reality and Neil Dodwell, the ScummVM team is happy to announce the freeware release of Dreamweb.

This game was originally released in 1994 and is set in a cyberpunk dystopian city where a bartender named Ryan has been having some disturbing dreams...

You can find the freeware release for English, French and Spanish on our downloads page.

The ScummVM team would like to make it clear that this game was given a (15) certification at release as it features a disturbing story and violence, and is thus not suitable for children.

If you happen to own an original version not yet available on our download page, please contact us so we can work on making it free too!

17 d’oct. 2012: More FOTAQ!
Posted by Strangerke

After the previous announcement, several of you asked for the Italian version of Flight of the Amazon Queen. We would like to thank Hkz for providing the original CD and John Passfield and Steve Stamatiadis for accepting our request to make this version freeware. The ScummVM project team is therefore proud to bring you the Italian version of the game, using English speech with Italian subtitles.

You can download it from the downloads page. Have fun!

2 d’oct. 2012: Amazone Queen
Posted by Strangerke

Several years ago, we brought you the English, the German and the Hebrew versions of "Flight of the Amazon Queen". Today, thanks to John Passfield and Steve Stamatiadis over at Krome Studios in Australia and their previous discussions with James 'Ender' Brown, the ScummVM project team is proud to bring you the French talkie version of the game.

You can download it from the downloads page. Have fun!

16 de set. 2012: GSoC 2012 — Results
Posted by Strangerke

GSoC 2012 Logo This year, we had the great honor to have four students accepted by Google's Summer of Code to work on ScummVM:

Jakimusha worked on a testing framework, Singron on improving our scalers by creating a plugin system, Somaen on the integration of the Wintermute engine in ScummVM, and Upthorn worked on improving our code for saving games.

The Wintermute engine has already been merged, and pull requests for the new testing framework and the new scaler plugin systems are currently being polished. While Upthorn's project didn't last the summer, we have a pull request which adds much-improved support for saving games to the composer engine.

The next and final step for this year of GSoC is the mentor summit, where ScummVM will be represented again by sev and Strangerke.

We'd like to thank once again Google for their organization, their support and for accepting us this year again. ScummVM made a great step forward thanks to them, once again!

We'd also like to warmly thank Jakimushka, Singron, Somaen and Upthorn for working this summer with us, with a special mention for Somaen who decided to keep working for ScummVM on Wintermute. We hope that some of the others might do so too!

9 d’ag. 2012: The 7th Guest Enhanced Soundtrack Released by James Woodcock for ScummVM
Posted by Strangerke

As part of the ScummVM Music Enhancement Project, James has released version 1.0 of his enhanced soundtrack for The 7th Guest.

The 7th Guest is James' 5th enhanced soundtrack released so far with another on the horizon. The project enables users of ScummVM who own the original game the ability to experience game MIDI music through high quality modern equipment without any of the cost, which has been in this case edited and recorded on James' Tyros4 keyboard, currently Yamaha's flagship model.

"The 7th Guest revolutionised the way in which we experience video games and the soundtrack originally created by The Fat Man added to the overall atmosphere and splendour" commented James Woodcock, creator of the ScummVM Music Enhancement Project. James continued "With the wonderful soundtrack originally in MIDI format, it was an obvious title to target for enhancement and I appreciated that Trilobyte Games gave their blessing".

James has already released enhanced soundtracks for Simon the Sorcerer, Discworld, Inherit the Earth and more recently Beneath A Steel Sky.

You can download the enhanced soundtrack that is compatible with ScummVM 1.5.0 and watch a video of it in action by visiting James' website below:
The 7th Guest Enhanced Soundtrack & Video

27 de jul. 2012: ScummVM 1.5.0 "Picnic Basket" Released
Posted by sev

Little Red Riding Hood looking over at her grandmother's latest install of ScummVM, noting the update to version 1.5.0 and asked "My what a lot of games you now support". "All the better to entertain you with my dear!" responded the curiously grinning relative.

We all love to feast on the most sumptuous of gaming titles and our latest release will fulfil your craving for even more classic point and click adventures.

Version 1.5.0 adds support for Once Upon A Time: Little Red Riding Hood and the following titles:

  • Backyard Baseball 2003
  • Blue Force
  • Darby the Dragon
  • Dreamweb
  • Geisha
  • Gregory and the Hot Air Balloon
  • Magic Tales: Liam Finds a Story
  • Sleeping Cub's Test of Courage
  • Soltys
  • The Princess and the Crab

As always, there are many more new features; you can find the full list in our release notes and the release itself on our downloads page.

Enjoy and hopefully you won't find the big bad wolf who is sure to give you a byte!

30 de juny 2012: New release testing period: ScummVM 1.5.0
Posted by Strangerke

Once again, it's time to start a new testing season to prepare the release of ScummVM v1.5.0. As usual, we have announced several new supported games:

  • Backyard Baseball 2003
  • Blue Force
  • Darby the Dragon
  • Dreamweb
  • Geisha
  • Gregory and the Hot Air Balloon
  • Magic Tales: Liam Finds a Story
  • Once Upon A Time: Little Red Riding Hood
  • Sleeping Cub's Test of Courage
  • Soltys
  • The Princess and the Crab

So, go grab your favorite games, and play through them using a daily build. Soltys is also available as a freeware on our download page. If you find any bugs, report them on the bug tracker. Once you've completed a game, please report it on the forums so it can be added to the release testing wiki page. When reporting, make sure you provide the version, language, and platform of the game you're testing. Any other questions? Go see the Release Testing guidelines.

16 de juny 2012: Oh! But, Grandmother, what a terrible big mouth you have!
Posted by DrMcCoy

All the better to eat you with!

We are proud to announce that yet another Coktel Vision game is supported now. Once Upon A Time: Little Red Riding Hood is an interactive story following the well-known fairy tale and lets you play as either the titular Little Red Riding Hood or as the wolf.

So if you want to rescue and/or eat Grandmother, get the latest daily build of ScummVM and your copy of Once Upon A Time: Little Red Riding Hood; and report all bugs you find to our bug tracker. As always, we would like you to make screenshots along the way as well, and submit them to our patch tracker. See the bug submission guidelines and screenshot guidelines for more help on these topics.

2 de maig 2012: Nightmares of a Bartender
Posted by Strangerke

Water, water, every where, nor any drop to drink...

Euh... No, not this nightmare: you're Ryan, a bartender who can't sleep peacefully for months because of weird dreams and nightmares. During one of those, a monk suggests you become the deliverer who would keep the Dreamweb safe by killing its enemies.

The ScummVM Team is proud to announce that Dreamweb is now playable in ScummVM using the latest daily builds, and ready for testing.

Please post any bugs you find in the bugtracker, following our bug submission guidelines. Any screenshots of your playthrough is welcome.

24 d’abr. 2012: In the Summertime
Posted by Strangerke

GSoC 2012 Logo

Almost six weeks ago, we announced you that ScummVM has been accepted by Google for its Google Summer of Code 2012. Since then, we received many good applications and we asked a lot of efforts to the students to clarify and enhance theirs. We'd like to thank them all for all these efforts!

Yesterday, Google announced the list of accepted students and tasks per project and it's with great joy that we announce you that this year, 4 students will be working on ScummVM tasks:

  • Jakimushka will work on a new testing framework based on an event recorder/player
  • Singron will turn scalers into plugins and will add some new ones
  • Somaen will integrate the Wintermute Lite engine and will add some currently missing functionalities
  • Upthorn will work on a new save anywhere feature, per engine, particularly useful for mobile devices

We'd like to welcome them warmly and to wish them the best! And of course, last but not least, we'd like to thank Google for giving us the possibility, once more, to work with talented students during summer time.

1 d’abr. 2012: ScummVM .NET
Posted by ST clone2727

Happy April Fools' Day! Thanks to ST for providing a screenshot of one of his Groovie C# tools.

No, we're not moving to a new website. I'm proud to announce the new ScummVM rewrite in C# for Windows Phone 7 and Xbox 360 ports. This does not include any of the previous "ScummVM-XNA" code and is all new code based on our current working tree.

The Windows Phone 7 port has been the main target of our work as I'm more familiar with the touchscreen controls. It shouldn't be much more work for the Xbox 360 port since I'm going through the XNA Game Studio. Since going through each engine is very tedious work, I've only worked on the engine I'm most familiar with: Groovie. And, I think the results speak for themselves.

I'll have the source code up on GitHub soon, but here's a brief snippet of some working converted C# code.

1 d’abr. 2012: Cedricifying ScummVM
Posted by md5 clone2727

Happy April Fools' Day! Thanks to DrMcCoy, LordHoto, and Strangerke for their help.

Cedric is one of the most famous characters in Sierra history. However, he has divided the fanbase into those who find him slightly irksome and those that adore him. We have therefore come up with a modification for ScummVM that optionally removes Cedric from King's Quest V.

In addition to being able to remove Cedric from King's Quest V, we have also worked on a mode for all other ScummVM games to insert Cedric into them. Cedric integrates directly into those games and can interact with the game as well as the player. A set of screenshots of this mode (and of King's Quest V) can be found at the end of this news post.

Some of the other developers have also chimed in with their opinion on the subject. ScummVM PR officer Strangerke said, "ScummVM has always been about improving the quality of these games and now we finally have the opportunity to bring one of Sierra's most beloved characters to all the other games we support." "It really adds to these Coktel Vision games," stated ScummVM Gob developer DrMcCoy, "they're actually playable now." "I can't imagine playing these games any other way now; there's no going back," added clone2727.

King's Quest V Screenshot 1

King's Quest V Screenshot 2

Indiana Jones and the Fate of Atlantis Screenshot

Ween: The Prophecy Screenshot

Urban Runner Screenshot

28 de març 2012: ScummVM Podcast Released, Hosted by James Woodcock
Posted by Strangerke, James Woodcock

Freelance Journalist James Woodcock recently released a podcast, where he interviews three key developers from ScummVM including Eugene Sandulenko (_sev), Arnaud Boutonné (Strangerke) and Johannes Schickel (LordHoto).

The one hour long audio show discusses the origins of ScummVM, the challenges involved and the exciting future ahead. The podcast also includes several MIDI tracks from classic point and click adventure games, reminding us of the fantastic legacy of this genre.

The podcast can be streamed or downloaded from James' own website.

16 de març 2012: We need your talent for GSoC 2012
Posted by Strangerke

GSoC 2012 Logo

We are very proud to announce that ScummVM has been accepted for another year as a mentoring organization for the Google Summer of Code. So now it's your turn to show your motivation and your love of 2D adventure games: if you're an eligible student for the Google Summer of Code and want to contribute to your favorite open-source project, take a look at our idea page, or propose your own!

We are waiting for your questions and suggestions on our irc channel: #scummvm on irc.freenode.net

27 de gen. 2012: ScummVM 1.4.1 "Subwoofer Release" Is Available!
Posted by sev

The ScummVM Team is pleased to announce ScummVM 1.4.1, a maintenance only release that fixes several bugs in 1.4.0.

The most notable changes in this release are:

  • Support for the Beneath a Steel SkyEnhanced Soundtrack by James Woodcock
  • Slight graphical improvement for the PlayStation version of Broken Sword 2
  • Several bugfixes for Lands of Lore
  • More logical sound settings for SCI games
  • A fixed crash in the VGA version of Quest for Glory 1

The full list of changes can be found in the release notes and the release binaries for many platforms are located on our downloads page.

Enjoy!

19 de des. 2011: May The Force Be With You
Posted by Dreammaster

No, not that force, it's Blue Force. Jake Ryan has just graduated from the Policy Academy, and it's up to you to guide his actions as he starts his police career. He'll quickly become involved in solving a series of crimes which, unbeknownst to him, are inextricably entwined with the murder of his parents when he was a child.

The ScummVM Team is proud to announce that Blue Force is now playable in ScummVM using the latest daily builds, and ready for testing. As usual, all bugs should be reported to our bug tracker following our bug submission guidelines. While you play through the game, we would also love it if you could take some screenshots for us.

10 de des. 2011: Jump on a Hot Air Balloon and meet Darby the Dragon!
Posted by fuzzie

Take a little break and compose yourself. After tireless weeks of work, the ScummVM team is proud to announce support for two children's adventure games — Gregory and the Hot Air Balloon and Darby the Dragon — And on top of that, you can also play some interactive books from the Magic Tales series. So, if you can find your childhood spirit, dig out your copies and enjoy those adorable games.

To play these, you'll need a daily build of ScummVM. Any lurking bugs you find should be reported using our bug tracker, and along the way, please consider making few screenshots, following our guidelines.

We are also looking for additional information on localised versions and Magic Tales books. If you have one which is not recognized by the latest ScummVM daily build, please follow the guidelines here and report this to the team or as a bug.

Have fun!

26 de nov. 2011: Where is Leon?
Posted by Strangerke

Chief finally found a husband for his "beautiful" daughter, but before the end of the ceremony, Leon escaped. So now... where is Leon?

The ScummVM Team is proud to announce that Soltys is playable for the first time in English and Polish using ScummVM! Special thanks to L.K. Avalon and Mr Wiśniewski for providing the sources and to nutron for spending so much time on the translation!

You'll need a daily build to get started, then grab the game on our downloads page and test it! As usual, all bugs should be reported to our bug tracker following our bug submission guidelines. While you play through the game, we would love it if you could take some screenshots for us.

If you would like to contribute further, you could invest some of your free time in translating Soltys and Dragon History, which should be easy to translate to most European-based languages. If you are interested, please contact translation AT scummvm DOT org.

21 de nov. 2011: Beneath A Steel Sky Enhanced Music Released by James Woodcock for ScummVM
Posted by sev

The developers of ScummVM are pleased to announce that as of today, the classic game Beneath A Steel Sky has full support for James Woodcock's Music Enhancement Project within the latest daily build. The project started way back in January 2006 as James Woodcock committed himself to use the original MIDI files from various Point and Click Adventure titles, creating enhanced versions using modern MIDI equipment. He has already released the Simon the Sorcerer, Discworld and Inherit the Earth versions and can now add Beneath A Steel Sky to his completion list:

"I have tried very hard to remain faithful to the originals in respect to the excellent composers creations..." says James Woodcock, creator of the ScummVM Music Enhancement Project. He continues "...There has been a lot of support and interest from Beneath A Steel Sky fans, who have been monitoring its progress very carefully and it is with great pleasure I can finally play Beneath A Steel Sky using new versions of the original soundtrack with many thanks to the developers of ScummVM for all their hard work in making this feature possible".

James uses the Yamaha Tyros4 keyboard hooked up to his computer via USB and after going through various tweaking, recording and editing, a finalised music track is born.

You can download the enhanced soundtrack from James' Beneath A Steel Sky page, where instructions are also included.  You can follow and show your support for James on both Twitter and Facebook.

11 de nov. 2011: ScummVM 1.4.0 "10th Anniversary" Released!
Posted by sev

It has been over 10 years. We are here thanks to the work of 131 developers. 49,124 commits were made just to the ScummVM tree and those turned into a massive 1,085,714 lines of code (excluding comments) and of course over 7.6 million downloads from the main site alone. I would say those were a great ten years.

The outcome is ScummVM 1.4.0 which we are releasing today, 11/11/11 11:11:11.11.

More games are supported: Lands of Lore: The Throne of Chaos(based on the same engine as Kyrandia), the kids' game Blue's Birthday Adventure, and the science fiction game Ringworld: Revenge of the Patriarch. On top of that, practically all supported Sierra SCI games now have their Amiga versions working. Our musically inclined users will notice PC speaker support in Monkey Island 2: LeChuck's Revenge and Indiana Jones and the Fate of Atlantis, CMS support in Loom, The Secret of Monkey Island and Indiana Jones and the Last Crusade, fixed MIDI in the DOS versions of the Elvira series, and even sound in Winnie the Pooh in the Hundred Acre Wood!

As always, there are many more new features; you can find the full list in our release notes and the release itself on our downloads page.

Enjoy!

6 de nov. 2011: GSoC 2011 — Results
Posted by Strangerke

GSoC 2011 Logo This year, two students were accepted for ScummVM:

Tiqpit worked on improving the AGI Engine. Sadly, he decided to quit before the end of his tasks, but his code was of such good quality that it is now merged into master, so ScummVM benefits from his work.

Enginmanap worked on objectifying the CruisE engine. He did a great job, and his work is currently being polished before a final merge into master.

We were also represented at the mentor summit by sev and Strangerke.

We are really grateful to Google for all of their support, and are already working on GSoC 2012 tasks.

3 d’oct. 2011: Prepare ship for ludicrous testing speed!
Posted by clone2727

Fasten your seatbelts because another ScummVM release is just around the corner!

However, we need your help first in testing out a few games before we can release. In addition to the two new games for this release, Lands of Lore: The Throne of Chaos and Ringworld: Revenge of the Patriarch, we have a few other games that need testing. Please take a look at our wiki page to see which games need a playthrough.

As with all release testing, you'll need a daily build to get started. If you happen to find any bugs, please report them on the bug tracker. Once you complete one of the games, please let us know on the forums so we can throw the results up on the wiki page. Further information can be found in the release testing guidelines.

And Strangerke would like to remind you to grab a couple of screenshots of Lands of Lore: The Throne of Chaos and Ringworld: Revenge of the Patriarch for us and submit them according to our guidelines.

4 d’ag. 2011: The One Ring
Posted by DreamMaster

No, it's not Tolkien's Ring, it's the Ringworld. Join Quinn, Miranda, and Seeker-of-Vengeance as they seek to unravel the mysteries of the Ringworld and find a way to stop the insane Kzinti Patriarch.

The ScummVM Team is pleased to announce support for Ringworld: Revenge of the Patriarch. So grab your copy of the DOS Floppy or CD (original CD release/First Wave re-release), start playing in the latest daily build of ScummVM, and help us with the testing while enjoying this classic science fiction adventure.

Of course, all bugs should be reported to our bug tracker. For further information, check out the bug submission guidelines.

Good luck finding the elusive stasis boxes.

12 de jul. 2011: ScummVM 1.3.1 "All Your Pitches" Released!
Posted by sev

We are proud to announce a maintenance release of the ScummVM 1.3.x series. This release has a number of fixes, mainly related to audio. Also, several games had slipped past testing for 1.3.0 and turned out to be no longer completable. They have now been fixed, so if you want to play Discworld, Inherit the Earth: Quest for the Orb, I Have No Mouth, and I Must Scream, or play FM-TOWNS SCUMM games on mobile devices or consoles, we highly recommend that you upgrade.

The release can be found on our downloads page and full release notes are also available from our site.

Enjoy!

2 de juny 2011: "This arrow is ..quite annoying..."
Posted by LordHoto

These are amongst the last words of Timothy, one of your friends; But when the Dark Army is on the march, there is no time for mourning the dead. Time is essential in the race against the evil sorceress Scotia, so you had better continue your journey to save the realm of Gladstone.

The ScummVM Team is pleased to announce support for Lands of Lore: The Throne of Chaos. So grab your copy of the DOS Floppy, DOS CD or even the PC-98 version and start playing Lands of Lore in the latest daily build of ScummVM and help us with the testing, while enjoying this great game. A quick side note: Unlike other ScummVM supported adventure games, Lands of Lore is an RPG (Role Playing Game). We are supporting it as it uses the same engine (KYRA) as The Legend of Kyrandia series. Please do not ask us to support other RPGs!

Of course, all bugs should be reported to our bug tracker. However, please make sure you have got all the required datafiles before you report a bug. For further information, check out the bug submission guidelines.

Happy dungeon crawling!

28 de maig 2011: ScummVM 1.3.0 "Runner" released!
Posted by sev

It has been longer than usual since the last release. Nevertheless the team is happy to announce the release of ScummVM 1.3.0.

The release is truly feature-rich: in particular we are introducing support for a new platform, WebOS, and adding a set of new games: Urban Runner, Playtoons, Toonstruck, Hugo series, Living Books, Backyard Baseball. We have also continued to work hard on the SCI engine, so Amiga and some Macintosh versions of the games are supported now too. Many of our ports received improvements, and a number of bugs have been fixed in practically every engine. Thus your gameplay should be smoother and more enjoyable.

As usual, the release can be found on our downloads page and full release notes are also available.

22 d’abr. 2011: Get Ready for Testing!
Posted by clone2727

The ScummVM team is announcing another round of release testing in preparation for our next release: 1.3.0!

Since our last release, we've been very busy working on adding support for more of your favorite games. Backyard Baseball. Backyard Baseball 2001, Hugo's House of Horrors, Hugo 2: Whodunit?, Hugo 3: Jungle of Doom, Playtoons: Bambou le Sauveur de la Jungle, Toonstruck, and Urban Runner are all ready for our loyal fans to play through to their hearts' content. Several Living Books games are also supported now: Aesop's Fables: The Tortoise and the Hare, Arthur's Birthday (v1), Arthur's Teacher Trouble, Dr. Seuss's ABC, Green Eggs and Ham, Harry and the Haunted House, Just Grandma and Me (v1), Little Monster at School, Ruff's Bone, Sheila Rae, the Brave, Stellaluna, The Berenstain Bears Get in a Fight, The Berenstain Bears in the Dark, The New Kid on the Block. You can see more info on the bugs we fixed and the features we added over here.

Like with our last release testing, not all games will be tested; only games that have had significant changes to their codebase since the last release are up for testing. As usual, the list of games to be tested is on the wiki.

Those games aren't going to test themselves! Download a daily build and report any bugs you find to the bug tracker. If you complete a game, please let us know on the forums so we can throw the results up on the wiki page. Be sure to provide the version, language, and platform of your game when reporting a completion. Any other questions? Go check out the release testing guidelines.

16 d’abr. 2011: A New Month, A New Engine!
Posted by strangerke

Continuing our incredible pace of one announcement per month, we're proud to be able to ask you to grab your copies of Hugo's trilogy (DOS or Windows version) and try them out in ScummVM using the latest daily build.

The games supported (Hugo's House of Horror, Hugo 2: Whodunit? and Hugo 3: Jungle of Doom) are still available for sale on the author's site. So buy them if you don't own them, copy the required data files and give them a try!

Don't hesitate to report any bugs you find in the bugtracker, following our bug submission guidelines. Screenshots are welcome too, as usual!

1 d’abr. 2011: Kinect with ScummVM!
Posted by clone2727

We are very excited to announce support for ScummVM on Linux using Kinect!

Through the tireless efforts of a few coders, Strangerke, LordHoto, and Hkz, they have managed to come up with an amazing per-game gesture system. This new Kinect input system recognizes player input and translates it to mouse and keyboard presses which are then processed by the game engine. Unfortunately, this currently only works with the Kinect for Linux drivers.

The code is still very much a work-in-progress, but we've put up some screenshots of various developers testing out their favorite games in ScummVM. Here's ST testing out Backyard Soccer, myself playing Full Throttle, Hkz playing Gabriel Knight, and DrMcCoy playing Urban Runner.

Stay tuned for more info and a daily build should be expected within the next few days! :)

Happy April Fools' Day!

28 de març 2011: Book'em, Danno
Posted by clone2727, fuzzie

We're pleased to announce that the next release of ScummVM will have support for several "Living Books" games! It's time to relive your childhood memories (or memories of your children!) and dust off the old discs. The (sadly) now grown-up ScummVM team no longer has all of these games lying around, so we need your help in testing the games to weed out any remaining bugs.

The first batch of supported Living Books games consists of Just Grandma and Me (v1), Arthur's Teacher Trouble, Aesop's Fables: The Tortoise and the Hare, Ruff's Bone, The New Kid on the Block, Arthur's Birthday (v1), Little Monster at School, Harry and the Haunted House, The Berenstain Bears Get in a Fight, Dr. Seuss's ABC, Sheila Rae, the Brave, The Berenstain Bears in the Dark, Stellaluna, and most of Green Eggs and Ham. We hope to support the rest of the games in the future, but in the meantime, we hope that these are enough to keep our loyal users occupied.

Be sure to grab a daily build when testing. If you spot any bugs while enjoying these classic interactive stories or even just complete one, we'd really like to know over on the forums. Be sure to drink your ovaltine post them to the bug tracker; and keep those bug submission guidelines in mind. And if anyone happens to take a few screenshots before nap time and wishes to submit them, we would be eternally grateful.

18 de març 2011: Fancy a Summer (of Code) job with ScummVM?
Posted by DJWillis

GSoC 2011 Logo ScummVM is pleased to announce that it has been accepted for participation in Google's Summer of Code 2011 program.

This is our fifth year in the program and we would like to make it our best yet.

We are now welcoming applications to join the program, provided that you are:

  • A current student (undergraduate, graduate, post-graduate ...)
  • Like point and click adventures
  • Know some C++ and have some coding skills
  • Like the prospect of spending your summer with the ScummVM team, writing superb code for cool games full time for 12 weeks
  • Wish to get involved with a leading open source project in its field and become an asset to its community

Should you apply and be selected you will be rewarded, both financially thanks to Google and with gratitude, encouragement and the legally mandated minimal amounts of abuse by the ScummVM Team upon completion of a successful project.

You never know, we may even share our secret Grog recipe!

Now run along and pick up some interesting ideas from our Open Tasks page or be creative and propose your own ideas and apply. Make sure you read our requirements on the Open Tasks page and review the rest of our Summer of Code notes on the wiki.

Having participated for several years we cannot stress how beneficial it can be to apply early, revise your application as you go and really get involved with the community. The final deadline for applications is April 8th at 19:00 UTC.

If you have any questions or comments, feel free to send an e-mail to the scummvm-devel mailing list, drop by our forum or pop into our IRC channel (#scummvm at freenode.net).

3 de febr. 2011: A Burst of Fun With Fluffy Fluffy Bun Bun?
Posted by sylvaintv

Did you ever want to experience the world of the Toons, like in the movies "Who Framed Roger Rabbit?" or "Space Jam"? Enter Toonstruck, the zany newly supported game that casts Christopher Lloyd (Great Scott!) as Drew Blanc, a cartoon animator who lands in a place where anything is possible. With his sidekick Flux Wildly, help him to solve the tons of puzzles in order to get back home to the real world!

Take your Bottomless Bag, grab your two Toonstruck CDs, the latest daily build of ScummVM and start testing the game right away! You can find the required datafiles here.

Please post any bugs you find in the bugtracker, following our bug submission guidelines. Any screenshot of your playthrough is welcome.

23 de gen. 2011: Science Fiction Coktel Vision Double Feature
Posted by drmccoy

New year, new supported games. And we are proud to announce two of such newly supported games right away!

The first one is the FMV-tastic detective mystery Urban Runner: You are the investigative reporter Max who's being hunted for a murder he didn't commit by both the police and the actual killers. Can you escape your hunters and solve the crime?

The second one is an obscure interactive storybook for children of the Playtoons series: Bambou le Sauveur de la Jungle. We have only managed to find the French version of the game; other language versions may or may not exist. Information on these would be very much appreciated.

So, grab your running shoes and/or jungle hat, the latest daily build of ScummVM, your game CDs and join us in the (bug)hunt! The needed datafiles can be found here and here. Bugs should be reported to our bug tracker, but please follow our bug submission guidelines. Screenshots of both games would be great too!

19 de des. 2010: ScummVM 1.2.1 "Børk Børk Børk" released!
Posted by sev

The last ScummVM release in this year just has been released. This is a maintenance release and is aimed to fix several important bugs since 1.2.0.

Particularly we added Hungarian and Brazilian translations of the GUI, and made bugfixes to the Cruise, Groovie and Lure engines.

It is available from our downloads page and full release notes could be found here.

15 d’oct. 2010: ScummVM 1.2.0 "FaSCInating release" is here!
Posted by sev

CABAL (Coalesced 'Adventures beyond Architecture' League) finally came alive, and now for real. Yes, truly, it took us just 6.5 years, and today we are eagerly announcing that a universal adventure game interpreter, playing SCUMM, AGI, and SCI games has been released.

From now on, it is available on ScummVM's downloads page (Look for version 1.2.0). You may jump straight there, or stay a bit longer and see what cool new features are included.

As you have probably already realized, this release has support for SCI, and moreover, the list of compatible games goes beyond the original FreeSCI which was merged about 1.5 years ago. We support Conquests of Camelot/the Longbow, Castle/Island of Dr. Brain, Codename: ICEMAN, EcoQuest 1&2, all four Hoyle games, Freddy Pharkas, Jones in the Fast Lane, King's Quest I-VI, both Laura Bow games, Larry up to 6 (low-res 6 only), Police Quest 1-3, Quest for Glory I-III, Space Quest up to V and a few others. Incredible work by the FreeSCI team and our own SCI engine team!

Early SCI 16-color games can be optionally undithered by ScummVM, making them look much better. To see a comparison between undithered graphics and the original, watch this video produced by one of our SCI engine developers and see for yourself.

Besides SCI, we have added support for yet another Coktel Vision game called Fascination and we have a number of new ports: Android, Dingux, Caanoo and OpenPandora. Unfortunately we had to declare the PalmOS port officially dead.

As usual there are tons of engine-specific bug fixes. Take a look at the release notes if you want to know more. But wait! We would like to tell a little bit about another long-awaited feature new in this release. After all these years we are finally going international, and the ScummVM GUI can be translated into any language (well, almost any). Right now we have Catalan, English, French, German, Italian, Russian, Spanish and Ukrainian localizations. Besides this there are a lot of smaller improvements like tooltips, radio buttons, improved usability and we support more games running from original media without the need to shuffle the game files.

Enough talking! Now it is time to download ScummVM and start playing!

12 de set. 2010: It's Time for ScummVM 1.2.0 Release Testing
Posted by clone2727

Following up on the SCI game testing, a testing session for the next ScummVM release has arrived! It's time to point and click at several other ScummVM games that need testing before we can publish a new version.

This testing season we have two new games up for testing: Fascination and Maniac Mansion (C64 version).

Contrary to previous testing seasons, not all games will be tested. The number of games supported has grown significantly and testing all the games is too much. So for this testing season, and testing seasons onward, we've decided to only put games up for testing that have had significant changes to their codebase since the last release. As usual, the list of games to be tested is on the wiki. The page also lists games that are not required to be tested, but feel free to test them too if you don't have any of the other games that require testing.

Note that the SCI games are not on the testing page. The SCI testing went well and they do not need to be tested again.

So what are you waiting for? Go test some ScummVM games using a daily build and report any bugs you find to the bug tracker. After completing a playthrough of a game, please report it on the forums so it can be added to the release testing wiki page. Make sure you provide the version, language, and platform of your game when reporting a completion. Consult the testing guidelines should you have any other questions.

28 d’ag. 2010: Fancy a good Coktel with Doralice?
Posted by strangerke

You're Doralice, the cutest airline captain of the Paris-Miami flight. During your last trip, a dying passenger asked you to deliver top secret vials. Will you succeed in your mission, avoiding deadly traps and solving every mystery?

Currently, the PC versions of Fascination are missing an AdLib player, but everything else is there. Please note that the CD version requires some manipulations and the ScummVM tools to extract the required files.

Get the latest daily build of ScummVM and your version of the game and give Fascination a try! Please post any bugs and unrecognized versions you can find to our bug tracker, following the bug submission guidelines.

And if you find interesting sights, be sure to submit your screenshots.

25 de jul. 2010: SCI Pre-Release Testing
Posted by clone2727

It's been only six years and a few months since CABAL was jokingly announced, and now the first round of Sierra's SCI games is going to be supported in ScummVM!

However, we need your help in testing the SCI games. That's right, you, the loyal ScummVM user. Go grab your DOS or Windows SCI game (that is on this list) and play through it with a ScummVM daily build. As you play through the game, try not to die too much, save often, and note down any bugs that you find so you can report them on the bug tracker. Please do not report bugs on non-PC versions of SCI games; they are not supported yet.

When you've finished going through a game, go report it on the forums. If you feel up to the challenge, move on to your next SCI game! And if you're really feeling the Sierra vibe, go test all your SCI games that are up for testing!

Even if you don't have any SCI games, you can still help out. There are many SCI demos (only choose those on the supported demo list) and fan games out there that are waiting for you to test them.

2 de maig 2010: ScummVM 1.1.1 "Better version" released
Posted by Fingolfin

Only four weeks since our last release and already ScummVM 1.1.1 is available on our downloads page.

This release concentrates primarily on fixing bugs, bugs, and even more bugs. As such, we strongly recommend all and every ScummVM user to update to this latest and greatest version. In particular, just as promised we fixed the issues affecting Nippon Safes Inc and Pajama Sam 1 in 1.1.0.

Take a look at the release notes if you want to know a bit more.

And don't forget to visit our downloads page to get the best ScummVM ever!

28 d’abr. 2010: All hail new students!
Posted by DJWillis

GSoC 2010 Logo Google recently announced the list of students for this year's Summer of Code program.

For ScummVM, the accepted students and their respective projects can be found at our landing page of the GSoC 2010 site.

The ScummVM team and especially the mentors welcome our 4 students this year:

Neeraj, Tony, Michael and Alejandro who will be tackling a range of interesting projects.
Congratulations, the best of luck and enjoy coding this summer :-)

We would also like to take the time to thank everyone who applied for ScummVM GSoC places this year but was unsuccessful.
We hope we can welcome many of you into our community.

4 d’abr. 2010: ScummVM 1.1.0 "Beta quadrant" released
Posted by Fingolfin

Another 4 months passed, a lot of hard work done... and finally it is here: ScummVM 1.1.0 is available now on our downloads page.

There are some pretty exciting new features: We added support for 16bit graphics, which allowed us to add support for a whole bunch of newer Humongous Entertainment games for kids. We also added or improved support for the Amiga versions of Monkey Island, Legend of Kyrandia and Future Wars. Plus there are two completely new engines for the games Dragon History (available for free from here) and TeenAgent (available for free from GOG.com). And finally there is now a port for the Nintendo 64 game console!

Take a look at the release notes if you want to know a bit more.

There is one grain of salt, though: If you want to play Nippon Safes Inc, we recommend that you stick with your current ScummVM version for now, as there are some nasty regressions in there which may even make it impossible to complete the game. Also the background music in Pajama Sam 1 isn't working correctly in the Kitchen and Mine areas anymore.

We are not happy about that, but in the end decided that we should not let this hold up the other new cool stuff we added. Instead, we will follow up this release in about four weeks with a 1.1.1 release that should fix these issues. In fact, you can help us make 1.1.1 even better by reporting any bugs you might encounter in 1.1.0.

And now go and get it while it's still hot from our downloads page, grab a build for your favorite device and have fun :).

1 d’abr. 2010: Urban Runner Support
Posted by clone2727, LordHoto, and Strangerke

Today, we would like to announce support for Urban Runner! The game has finally reached a completable state in our subversion tree. Now you can play as Max as he runs from the cops for being accused of a crime he didn't commit. You might even fall in love along the way.

We would really appreciate it if you would go and test this game for us. When you find bugs, go report them here. When you have questions about reporting bugs, go here. Also, if you need a daily build, be sure to check out this page.

We have also collected a group of screenshots:

Screenshot 1

Screenshot 2

Screenshot 3

Screenshot 4

Happy April Fools' Day!

18 de març 2010: Join the ScummVM team this Summer (of Code)
Posted by sev

Yes! ScummVM has been accepted for the fourth time in a row to participate in GSoC, now in Google Summer of Code 2010!

This is a great privilege and honor for us, and we would like to share this with you, considering that you are:

  • A student (undergraduate, graduate, post-graduate, ...)
  • Like point and click adventures
  • Know some C++
  • Looking forward to spending your summer with ScummVM, writing superb code for cool games full time for 12 weeks

If you match all criteria, we would love to invite you to apply as a student. You will be rewarded, both financially by Google and with fame, gratitude, cherishing and adoration by the ScummVM Team upon completion of a successful project.

Now run, pick some interesting task from our Open Tasks page or be creative and propose your own ideas and apply. Make sure you read our requirements on the Open Tasks page.

If you have any doubts or questions, feel free to e-mail to scummvm-devel mailing list or come to #scummvm IRC channel at freenode.net.

22 de febr. 2010: ScummVM 1.1.0 Release Testing is Here!
Posted by clone2727

It's time once again to go out and test all your favorite ScummVM games as we gear up for another release of our humble little software. We have several new games announced as supported:

  • Blue's Art Time Activities
  • Blue's Reading Time Activities
  • Dragon History
  • Freddi Fish 5: The Case of the Creature of Coral Cove
  • Pajama Sam: Games to Play on Any Day
  • Spy Fox 3: Operation Ozone
  • TeenAgent

So, go grab your favorite games, and play through them using a daily build. If you find any bugs, report them on the bug tracker. Once you've completed a game, please report it on the forums so it can be added to the release testing wiki page. When reporting, make sure you provide the version, language, and platform of the game you're testing. Any other questions? Go see the Release Testing guidelines.

9 de gen. 2010: Updated ScummVM T-Shirts
Posted by combobreaker

To coincide with the updated ScummVM logo, ScummVM t-shirts have also received a touch up. The shirts sport the verb list from Maniac Mansion on the chest, the updated logo on the upper back, and the scummvm.org url on the left sleeve. Shirts are now available in sizes small through 3XL. If you need a larger size, please contact sales[at]combobreaker[dot]com with a request.

Shipping to the USA and Canada is free, and shipping elsewhere is offered at a discounted rate. Head over to Combobreaker.com to pick them up!

22 de des. 2009: MEGA-BANK Robbery!
Posted by whoozle

Initial reports claim the gold held in the MEGA-BANK vault just began to vanish! MEGA-BANK Security were asked to review the CCTV footage, however they were unable to see anything.

Do you think you can solve this mystery? Are you willing to take the role of Mark Hopper? A teenager hired by the RGB to infiltrate the mansion of John Noty and discover why and how he is becoming so rich.

That's right ladies and gentlemen, TeenAgent is now ready for testing! Why not take this opportunity to join Good Old Games where you can download TeenAgent for free. You will also need a Subversion build of ScummVM. As usual any bugs should be reported to our bug tracker. For further information, check out the bug submission guidelines.

21 de des. 2009: Let's go back to an age of Knights and Dragons
Posted by spalek

The year is 1995. The place is the Czech Republic. You find yourself surrounded by inventive minds producing the latest Czech point-and-click adventure, and historically the first Czech CD-ROM-based adventure game. You are Bert, a young dragon with a taste for adventure. After being corrupted by an evil magic wand named Eveline, you are desperate to remedy the mischiefs you created. You decide to set out to find your father who disappeared a while ago.

Grab your copy of the Dragon History game and a Subversion build of ScummVM, and get playing! The game is available in Czech, English, and Polish so you have no excuses!

All bugs should be reported to our bug tracker. For further information, check out the bug submission guidelines.

15 de nov. 2009: ScummVM 1.0.0 "Shiny Logo" is finally out
Posted by sev

It was just 3.5 months ago when we started to prepare for this release, and now finally the day has come.

Ladies and gentlemen, please greet the one and only ScummVM 1.0.0 "Shiny Logo!" The long awaited, the most anticipated, the best... whatever.

We worked very hard on stability in this release, and in addition to all that goodness available since our 1.0.0rc1, we added a new set of ports for Motorola Linux-based phones (those on MotoEZX and MotoMAGX platforms) and fixed just a few hundred bugs.

The release is available from the usual place, and the full list of changes can be found right here in the NEWS file.

Now jump to the downloads page, grab a build for your favorite device and spread the word that ScummVM is 1.0.0!

30 d’oct. 2009: Revised ScummVM logo and icon(s)
Posted by fingolfin

As you may have already noticed, we are in the process of switching from our old trusty logo and icons to new, slightly revised versions. The main change is that the lowercase "s" has now become an uppercase "S" -- this is meant to help stop the confusion lots of people seem to have about our name: We are called "ScummVM", and not "scummvm" :-).

Besides that, the new logo was touched up by its original author, Jean-Marc, to produce higher quality versions (in PNG and SVG format) of both the logo and the icon. As a result, they look better and yummier than ever before.

We are not yet completely done converting everything to the new logo and icon (boy, they are really present in lots of places), but are actively working on it. The upcoming 1.0.0 release of ScummVM will be the first to feature the new art everywhere.

So, I hope you like the new art just as much as we do :-).

20 de set. 2009: Further testing required for your favorite adventure game interpreter
Posted by LordHoto

As all of you have probably heard, we are still in the testing phase for the 1.0.0 release. So far we have gotten many testings results, because of you, our fellow users. Thanks again to all the people who have already done testing for the next release. Sadly, we are missing some tests for certain games though. Here is the list of games for which we really need some testing results:

  • The Manhole
  • Rodney's Funscreen
  • Elvira II - The Jaws of Cerberus
  • Bargon Attack
  • Goblins 3
  • Bud Tucker in Double Trouble
  • I Have No Mouth, and I Must Scream
  • Nippon Safes Inc.

If you own one of these games please grab a daily build of ScummVM and play through it. Submit any bugs you discover along the way to the bug tracker. When you complete a game, report it on the forums so we can add it to our release testing wiki page. Be sure to provide the version, language, and platform of the game you're testing (in addition to the name of course) as well as what platform you are testing on. You can find more details on testing over here.

As you can see on our release testing wiki page, almost all testing results are from our desktop ports. If you have ScummVM running on console or handheld ports we also ask you to test your games (not necessarily only the ones mentioned above) there as well, and report your results in the above mentioned way.

31 d’ag. 2009: ScummVM 1.0.0rc1 "Grog XD" is ready for your testing
Posted by sev

Did you hear about our plans for 1.0.0? This is going to be the best ScummVM release ever! And to make it even more remarkable, we have decided to put out a Release Candidate, which is awaiting you here.

It is a regular stable and supported release so don't let the name of 'Release Candidate' or 'RC1' throw you off. We have a release testing wiki page for the upcoming 1.0.0 release, which we would like to see turned into a mass of green indicating successful removal of any issues in the titles supported, and thus we need your help, our dear users of ScummVM. It would be really great to test as many games as possible on all varieties of platforms our project is ported to.

The list of changes which are prepared for you in this release is quite long. The highlights are:

  • Added support for Discworld
  • Added support for Discworld 2 - Missing Presumed ...!?
  • Added support for Return to Zork
  • Added support for Leather Goddesses of Phobos 2
  • Added support for The Manhole
  • Added support for Rodney's Funscreen
  • Added support for Cruise for a Corpse
  • Improved GUI vastly: added quick search, introduced per-game options, improved mass-add dialog
  • Broken Sword 1 & 2 now run with original cutscenes
  • Increased The 7th Guest microscope puzzle difficulty to match original
  • Major improvements to PSP, PS2 and WinCE ports
  • New port for GP2X Wiz handheld game console.

The full list of changes can be found in the NEWS file.

'Nuff said, so download ScummVM and be one step closer to 1.0.0.

21 d’ag. 2009: James Woodcock Unveils Discworld v2.0, Simon the Sorcerer v2.0 and Inherit the Earth v1.0 Soundtracks for ScummVM
Posted by sev, James Woodcock

James Woodcock, creator of the ScummVM Music Enhancement Project has recently released updated versions of previously available soundtracks reaching version 2.0, which include Simon the Sorcerer and Discworld.  Discworld can now be played with the latest SVN versions of ScummVM implementing James Woodcock's enhanced music.  Inherit the Earth, which comes under his 'Fan Creation Soundtrack' is a homage to the title and is now also downloadable from his personal website.

Available in High and Low bitrate versions, all three soundtracks are free to download and inspired by the original games and the ScummVM software.

"For many years, I have enjoyed the wonders of the ScummVM application allowing me to play many of my all time favourite point and click adventures.  The ScummVM Music Enhancement Project gives me the chance to inject a little part of my passion for this gaming genre, while giving the community the option of alternative music". James Woodcock continues... "A big thank you to all who have contacted me via email, Twitter and IRC regarding my work and also of course to the original composers, developers and publishers of the titles I have covered and the ScummVM team, without who this would not have been possible!"

A preview of all three games running on ScummVM with James's music is demonstrated on this YouTube Playlist.

Change Log:

  • Simon the Sorcerer v2.0
    All tracks have been individually tweaked through a new master compressor to increase overall quality of the music.
  • Discworld v2.0
    Introduction music updated to emphasise the piano tracks, 7 previously missing tracks have now been added completing the soundtrack and the music is fully compatible with the latest ScummVM SVN builds for use within the title.

To find out more, make sure you visit his website or follow him on Twitter for new developments.

10 de jul. 2009: The End of the Beginning
Posted by clone2727

It's time for everyone's favorite semiannual event! ScummVM Release Testing Season (TM)! However, this season we will be testing for 1.0.0! That's right, 1.0.0!

For this release, we have added support for a bunch of new games: Cruise for a Corpse, Discworld, Discworld 2 - Missing Presumed ...!?, Leather Goddesses of Phobos 2, The Manhole, Return to Zork, and Rodney's Funscreen.

As usual, go grab a daily build of ScummVM, play through the games and submit any bugs you see along the way to the bug tracker. When you complete a game, report it on the forums so we can add it to our release testing wiki page. Be sure to provide the version, language, and platform of the game you're testing (in addition to the name of course). You can find more details on testing over here.

10 de jul. 2009: ScummVM's Worst Kept Secret
Posted by dreammaster

There'll be few of you that don't know that the daily build of ScummVM has supported the first two Discworld games for some time now. Despite the stability of the engine, we held off announcing official support, since we were hoping to be able to simultaneously announce the freewaring of the game titles.

Since it seems unlikely the two games will be freewared in time for the next major release, it's been decided to go ahead and officially announce support for the games. The PC versions of the first two games are fully supported, and the PSX version of the Discworld 1 game is completable (but without music currently).

Those of you who haven't already played them can do so with the daily build of ScummVM, report all encountered bugs to our bug tracker and submit some nice screenshots.

9 de jul. 2009: There's Murder Afoot..
Posted by dreammaster

Inspector Raoul Dusentier has been invited on a cruise by the mysterious businessman Niklos Karaboudjan, and the cruise has barely begun when Raoul stumbles on the man's dead body, and is knocked unconscious.

Help the inspector solve this baffling murder in 'Cruise for a Corpse'. Those that have the classic game for the PC are encouraged to try out the latest daily build, report all encountered bugs to our bug tracker and submit some nice screenshots.

Please note that currently only the PC version of the game is fully supported.. the Amiga and Atari ST versions are not.

2 de jul. 2009: Now there is an easy way to obtain Gobliiins 1-3
Posted by sev

Snowberry Connection, Société Pollene and ScummVM issued a joint press release, which announces that the first three Gobliiins games are available as bonus downloads for those who purchased Gobliiins 4 via GamersGate or Impulse. The games are also available on the DVD in at least the Russian and Hungarian releases of the game.

We are really happy that these art pieces of classic adventure gaming are available as a relatively easy purchase now, and that ScummVM helped Snowberry to make them run on modern systems with minimal effort.

Thanks, Snowberry!

30 de juny 2009: ScummVM T-Shirts available and ScummVM nominated for Sourceforge Community Choice Awards
Posted by Spookypeanut

If you want to be the envy of everyone in your neighborhood, be sure to be seen around in your beautiful new ScummVM T-shirt. Designed with the cooperation of the ScummVM team, this understated and elegant item will truly show off your adventure game leanings to the initiated. Plus, combobreaker.com are donating to the ScummVM project for each one sold!

SF.net Community Choice Awards While we're on the subject of helping ScummVM, please vote for your favorite point-and-click adventure game engine interpreter in the Sourceforge Community Choice Awards. Thanks to all the people that nominated us, we've made it through to the final round. If you click the link, ScummVM will be pre-selected in the Best Project for Gamers category, and you can go on and choose your favorite open-source projects in the other categories.

23 de juny 2009: More information about the GPL violation
Posted by sev

There are certain speculations about the case, some of them are really wild. Unfortunately, no one approached any of us and there are only a few real facts in those blog posts.

Thus, in an attempt to stop these potentially misleading messages, I made a blog post on my personal blog. I hope that I provided enough information there. If not, ask me for more details.

16 de juny 2009: GPL conflict with Atari
Posted by cyx, fingolfin

Consider the following an official "press release", and note that the exact wording is dictated to cyx and fingolfin by the settlement terms.

In December 2008, members of the ScummVM team discovered that three games for the Nintendo Wii console ("Freddi Fish: The Case of the Missing Kelp Seeds", published in Germany under the name "Fritzi Fisch und der verschwundene Schatz"; "Pajama Sam: No Need to Hide When It's Dark Outside", published in Germany under the name "Pyjama Pit: Keine Angst im Dunkeln"; and "Spy Fox: Dry Cereal", published in Germany under the name "Spy Fox in: Das Milchkartell") made use of ScummVM, without complying with the terms of the GPL license. They sent a warning letter to the German distributor of these games, Atari Deutschland GmbH, who was not aware that ScummVM was used in the creation of the games. Atari Deutschland GmbH established contact with Mistic Software Inc., the developers of the games.

Mistic Software Inc. responded by denying that members of the ScummVM team hold any rights to the particular code they used. The dispute was ultimately settled in May 2009 by Mistic Software Inc. paying all legal fees and making a donation to the Free Software Foundation as a sign of good will, without acknowledging copyright infringement.

7 de juny 2009: ScummVM at Greek open source conference
Posted by Jubanka

Find out about EL/LAK The 3rd free/open source software developers conference (EL/LAK) is taking place in Athens, Greece on June 19 and 20. Among the various open source software and related talks, this year ScummVM will also be participating with a presentation on June 20th.

The presentation intially aims to cover basic principles on how ScummVM works, its internal architecture and developer team layout. But we can also talk about adventure games in general, Google Summer of Code, open source gaming subjects or what ever else comes up!

So if you're around and interested, go forth and register for the conference and come by for a meet & greet. See you there!

23 de maig 2009: Scummvm.org Has a Facelift Thanks to New Webmaster
Posted by sev

Perhaps you haven't noticed, but now ScummVM's website runs new flashy code. Fredrik Wendel aka [vEX] has been working on it for several months now, and under the hood it is a complete rewrite with keeping the old design intact... Well, almost.

Now browsing screenshots has a new sleek design, navigation links are more logical (with keeping the backwards compatibility, so don't worry about your old links), SCUMM MD5 tables have better design, and the FAQ lost its magic numbers in the links.

Also we are proud to announce that Fredrik has been appointed official webmaster for the project, so now you can put all your complaints into his capable hands. :P

17 de maig 2009: Now you can see subtitles in Broken Sword 1 cutscenes
Posted by sev

Since ScummVM 0.10.0 there has been unannounced support for subtitles in the Broken Sword 1 cutscenes.

Now we finally managed to provide a package with subtitles for the following languages: English, Brazilian, German, Spanish, French, Italian and Russian. Also, subtitles for the English demo are provided.

You can grab the package from the downloads page.

At the moment we still lack Czech subtitles, thus if you're willing to help us with providing them, please contact sev.

14 de maig 2009: Help us win the Scary Robot!
Posted by sev

CCA 2009 Mascot The SourceForge.net Community Choice Awards 2009 have started.
We invite you to support our little project by casting your vote.

The natural category for ScummVM would be Best Project for Gamers,
though if you feel that we could be Best Project, we wouldn't
mind much; a project can be nominated for more than one category
this year.

The Scary Robot is the mascot of these Awards, and in order to vote for ScummVM, click the mascot or this link.

We hope to see you in the finals!

P.S. For the live photosession of the Scary Robot see Fingolfin's blog.

27 d’abr. 2009: ScummVM 0.13.1 "SAGA returns" goes gold
Posted by sev

It was not that long since our previous release, and now here is a new bugfix release hot off the press!

The list of fixed bugs is quite long, and you could read all of it in the release notes, but here is a summary for those of you who are too lazy to follow the links and eager to play the games better.

SAGA: Inherit the Earth is completable again; AGOS, Groovie, Sword2: fixed many sound-related issues; Parallaction: fixed a bug in one of the puzzles; squashed a number of bugs in the GUI. Also iPhone, Symbian, WinCE ports are much improved and NDS and PS2 ports are back again since 0.11.0.

We won't bother you anymore with the details. Go, download ScummVM and enjoy your play!

21 d’abr. 2009: Hello new students!
Posted by Jubanka

Google has announced the list of students for this year's Summer of Code. For ScummVM, the accepted students and their respective projects can be found in our landing page of the GSoC '09 site.

The ScummVM team and especially the mentors welcome our students this year: Denis, Michal, Norbert, Joakim and Jody. Welcome guys, good luck and enjoy coding this summer :-)

18 de març 2009: Do you know what time comes near?
Posted by DrMcCoy

GSoC 2009 Logo Yes, you're right: Summer! (In the northern hemisphere, at least ;))
And what did we do the last two years during the summertime?
Yeah, right again: Participate in the Google Summer of Code!
And do you know what we've just learned?
Correct again: We've learned that we're accepted this year as well!

So, if you're a student, want to have a great time helping our little project and even earn some money along the way ($4500 US actually), then join the Google Summer of Code!

Have you always wanted to work on a big Open Source project, applying your skills (or acquiring new skills) whilst improving that project, but were always intimidated due to its apparent monumental size? Did you ever wish there would be small, pre-cut manageable chunks of work where you could really show the world what you're made of? Well, wish no more, because the Google Summer of Code provides exactly these chunks that don't require you to spend years understanding the whole of the project, and even offers a monetary reward for your accomplishments.

If you're considering choosing to work on ScummVM (and we would certainly love to have you), our manageable chunks can be seen at our Open Tasks page. Of course, if you have a different interesting idea in your mind, we want to hear that as well! Please also mind our project rules.

For official information from Google, visit the Google Summer of Code website; and read the FAQ and the application guide.

Now, you better be quick, the deadline is on April 3!

7 de març 2009: You are standing in a open field, west of a white house, with a boarded front door.
Posted by md5

As you open the mailbox behind the white house, a wizard tells you that you're the lucky sweepstakes winner, who can now play several great game titles by Activision under ScummVM!

We welcome the addition of the MADE engine by Activision. Four shiny new games are now supported: The infamous Return to Zork, Leather Goddesses of Phobos 2, The Manhole and Rodney's Funscreen

All you need to have is a copy of one of the aforementioned Activision games, and a new daily build of ScummVM.

If you find any bugs, you're welcome to report them to our bug tracker. Screenshots are also needed, which you can submit following our Screenshot submission guidelines.

28 de febr. 2009: ScummVM 0.13.0 "More Guests" enter(s) the house
Posted by sev

As we turned to a 6 months release cycle, here is our newest and best ScummVM version for you!

A couple of new engines were added, and besides 2 Humongous Entertainment titles, we now support The 7th Guest and Bud Tucker in Double Trouble.

Among other notable things there is a completely new vector-based GUI, which is a merged work of our last year GSoC student Vicent Marti, as well as a General Main Menu which adds a common save/load interface to most of our engines, adding the much awaited Return to Launcher feature along the way. It was the work of another successful student, Chris Page.

A complete list of new games and features can be found in the release notes, and the latest ScummVM version itself (available for a large number of platforms as usual) is located at the downloads page.

Let's play!

15 de febr. 2009: FreeSCI SCI engine implementation has been merged in
Posted by sev

Well, it is true. FreeSCI code now lives under engines/sci.

Most attentive users who watch our development list perhaps noticed that there exists yet another SCI1 engine implementation made from scratch. But for the benefit of everyone it was decided that the joint effort is much better.

Of course, don't expect any magic from it. First, the engine is not announced as supported yet. It is in early stages of integration. Then, you should keep in mind that after the merge will settle down, only SCI0, SCI01 and SCI1 games will be supported. However, due to the fact that some of ScummVM developers are interested in SCI development for some time now, we look forward to speeding up the work on the engine.

In the meantime, please, help us some more with 0.13.0 version playtesting.

22 de gen. 2009: ScummVM announces affiliate program with GOG.com
Posted by sev

You always wondered where to get games supported by ScummVM? Perhaps you were also asking, how I can help the project?

You could find the supported games either on our downloads page, or on our Where to buy games page on our Wiki. For helping the project we have had a PayPal button for some time.

But now you can reach both goals at the same time!

We are pleased to announce the start of an affiliate program with the excellent Good Old Games service, also known as GOG.com. Just click on their button on the sidebar and you will be brought to the site. Register there and buy some games. You will get your game, cheap, fast and legally, and the ScummVM project will get a share of the proceeds.

The main reason behind this is that GOG.com uses ScummVM for several of their offered titles. Currently they offer Broken Sword 2, Simon the Sorcerer 1, Simon the Sorcerer 2, Feeble Files, Waxworks, as well as some of the free games which we offer too. Each release is nicely pre-packaged with ScummVM, is DRM-free, goes for just $5.99, and the most important thing, is completely legal, as those folks chase the original rights holders.

Thus, watch their site, buy the games, and help our project.

PS: We will get the money only if you click on the provided button and register within a short period of time.

17 de gen. 2009: Testing, testing
Posted by sev

It is time to announce start of our pre-release testing. Next version of ScummVM is bringing you several new supported games as usual.

The games which were added are: Blue's 123 Time Activities, Blue's ABC Time Activities, Bud Tucker in Double Trouble and The 7th Guest. The procedure haven't changed, same as usual you need daily build of ScummVM, run through the games and submit any bugs you see along the way to the bug tracker. Once you complete the game, report on the forum post so the wiki page could be updated accordingly. We will need the version of the game, language, and platform.

14 de gen. 2009: ScummVM Announces Discworld Music Enhancement Project Completion
Posted by sev

The developers of ScummVM are pleased to announce that as of today, the classic game Discworld has full support for James Woodcock's Music Enhancement Project within the developers build.  The project started way back in January 2006 as James Woodcock committed himself to use the original MIDI files from various Point and Click Adventure titles, creating enhanced versions using modern MIDI equipment.  He has already released the Simon the Sorcerer version and can now add Discworld to his completion list:

"I have tried very hard to remain faithful to the originals in respect to the excellent composers creations..." says James Woodcock, creator of the ScummVM Music Enhancement Project.  He continues "...There has been a lot of support and interest from Discworld fans, who have been monitoring its progress very carefully and it is with great pleasure I can finally play Discworld using new versions of the original soundtrack with many thanks to the developers of ScummVM for all their hard work in making this feature possible".

James uses the Yamaha Tyros2 keyboard hooked up to his computer via USB and after going through various tweaking, recording and editing, a finalised music track is born. 

With permission from legendary author Terry Pratchett himself, the Discworld enhanced soundtrack (version 2.0) will be released in full and compatible with ScummVM in the future when hopefully we expect the freeware version of the game will be made available to the public to enjoy all over again.

16 de des. 2008: "Welcome to my... house"
Posted by spookypeanut

Henry Stauf cordially invites you to come and sample the delights of his house in the newest game to be supported by ScummVM, The 7th Guest. A delightful evening is guaranteed to be had by you and the other guests.

You will need a copy of the game (DOS and Windows versions only, for now), and a newly-downloaded daily build of ScummVM. And, of course, your wits about you.

Please report any unwanted annoyances (i.e. bugs) to the ScummVM bug tracker. If you find any particularly beautiful sights while you're there, be sure to submit them as screenshots.

P.S. There are some slight complications involved in copying the game to the hard drive, due to there being audio tracks on both CDs. The information on how to get round this is on the 7th Guest wiki page, as well as a few known issues, so be sure to read it fully.

1 de des. 2008: Ender steps down as ScummVM project lead
Posted by fingolfin

As of today, James "Ender" Brown has left the lead team of ScummVM.

Ender joined the ScummVM team back in February 2002 and became project co-lead already one month later. The original founders of ScummVM, yazoo and strigeus, were still active, but soon after left ScummVM for other ventures. Ender remained as the sole project leader until March 2003, when Max "Fingolfin" Horn joined him at the steering wheel. The long time leading triumvirate of ScummVM was completed in April 2006 with the addition of Eugene "sev" Sandulenko. Together, we went through many good and bad times.

Ender worked especially hard on the PR side of things, including tons of posts in the news section of this site (we really should post news updates more frequently again!), and many behind-the-scenes negotiations with companies regarding source code releases and other things. Not to mention repeatedly crossing swords with the legal department of LucasArts.

Recently, due to personal issues, Ender has had less and less time to work on ScummVM and related things. Not wanting to harm the project by being unable to devote enough time to take care of important tasks, Ender has graciously agreed to resign his post.

The remaining project leaders, Fingolfin and Sev, would like to thank Ender for his many years of faithful leadership, and wish him all the best in his future endeavors.

14 de set. 2008: Minor update to Flight of the Amazon Queen
Posted by eriktorbjorn

Observant users have noticed that there is an updated version of Flight of the Amazon Queen on SourceForge but not, until now, on the ScummVM downloads page.

Apart from some minor typographical changes to the license to keep the legal beagles happy, the only difference compared to the old version is that it has been compressed using the latest version of the ScummVM tools. This should fix problems with clicks at the beginning of some speech, and speech being played a bit too slow. (ScummVM 0.12.0 already has a workaround for the latter problem, so you may not even notice the difference.)

6 de set. 2008: Visit Transylvania, at no cost
Posted by sev

Many thanks to Alcachofa Soft for releasing as freeware their previously commercial game: Drascula: The Vampire Strikes Back.

It was quite a lengthy process which started in November of 2005. We were contacted by someone who offered us a direct lead to Emilio de Paz from Alcachofa Soft, S.L., the software house that created this game in 1996. Finally in July '07 we received the sources and a few months later they finally freewared it and gave us an official permission distribute the game.

The original version of the game is in Spanish with full voice overs and subtitles. Then there exists an English version with full voice overs and subtitles, and finally there are subtitles in German, French and Italian. Of course, there is also a full musical score which came as a set of audio tracks on the CD (the game was CD-only). We improved the English and Italian translations, and made all that was mentioned here ready for download.

In order to play the game you will need at least the English pack. Then you may optionally download the music pack, and the international pack which contains all those additional languages, Spanish included.

We hope that this will really extend the lifetime of the game and wish the best to Alcachofa Soft.

31 d’ag. 2008: ScummVM 0.12.0 " " was released
Posted by sev

We can call it a tremendous development. Half a year since 0.11.1 passed pretty quickly, and we are pleased to announce the release of 0.12.0!

This new version of ScummVM adds support for 5 completely new games. The games that now run smoothly on many more platforms than was initially intended are: The Legend of Kyrandia: Book Two: Hand of Fate, The Legend of Kyrandia: Book Three: Malcolm's Revenge, Lost in Time, The Bizarre Adventures of Woodruff and the Schnibble and Drascula: The Vampire Strikes Back.

The number of supported platforms grew as well. The PS2 port has been revived, and the GameCube and Wii are now supported too. Take your Wiimote and make your beloved adventure game protagonist run around the screen :).

No need to go any further into details here, those who want to know the gory details can always refer to the release notes, and all of you are invited to go to our downloads page.

P.S. Soon, pretty soon, look out for more news from us.

21 de jul. 2008: Another Big Testing Season!
Posted by clone2727

It's that event that occurs about twice a year in which we ask you, our loyal users, to go out and replay all your favorite games supported by ScummVM. In addition to all the games supported from 0.11.1, we have several new ones for you. The Bizarre Adventure of Woodruff and the Schnibble, Lost in Time, The Legend of Kyrandia: Book Two: Hand of Fate, The Legend of Kyrandia: Book Three: Malcolm's Revenge, and Drascula: The Vampire Strikes Back have support added since then. Furthermore, the DOS version of Waxworks and the Macintosh version of I Have No Mouth, and I Must Scream are now supported.

So, what are you waiting for? Go out and start testing! Grab a daily build of ScummVM and run through the games and note any bugs you see on the way (which you should post on the bug tracker). Once done, post that you've completed the game on the forum post so it can be posted on the wiki page. Be sure to list the version of the game, language, and platform.

Good luck, and remember: have fun!

3 de jul. 2008: Vote now! SourceForge.net Awards 2008
Posted by Jubanka

The finalists for the SourceForge.net 2008 Community Choice Awards have been announced. ScummVM is proud to be nominated once again for best project in the "Best Project for Gamers" category (also in another one which we don't care that much if we win ;-) ).

Thanks to all our users who voted for us in the preliminaries. You have to vote for your favorite project one more time (hint: starts with "S", ends with "VM") to select the best of the best in SourceForge.net. So head on to the voting place and vote with your SourceForge.net username.

22 de juny 2008: Drascula wants to take over the world!
Posted by md5

You know there's something wrong when Count Drascula stops watching TV and starts conspiring with his faithful sidekick, Igor, to take over the world. And he wants to do that before tonight's football match starts! You are John Hacker and your mission, should you choose to accept it, is to rescue your girlfriend Billy Jean from Count Drascula's nefarious clutches and thwart his plans of world domination!

You will need your Drascula CD, a daily build of ScummVM and drascula.dat.

If you find a bug then please report it to our bug tracker. Please ensure that it follows the bug submission guidelines. You may also submit screenshots according to the screenshot guidelines.

26 de maig 2008: Repetita juvant
Posted by peres

Even if we won SourceForge's Community Choice Awards 2007 in the game section, ScummVM is not basking in the shadows of yesterday's triumphs.

New games are continuously being worked on, and compatibility for supported ones is being constantly improved. In short, our team is going to sweat its way through the upcoming summer.

We know you think we deserve to win without a fight, but let's do things by the book. So please, help now with the nomination phase and cast your vote for 'Best Project for Gamers' (requires registration at SourceForge).

22 de maig 2008: They brutally murdered his teddy bear!
Posted by drmccoy

And kidnapped his father to boot. So please help Woodruff with getting revenge, rescuing his father, freeing the oppressed Boozooks and finding out about the Schnibble of Azimuth.

Still the same old procedure: Get your copy of The Bizarre Adventures of Woodruff and the Schnibble and a daily build of ScummVM. Report all bugs to our bug tracker and submit screenshots you've made along the way to our patch tracker, following the bug submission guidelines and screenshot guidelines.

11 de maig 2008: "Feel my wrath" ...
Posted by LordHoto

... is on Malcolm's mind after being freed from his stony statue. Sadly he is unable to plan his revenge on his own, so give him a helping hand in The Legend of Kyrandia: Book Three: Malcolm's Revenge. It will be damn fun for you and him!

Procedure for playing is as always: Grab your copy of The Legend of Kyrandia: Book Three: Malcolm's Revenge and a daily build of ScummVM. Also we ask you, our fellow users, to report any bugs you run across to our bug tracker. Make sure you got all required datafiles before you report a bug though. For further information, check out the bug submission guidelines. We also ask for screenshots, which should be reported to our patch tracker. For further information about this, check out the screenshot guidelines.

1 d’abr. 2008: The Hand of Fate is moving...
Posted by LordHoto

...and the finger points to you! Or to be precise to Zanthia, youngest of the Kyrandian Mystics. But since she is the one you play in ScummVM's newest supported adventure The Legend of Kyrandia: Book Two: Hand of Fate that is not a big difference. So grab your copy of The Legend of Kyrandia: Book Two: Hand of Fate and a daily build of ScummVM to help her save Kyrandia.

Since we are not finished with supporting every feature, there are still some missing: Currently we support only the DOS CD-ROM version. Another thing missing is support for the in-game GUI, so saving is possible only via hotkeys. Check out the hotkey section of our README on how to do it. And last but not least we do not support MIDI output, so make sure you use AdLib as "Music Driver".

Of course all bugs should be reported to our bug tracker. Make sure you got all required datafiles before you report a bug though. For further information, check out the bug submission guidelines.

31 de març 2008: ScummVM in GSoC. Don't miss your last train
Posted by sev (blatantly borrowed from Fingolfin)

UPDATE: The GSoC deadline was extend to April, 7th! The GSoC timeline should be updated soon to reflect this.

Do you enjoy the fabulousness of ScummVM? You still have a chance to add to it by participating in its development.

Prerequisities: ScummVM, students, and their free time and desire to take part in the development of one of the most successful open source projects. Whereas we don't have a problem with first item, the latter two aren't in a desired quantity this year.

So, it is your last chance to help us make ScummVM even better and get paid for it! The deadline of the Google Summer of Code (we reported it earlier) for student applications is drawing closer. Officially it is today, March 31st (although a deadline extension seems likely).

We added several new existing tasks to Open Tasks list, and we revised some of the old ones. Take a look now and apply.

Note that your first application draft doesn't have to be perfect. You have time till April 10th to improve upon it (see the GSoC timeline).

See you in the applications list!

21 de març 2008: ScummVM and the Quest for Code: Join the Google Summer of CodeTM
Posted by Fingolfin (blatantly borrowed from Jubanka)

Do you know what a fabulous time we had last year participating in the Google Summer of Code? OK, you don't have to answer that, it's a rhetorical question. Fact is, it was fabulous! So fabulous we thought we'd apply again. And Google is so fabulous that they've elected ScummVM to take part again. Fabulous. (overuse of some words purely intentional).

So, where are you going to spend this summer*? Again some exotic beach? Perhaps this year on Monkey IslandTM?

Well if you are a student and want to make a buck this summer (more accurately $4500 US of them), Google is organizing the absolute Open Source recruitment drive, also known as the Google Summer of Code! The program is designed to create an incentive for students to participate in Open Source projects, by providing guidance and economic support. What's more, your favorite project ScummVM is proud to be participating!

Think about it. Have you ever thought about contributing to a large Open Source project like ScummVM but were intimidated to do so? With the Summer of Code opportunity, you can put your skills at work under close cooperation with our mentors. They'll help you ease in the team, plan the task ahead of time with you and guide you all along.

To get things started, you have to pitch us your idea. Take a look at our Open Tasks page for some suggestions. Then visit the Google Summer of Code website, read up on the FAQ and check out the application guide.

Now, hurry up! You've got until March 31, so get cracking!

*: Summer in the northern hemisphere definition :-)

2 de març 2008: You awake with a splitting headache...
Posted by drmccoy

...on a moving ship and you've got no recollections on how you got there. Can you find your way around when you're Lost in Time?

Same procedure as last time: Get your copy of Lost in Time and a daily build of ScummVM, then report all bugs to our bug tracker and submit screenshots to our patch tracker. For further information, check out the bug submission guidelines and screenshot guidelines, respectively.

Have fun, and good luck (you'll need it ;P).

29 de febr. 2008: ScummVM 0.11.1 "Fixed exist()nce" sees the light
Posted by sev

ScummVM continues to leap forward in a leap year, and we are pleased to announce the next shiny bugfix release of the project.

As usual, it holds a number of improvements, it's more stable, and it should bring you even more fun than 0.11.0.

We fixed the digital iMUSE system (better COMI experience), King's Quest 4 bugs were squashed, and support for fanmade AGI games has been improved; Lure of the Temptress, Inherit the Earth and I Have no Mouth all work better since we fixed several crashes, lock-ups and all such buzzwords.

As a special bonus we are glad to announce the return of the BeOS port and the deeply missed Playstation 2 port.

For a more comprehensive list of improvements you are welcome to visit the release notes, but for those demanding to play, the latest and greatest version of ScummVM waits for you right on our downloads page!

15 de gen. 2008: ScummVM 0.11.0 "Your Palindrome" released
Posted by sev

ScummVM. Do you hear it? Do you smell a new version? It's now here. And as usual and regularly, it is packed with tons of new features. Hold on, and take a look at the list:

  • Support for the FREEWARE adventure Lure of the Temptress (available for download here)
  • Seven other new supported games: I Have no Mouth, and I Must Scream, Elvira 1 and 2, Waxworks (Amiga version only) and 3 Sierra pre-AGI games for children
  • Two newly available ports: iPhone and Maemo
  • Support for the Mac version of The Legend of Kyrandia and the Amiga version of Nippon Safes
  • Better support for Sierra AGI games
  • Improved support for modern 64-bit systems
  • Support for FLAC encoded music in Broken Sword 1 for the purists among you
  • Better support for non-English versions of games, including eastern languages
  • Sound compression for SAGA games
  • Much much more. See the release notes for the full list

Unfortunately, PlayStation 2 and GP32 ports will not be released with this version, since we don't have any maintainers for these ports currently.

Enough reading, go and grab it at our downloads page!

PS. 0110b = 6

28 de des. 2007: PlayStation 2 maintainer wanted
Posted by fingolfin

The ScummVM team is currently looking for help with the PlayStation 2 port of ScummVM. We are in need of a second experienced PS2 porter, as the current one is rather busy with other stuff. The port is currently a bit in disrepair, several things need to be brought up to speed. However, the team would help any interested developer to figure out what has to be fixed and how. Contact us via the usual means (if in doubt, just contact Fingolfin).

We are currently gearing up for releasing 0.11.0, and it would be great if the PS2 port could be included with that release. But we realize that the time might be too short to do that effectively, so it's only a bonus, not mandatory.

Reward would be eternal fame and the everlasting gratitude of the PS2 userbase of ScummVM :-).

6 de des. 2007: Testing, testing. Big Testing SeasonTM for ScummVM 0.11.0
Posted by sev, clone2727

It is time to announce our next Big Testing SeasonTM. This means that pretty soon you, our fellow users, will see the new and shiny ScummVM version.

We have extended the set of our supported games by 8 new (or old :) ) games. The list includes: I Have No Mouth and I Must Scream, Lure of the Temptress, Elvira - Mistress of the Dark, Elvira II - The Jaws of Cerberus, Waxworks (Amiga version only), and early Sierra preAGI games Mickey's Space Adventure, Troll's Tale, and Winnie the Pooh in the Hundred Acre Wood.

There are detailed instructions on how to perform testing in a helpful way. You will find them on our Wiki page. Please stick to those and report on our mailing list, in #scummvm or on our forums. The current list of tested games can be found here.

2 de des. 2007: Three more games are announced supported
Posted by sev

We are pleased to announce another series of games from Horrorsoft is supported, which uses the AGOS engine:

Elvira - Mistress of the Dark
Elvira II - The Jaws of Cerberus
Waxworks (Amiga version only)

Help rescue Elvira in Elvira 1/2, and resolve a family curse in Waxworks.

Get the latest daily build of ScummVM and your version of the game and fight the evil! We ask you, our fellow users, to report any bugs you find in our bug tracker, following the bug submission guidelines. Any unrecognized versions should be reported to the tracker as well. Screenshots are also needed, which can be submitted using the appropriate guidelines for screenshot submission.

We hope you enjoy yet another great adventure game series under ScummVM!

30 de nov. 2007: ScummVM adds another freeware game to its ranks
Posted by DreamMaster

ScummVM now adds another freeware title to its list of games: Lure of the Temptress, which was the first game to use Revolution Software's Virtual Theatre engine. Players must help Diermot escape imprisonment, unravel the mysteries surrounding the Skorl occupation of the town, and eventually defeat the evil enchantress that controls them.

Get the latest daily build of ScummVM and the required support data file. Since the game is freeware, you can freely download it in any of the available languages: English, French, German, Italian, and Spanish. You can also pick up several versions of the game directly from the Revolution website.

Please post any bugs you can find to our bug tracker, following the bug submission guidelines. Screenshots are also needed, which can be submitted using the appropriate guidelines for screenshot submission.

We are also currently looking for anyone who may have knowledge of a Dutch release of the game and can provide us with a copy.

27 de nov. 2007: ScummVM iPhone port reaches the world
Posted by sev

You have probably noticed that ScummVM was recently ported to the iPhone. In fact, since yesterday the blog community picked up this news and started talking.

That is basically why we are going against our settled procedures this time and will announce this port even though it is not supposed to be official yet, but is in its early beta stages.

The port mentioned above was created by Oystein Eftevaag aka Vinterstum. Through continuous efforts of the ScummVM Team in the last six years it was not that difficult to make, and the basic port was created in less than a week.

As we've mentioned, it is not yet official, so you will not find it in its usual place on our downloads page, but you should visit this Wiki page which has full download and usage directions.

Remember, that we in no way support piracy of any kind, and discussing it will get you quickly banned on our forums and official IRC channel.

We have prepared a list of online shops where you can buy many of the supported games. And of course, there are Beneath a Steel Sky and Flight of the Amazon Queen on our downloads page which were freewared thanks to our project.

12 d’oct. 2007: What day is it? October the 5th!.. Er, 12th!
Posted by Ender

Well, somehow it slipped by us this year, but the ScummVM project was technically six years old on the 5th of October (based on our founding date on SourceForge. But don't worry! Due to popular demand, we have rescheduled our Birthday to Jan 15th, to coincide with the release of ScummVM 0.1.0!

Over the years, ScummVM has grown from a project ludde started to run Monkey Island ('to see if he could'), to a series of interpreters capable of playing a wide-range of games on a huge number of operating systems, platforms and devices. We would like to thank all of those who have helped us grow over the years from our developers, contributors and users. Some companies and groups deserve special mention (but all of you are great, so don't feel left out...):

  • SourceForge - For hosting us over the years, and giving us the chance to come runner up in the 2006 Community Choice Awards (Gaming Category) and WIN (Best Project for Gamers) this year
  • Revolution Software - Tony Warriner and Charles Cecil for their ongoing support - And providing code, assisting our efforts in Beneath a Steel Sky/Broken Sword and freewaring some of these games!
  • John Passfield/Steve Stamatiadis - For providing the source code for Flight of the Amazon Queen, supporting our efforts, and also allowing us to re-release this wonderful game as freeware!
  • Wyrmkeep Entertainment - And Joe Pearce, for his great assistance in providing source code, adding Inherit the Earth and early SAGA support
  • Adventure Soft - Alan Bridgman and Simon Woodroffe, formerly of AdventureSoft - For sharing the AGOS source for Feeble Files, and their support with Simon/AGOS support
  • Sold Out Software - Now Mastertronic, for not being afraid to use ScummVM on their commercial budget re-issues of Broken Sword 1/2
  • Google, for allowing us to participate in the Summer of Code this year (and to all students who participated)
  • David Fox, Ron Gilbert, Aaron Giles, Michael Land, Vince Lee, Jim Leiterman, Tim Schafer, Aric Wilmunder and everyone else involved in creating the classic LucasFilm/LucasArts titles that inspired this project!

Stay tuned for the REAL party, early next year...

16 de set. 2007: Which of you would like to play my little game?
Posted by Md5

We are glad to announce another supported title: I Have No Mouth, and I Must Scream, which uses the SAGA engine.

Help Gorrister, Ellen, Benny, Nimdok and Ted to overcome their fatal flaws and fight the crazed super computer AM.

Get the latest daily build of ScummVM and your English, German, French, Spanish or Russian version of the game and fight the evil super computer! We ask you, our fellow users, to report any bugs you find in our bug tracker, following the bug submission guidelines. Any unrecognized versions should be reported to the tracker as well. Screenshots are also needed, which can be submitted using the appropriate guidelines for screenshot submission.

We hope you enjoy yet another great adventure game under ScummVM!

5 d’ag. 2007: ScummVM DS port 0.10.0a released
Posted by agent-q

The newest version of the Nintendo DS port of ScummVM is now available. This release brings ScummVM DS port in line with the other ports of ScummVM. Games new to the DS version this time round include the later entries in the Goblins series, Future Wars, and Sierra AGI games. There are also plenty of speed improvements which should make your ScummVM DS port experience a lot smoother.

Download it from the main ScummVM download page as usual.

31 de jul. 2007: SourceForge.net Community Choice Awards: We won!
Posted by fingolfin and sev

Results are in folks for the 2007 Community Choice Awards and ScummVM has won in the Best Project for Gamers category!

In true award-ceremony spirit, we'd like to thank first and foremost you, our users. Over the years, you've helped us grow as a project, pointed out bugs and contributed code.

Second, we'd like to thank our project hoster, SourceForge.net. These guys maintain and develop the platform we depend on to collaborate and communicate our code.

Once again, a great big thanks to the community for supporting ScummVM. It really is an honor for us to be picked as a top project within 150.000+ potential contestants.

So if you haven't done so, go forth and download the latest, Award Winning (TM) ScummVM version and enjoy some classic adventure games on your favorite platform!

20 de juny 2007: ScummVM 0.X.0: "Tic-tac-toe edition"
Posted by fingolfin

Finally, here it is! Our long awaited, best-ever new release, ScummVM 0.X.0 (or 0.10.0, for those roman numeral challenged amongst you), code named "Tic-tac-toe edition", has arrived today. Now available in stores, err, on download servers worldwide!

"What's new? What's in it? Can I open it up yet?" - Hah, I can already see you shifting impatiently on your seats. But before you run, let me shed some light on the details of this latest installment of the successful ScummVM series:

  • Several new engines and thus new games supported:
    • Sierra AGI engine: Space Quest I & II, King's Quest I-III and many more, including a vast number of fan-made games,
    • Cinematique evo 1 engine: Future Wars,
    • GOB engine: Bargon Attack, Gobliins 2, Goblins 3, Ween: The Prophecy,
    • AGOS engine: Simon the Sorcerer's Puzzle Pack,
    • Parallaction engine: Nippon Safes Inc.,
    • Touche: The Adventures of the Fifth Musketeer engine.
  • DXA movies (higher quality than MPEG2) can be compressed better now and can be used for the Broken Sword cutscenes.
  • Added 'Mass Add' feature to the Launcher, which allows you to scan for all games in all subdirectories of a given directory (to use it, press shift then click on "Add Game").
  • Many nice improvements to our ports.
  • And as usual a gazillion small fixes, tweaks and improvements.

So, what are you waiting for? Go and grab your free copy of the best-ever ScummVM while it's still hot!

P.S.: The SourceForge.net download mirrors are a bit slow when it comes to syncing, hence it can happen that your download fails or is corrupt after the first try. Don't give up, just try to download from another mirror!

6 de juny 2007: Vote for ScummVM in the SourceForge Annual Community Awards
Posted by salty-horse, fingolfin

Once again, SourceForge is holding a vote to see which projects are most loved by the community.

Last year, ScummVM nearly won in the gaming category, losing the first place to the Xbox Media Center project (which, we may add, does not allow you to play classic adventure games on your Xbox).

Everyone should quickly login to their SourceForge account (or create one if they haven't got one yet) and go to the voting page to vote for ScummVM!

After you're done clicking, choose the "Best Project for Gamers" category. Feel free to do the same in the "Best Project" category. Note that this is only the first round of the election. The projects which get most votes now in each category will be selected for a second and final election round.

Happy voting!

20 de maig 2007: It's time to crack those pesky Nippon Safes
Posted by peres

Nippon Safes, Inc., the first exciting instalment of the Parallaction engine, is now supported in current SVN builds (which can be found under "SVN Builds" on the downloads page) and open for testing and bug reporting via the ScummVM bug tracker.

Are you smarter than an experienced safe cracker?
Are you sexier than an explosive lap dancing bombshell?
Are you dumber than a punch-drunk Italian former boxer?

No matter how you answer, you are bound to end up in jail in the first 5 minutes. Don't worry, though. You might be paroled or somebody might help you and provide the bail, but not for free*.

Help Dough, Donna and Dino in paying their - real or imaginary - debt, but be warned: accepting a job from a hideous misfit in a trench may lead to unexpected results.

Don't miss the playable demo you can find here, and don't forget to submit some sexy screenshots.

*You might think you owe something even if you were parolled, but that's restricted to the slight case you really are a punch-drunk boxer.

19 de maig 2007: Pre-0.10.0 Testing Season Announced
Posted by clone2727, sev

Hello there ScummVM users! It's that time of year again where we ask you to test your games while we gear up for a new release, and this time it's for 0.10.0. While the official Big Testing Season(TM) begins on May 23, we ask that you begin testing games now, except for AGOS games (Simon the Sorcerer series, Feeble Files) and Nippon Safes.

There are several new games for 0.10.0 including Touche: The Adventure of the Fifth Musketeer and Future Wars. In addition, DrMcCoy has been extra busy and dealt us Gobliins 2, Goblins 3, Ween: The Prophecy and Bargon Attack. Also, Nippon Safes will be included in this release. This release will also feature the AGI games from the merge with Sarien.

There are detailed instructions on how to perform testing in a helpful way. You will find them at our Wiki page. Please, stick to those and report on our mailing list, on #scummvm or in our forums. The current list of tested games can be found here.

22 d’abr. 2007: ...And another working goblins game!
Posted by sev, drmccoy

The blazingly fast addition of Goblins 3 was gracefully performed thanks to the not-so-big differences from Gobliins 2.

For you, an average peasa... adventurer, that means that YOU can reach an agreement between King Bodd and Queen Xina.

Will you succeed? Find out by grabbing your old copy of Goblins 3 from your dusty shelves, combining it with a shiny new ScummVM 0.10.0svn (check the build date, it has to be after April 21, 2007, yes, 2007).

Read our bug submissions guidelines and enter any bugs into the bug tracker.

P.S.: Please make a couple of screenshots along the way. The screenshots submission guidelines are here.

12 d’abr. 2007: Google Summer of Code studentships finalized
Posted by Jubanka

Google has announced the final allocations of students to the projects participating in the Summer of Code program this year. So far, it has been a tremendous success, with over 6200 applications being submitted and over 900 students being accepted.

ScummVM received 37 applications and was finally awarded 7 slots for students who will work on a variety of tasks, under close and relentless supervision by _sev, Fingolfin, LordHoto and Jubanka. So Kari, David, Timothy, Sean, Andreas, Serhiy and Zbigniew welcome aboard! Competition was fierce, we had to drop several good applications, so for those of you who did not make it, don't despair. If you still believe your proposed task was cool, it should be done but just didn't make the final cut, and if you feel up to it, you can coordinate with us and go ahead with it anyway. ScummVM always welcomes code contributions! After all, that's the whole point of SoC: Getting people involved in open source :-)

1 d’abr. 2007: LeChuck said RTS and we got RTS for him (and you)!
Posted by clone2727, LordHoto

You think RTS and ScummVM don't fit together? Of course they do! As you know, we have support for The Legend of Kyrandia for some time now. Now, after some work, we have parts of Dune 2 working with extensions to our Kyrandia code. However, there are only a few things working correctly. At least the introduction sequence works like a charm by now (check the screenshots).

Also the mentat is basically working, although it misses some animation sequences. Last but not least, the only in-game support we have so far is map loading, but there are some other things that you can't see on screenshots now. So stay tuned and wait for the first RTS supported by ScummVM!

As the code is still a work in progress, it has not been committed yet. But, look for it within the next couple of days when LordHoto has a bit more working.

Screenshot 1

Screenshot 2

Screenshot 3

Ok, so we all know this is an April Fool's joke. But, truthfully, Dune 2 does share several of the resources of the Kyrandia games. Furthermore, parts of the screenshots seen here were extracted using a Kyrandia tool (as LordHoto says). This still doesn't mean support will be added though.

15 de març 2007: Complicate your summer vacations!
Posted by Jubanka

Deadline for applications extended to March 26th!

So, where are you going to spend the summer*? Some exotic beach? Perhaps Mêlée IslandTM?

Well if you are a student and want to make a buck this summer (more accurately $4500 US of them), Google is organizing the absolute Open Source recruitment drive, also known as the Google Summer of Code! The program is designed to create an incentive for students to participate in Open Source projects, by providing guidance and economic support. What's more, your favorite project ScummVM is proud to be participating!

Think about it. Have you ever thought about contributing to a large Open Source project like ScummVM but were intimidated to do so? With the Summer of Code opportunity, you can put your skills at work under close cooperation with our mentors. They'll help you ease in the team, plan the task ahead of time with you and guide you all along.

To get things started, you have to pitch us your idea. Take a look at our Open Tasks page for some suggestions. Then visit the Google Summer of Code website, read up on the FAQ and check out the application guide.

Now, hurry up! You've got until March 26, so get cracking!

*: Summer in the northern hemisphere definition :-)

7 de març 2007: They disintegrated the earth!
Posted by drmccoy

Bargon Attack, which like Ween: The Prophecy shares most of the code with Gobliins 2, is now completable and supported. Hence, we ask you to catch up with the Bargonians and hunt for bugs along the way.

The procedure is the same as the last few times: take your copy of Bargon Attack and a daily build of ScummVM. Be sure you read the bug submission guidelines and enter any bugs into our bug tracker.

Some screenshots would be nice, too.

Oh, and check out Ender's speech at LCA2007 here.

16 de febr. 2007: Simon the Sorcerer Enhanced Music Update
Posted by sev

The ScummVM Music Enhancement Project, created and developed by James Woodcock, recently announced that it has been granted permission by Simon Woodroffe to release the full enhanced soundtrack for Simon the Sorcerer within ScummVM.  He has also made available a preview video, that presents how the new music works with this title.

The project also covers other titles, such as Beneath A Steel Sky, Discworld, Flight of the Amazon Queen, Inherit the Earth and another title yet to be announced!

As soon as the ScummVM software has been tested with the new soundtrack provided, James has promised to release the full selection of music from Simon the Sorcerer on his own website free of charge.  There are already sample downloads for many of his projects, so make sure you pop over to the ScummVM Music Enhancement Project homepage.

10 de febr. 2007: As foretold by The Prophecy
Posted by drmccoy

As some of you may already be aware of, the engines of Gobliins 2 and Ween: The Prophecy share a lot of code. The differences have now been taken care of and we therefore add it to the list of our supported games. As always, we'd like you, our users, to report any still existing bugs.

You know the procedure: Grab your copy of Ween: The Prophecy and a daily build of ScummVM, read the bug submission guidelines, find the bugs and place them in the REVUSS (our bug tracker).

...and thus will the bugs be wiped out...

30 de gen. 2007: AGI Game Testing/Documenting
Posted by clone2727

Way back in May of last year, Sarien merged with ScummVM. Not only does this give you the great opportunity to relive those long lost childhood memories of defeating the evil Sariens in Space Quest alongside thwarting LeChuck's evil doings in Monkey Island, but it also gives you the chance to create some new memories, such as searching for the ingredients for a magic recipe in the fan made game, Voodoo Girl: Queen of the Darned. There are over 180 AGI fan games that have been made using something like WinAGI or AGI Studio that can be played in ScummVM. Luckily for us, sev has made a compilation of them that can be found here (thanks to clemmy for hosting it).

"Why are you telling me this?" you might ask. Well, the gauntlet has been thrown down. We need you, the ScummVM users, to go write a description for the wiki for the fan games, using the syntax written in this forum post. Then, post it there as well. This way, the wiki editors can post it on the wiki.

In addition, we ask that you test both Sierra's AGI games and fan made games using ScummVM. As usual, you will need a daily build. However, we ask that you check if a bug in an AGI fan game is present in the original interpreter as well. If you find any bugs, please report them to the bug tracker.

Good luck!

5 de gen. 2007: Fundraiser closed - and a huge success!
Posted by ender

THANK YOU!

We have had an amazing response to our fundraiser, managing to reach our target of $950 in just over 24 hours! The response was simply amazing, and thanks to these donations several key team members will soon be the proud owners of some shiny new copies of the latest release of IDA - The Interactive Disassembler.

This will be a great help in adding new game support, and fixing some of the odder bugs in our current game engines, so once again we thank all users that have donated. Everyone on the team is amazed at the support you've shown, and we're planning a few surprises down the line to help thank everybody. Please check our Donor List to see how many donations we received, and to read everybody's comments. (Note that only donors who supplied a comment are listed).

However, although the fundraiser is closed, (and especially if you didn't donate in this round), please consider donating in the future if you enjoy ScummVM. We can always use donations to help purchase game software and rare versions to increase our support and compatibility — every dollar or euro is appreciated!

3 de gen. 2007: We are able to accept donations again. Fundraiser announcement
Posted by sev

Some time ago PayPal approached us and told us that we could no longer use their system to accept donations. It was a precedent, which was even highlighted on Slashdot. But as you may imagine, it could potentially put many projects into a very unpleasant situation.

Fortunately, thanks to the very good folks at SourceForge we now have this issue resolved. They were able to help negotiate an exception with PayPal, allowing us to continue to accept PayPal donations via SourceForge.

This all means that now we are able to accept donations again via the SourceForge donation system which uses PayPal.

We also would like to use this opportunity to announce a fundraiser. As you may know, we are widely using Interactive Disassembler from DataRescue. So far most of us have been using the freeware version, but it has many serious limitations (which obviously makes it free). We conducted negotiations with DataRescue and received a very generous discount. We would really like to buy 5 IDA Pro licenses for several key team developers who will be able to use it at full extent. So if you would really like to see the project going steady and support for even more games added, consider to donating a couple of dollars or euros.

Our target is $950 US dollars and whilst this no small goal, taking into account more that 2,5 millions downloads, 15,000+ web visitors per day and almost 5,400 registered forum users we feel that it is very achievable. Please, use the SourceForge donation system to make your donations.

19 de des. 2006: 'Tis the season...
Posted by drmccoy

...for newly supported games, it would seem: Gobliins 2 joins Touché and Future Wars as recent bug-hunting targets. So be vewy, vewy quiet, gwab your copy of Gobliins 2 and find those wascally bugs!

Equipment: A daily build of ScummVM
Instructions: The bug submission guidelines
Important location: Our bug tracker, report the bugs (and unrecognized versions) there

For bonus points, submit a few screenshots.

Have fun and happy hunting!

18 de des. 2006: ScummVM gets new name
Posted by sev, fingolfin

Every now and then somebody will raise the subject of finding a 'better' name for ScummVM, one that fits better with it's modern scope (which extends well beyond SCUMM games). So at this page we present you with some nice alternatives. Choose whichever suits you best -- but we will stay ScummVM.

Cheers

15 de des. 2006: Where are your Musketeers?... Touché
Posted by sev

It was a complete surprise to all of us, but our old-timer Gregory Montoir aka cyx several weeks ago submitted a practically finished engine. It is used by the game Touché: The Adventures of the Fifth Musketeer. Some more work has been performed, and now we are announcing full support for this title.

For you, our fellow users, this means that we are starting a great bug-hunting session. Grab your English, French, German or Italian, or even just the game demo and start testing. Stick Geoffroi Le Brun's nose in every hole in the game and report if it unexpectedly gets broken.

As usual, to play the game you will need a daily build of ScummVM. Bugs and graphical glitches should be submitted to our bug tracker, and please, follow the bug submission guidelines. Also, if you encounter some yet unrecognized version, report it to the same tracker.

Screenshots are required as well. Besides, we are still waiting for Future Wars screenshots as nobody submitted any yet.

We are sure that you will enjoy this yet another gem stone now supported by ScummVM.

17 de nov. 2006: "Future Wars" is supported
Posted by sev

As you may know, some time ago we adopted the cinematique evo.1 engine, which was maintained by Yaz0r. The engine is used by two games: Future Wars and Operation Stealth. Now, after several months of work, we are pleased to announce support for Future Wars in daily SVN builds of ScummVM.

Currently only the DOS version is supported, but in a variety of languages.

We would like to ask you, our fellow users, to perform testing for us. However, it does not mean that the next major release is near, but that we are ready for bug reports. So, grab your copy of the game (if you own it) and test every bit of it. You will need a daily build of ScummVM and your protection booklet handy in order to run the game. Then, if a bug, glitch, or even if a console message pops up, please report it. Instructions on reporting bugs can be found here.

Also, we need several good looking in-game screenshots. See the screenshot submission guidelines.

14 de nov. 2006: Mac OS X port of ScummVM 0.9.1 updated
Posted by vinterstum

As some of you may have noticed, the Mac OS X version of ScummVM 0.9.1 had some issues when running on PowerPC machines, particularly when playing MP3 encoded sound. A new build (0.9.1a) is now up on the downloads page, for anyone affected (All versions beyond the Mac OS X version remain the same).

29 d’oct. 2006: ScummVM 0.9.1 "PalmOS revived" released
Posted by sev

We are pleased to announce the 0.9.1 ScummVM bugfix release.

There were lots of important bugfixes and small improvements. We are also glad that three additional platforms are now officially supported: Nintendo DS, GP2X and GP32. You can already download official DS and GP2X binaries, and the GP32 port will be available soon.

Some of the most significant bugfixes are:

  • Many fixes for Humongous Entertainment games and better support for international versions of the games
  • Improved detection of the FM-TOWNS version of Indy3
  • Several fixes for The Feeble Files and more non-English versions are supported now
  • Some parts of the Kyrandia engine were rewritten so the game needs less CPU power now, and thus works better on lower-end devices
  • The PSP, PS2 and WinCE ports were greatly improved
  • The PalmOS port is again up-to-date and features separate build for Tapwave Zodiac
  • The WinCE port supports 2002 devices again

For the complete list read the release notes.

As usual, the builds are located on our downloads page.

30 d’ag. 2006: Donations no longer accepted
Posted by Ender

As regular ScummVM web-viewers may have noticed already, we have removed the Paypal button from our site and no donations are currently being accepted.

Paypal has informed as that all software capable of playing a game on a system 'it was not sold for' is in violation of their AUP. Please feel free to e-mail aup@paypal.com and express your disappointment at their policies... Which make absolutely no sense for a project like ScummVM, which is often actively assisted by the original game developers and studios, even to the point of being shipped by Sold Out in their Broken Sword 1/2 compilation.

We are investigating alternatives for a donation system, if any of our users would like to put forward a suggestion of a safe, open-source friendly system please let us know in the "Paypal Sucks" forum thread.

4 de jul. 2006: WinCE port for ScummVM 0.9.0 updated
Posted by knakos

As many users of the Windows CE port have noticed, the 0.9.0 release has some sound and music related issues which usually ended with a crash. The obscure bugs were hunted down and corrected. We urge all PocketPC and Smartphone users to download the updated 0.9.0a build from our downloads page or our SourceForge files section. It may be a while until all mirrors pick up the file, so be patient.

25 de juny 2006: ScummVM 0.9.0 "The OmniBrain loves you" released
Posted by sev

It has been almost 8 months since we started to work on the 0.9.x code branch and today we're pleased to announce the release of ScummVM 0.9.0 "The OmniBrain loves you".

Many things are waiting for you, one of the most noticeable is the new and improved GUI. We also added support for 2 completely new games — The Legend of Kyrandia and The Feeble Files.

Other important changes include:

  • Reworked detection code for SCUMM games. Now all your fan translations will work out of the box
  • Added subtitle configuration controls to the options dialog
  • New official Atari/MiNT port
  • Much improved WinCE port
  • Numerous bugfixes in the SCUMM, SAGA, Simon, Broken Sword 2 and BASS engines

For the complete list read the release notes.

Unfortunately not all ports are built yet and also you may experience some problems with downloads as not all SourceForge mirrors picked up the files. So, please, try different mirrors and be patient.

Don't wait any longer, go and fetch a build for your platform on our downloads page.

27 de maig 2006: Pre-0.9.0 testing season announced
Posted by sev

Greetings, citizens. The OmiBrain facility ScummVM Team needs you to do game testing.

As usual, we prepared many new features for you and killed zillions of bugs. That means that every supported game needs retesting.

There are 2 completely new games which we introduce in 0.9.0. The Legend of Kyrandia and The Feeble Files. Also there are few Humongous Entertainment games where compatibility bumped significantly, Pajama Sam 3 is among them. So, please, find your old game media or buy some more and enjoy the gameplay of these classics.

There are detailed instructions on how to perform testing in a helpful way. You will find them at our Wiki page. Note, that the guidelines have changed a bit since last Big Testing Season(TM) which you performed for 0.8.0. Please, stick to those and report on our mailing list, on #scummvm or in our forums.

Have a nice cycle, and remember: The OmniBrain loves you!

24 de maig 2006: Second life for Sarien?
Posted by aquadran

Hi folks!

As you may have noticed, we are now including the AGI engine in our development source tree aka SVN. This engine allows you to play early versions of games such as Larry 1, Space Quest 1&2, King's Quest 1-4, Police Quest 1, and numerous fanmade games. It is based on the Sarien code, with its authors expressed permission.

We would also like to clarify that we don't have any plans to add support for SCI games in the foreseeable future. Furthermore, AGI is an in-development engine, so it will not be included in the upcoming 0.9.0 release.

PS. This is not part of the CABAL project :-)

13 de maig 2006: New forum theme!
Posted by Ender

Many of you have been waiting for this for a while, but we're proud to present our new-look ScummVM Forums!

We would like to personally thank Clem for designing and implementing the new theme, and Raina for creating the buttons and icons. After much work and effort, the results speak for themselves.

If you have any feedback or suggestions on the new design, please post in the feedback thread.

25 d’abr. 2006: Call for testing: The Legend of Kyrandia
Posted by vinterstum

We're proud to announce that ScummVM support for The Legend of Kyrandia is now complete!

This means that we now need you, our users, to give us a helping hand. In order to root out any remaining bugs, extensive testing is sorely needed. So, please dig upyour (legal!) copies of Kyrandia 1, download a SVN snapshot of ScummVM and the required Kyra data file from the Downloads page, and post any bugs you find to our Bug tracker :). Any other issues can be discussed in the forum.

Currently both CD and floppy editions are supported in their own language. English, French, German and Spanish versions are fully supported, but any other PC (and hopefully Mac) version should work as well (albeit with some text in English, and some interface graphics missing). If you have an unsupported version, we'd love to hear from you! Note that Amiga versions are unfortunately not supported at all at this time.

9 d’abr. 2006: Project leadership, SourceForge.net 2006 Community Choice Awards results
Posted by fingolfin

Today we are very happy to announce that Eugene "sev" Sandulenko has been elevated to the rank of project leader, meaning we now have a trio at the steering wheel of ScummVM.

Eugene contributed in major ways to ScummVM, going beyond what could reasonably be expected from a regular team member. He worked on several new engines in ScummVM, the new GUI code, managed several of our releases, played a central role in our recent switch to Subversion, motivates other people to do useful work, and many other things.

Congratulations, Eugene, and we hope to see a lot more of your great work in the future. :-)

In other news, the final results of the SourceForge.net2006 Community Choice Awards are now public, and ScummVM made an honorable second place in the Games category, only beaten by Xbox Media Center (some people are debating how game-like this is, but then, ScummVM itself isn't a game either, so let's not complain :-). Thanks again to everybody who voted for us.

19 de març 2006: SourceForge.net 2006 Community Choice Awards: Final Ballot
Posted by fingolfin

Good news: We made the cut to the final ballot of SourceForge.net's first annual Community Choice Awards!

Thanks a bunch to everybody who voted for us. But you can do better: Since the final ballot is up and running now, you can vote again for us, and all your other favorite projects. Just go to the Community Choice Awards and cast your vote. You can do so until March 23, so don't be tardy or it'll be too late :-).

14 de març 2006: SourceForge.net 2006 Community Choice Awards
Posted by fingolfin

Dear ScummVM users! We just discovered that SourceForge.net is currently doing a nomination round for their first annual Community Choice Awards. The good thing: ScummVM has been chosen to be one of the pre-selected candidates. The catch: The nomination round is already closing tomorrow!

So, if you would like to support us, go to the Community Choice Awards Nominations page, enter the "Games" subsection and nominate ScummVM. And of course, you can and should do the same in all the other categories for those projects you think deserve it.

After the nomination round, voting on the top five nominees begins March 17th. Details are not yet known, but chances are that this will be public once again. So keep out an eye on this, and just in case a certain project with a green slimy "S" in its logo makes the cut... you know what you should do ;-).

12 de febr. 2006: We moved to Subversion
Posted by sev, fingolfin

Thanks to SourceForge.net, we got the opportunity to move to a more powerful and advanced versioning system than CVS: We are now using Subversion, also known as SVN. In case you wonder, a versioning system is a tool for collaborative software development. As you probably know, the ScummVM Team consists of more than 30 active core developers, and many more are on our list of past and present contributors. Working on a project on this scale just would not be possible without the help of such a system.

From the very beginning, Ludvig Strigeus committed his initial ScummVM version to CVS, the versioning system we used until recently. Vincent Hamm joined him shortly thereafter. Since then, a lot has changed, many things have happened. We have more than 20,000 revisions of ScummVM and its various components in our CVS repository.

We now moved to a new system, Subversion. Compared to CVS, it adds many useful new features, that allow us to work more efficiently on ScummVM, something we are sure all our users will appreciate. Among other things, there will be no more lag between anonymous and developers version of the source code -- you get everything we do instantly!

If you used a CVS checkout so far, scrap it, install a Subversion client and checkout

https://svn.sourceforge.net/svnroot/scummvm/scummvm/trunk/

If you are using the command line subversion client, that means you simply have to type the following command:

svn co https://svn.sourceforge.net/svnroot/scummvm/scummvm/trunk/ scummvm

You will notice that the source tree of ScummVM already changed significantly and yet more is to come. Stay tuned!

31 de gen. 2006: ScummVM 0.8.1 "Codename: missing" released
Posted by sev

Rejoice, ScummVM 0.8.1 "Codename: missing" has just been released. You can now experience the latest official flavour of ScummVM. The main reason for this release is fixing several bugs that slipped into 0.8.0, some of these fixes are:

  • Much improved support for Humongous Entertainment games
  • Support the German version of Maniac Mansion NES (thanks to Joachim Eberhard for contributing the cartridge)
  • Fixed overflow when using control panel for the robot in the Dig
  • Fixed disappearing cursor when level password is typed in Gobliiins
  • Implemented more precise MD5-based game detection for Simon the Sorcerer
  • First non-beta PS2 port release

For a complete list of changes see the release notes.

You can grab a build for your system on our downloads page

Enjoy!

14 de gen. 2006: Beneath a Steel Sky Soundtrack Teaser
Posted by sev

As you may have noticed, there is a big discussion about the BASS score on our forums. James Woodcock, one of the participants, has posted on his blog a couple of remastered tracks from the original MIDI.

Although ScummVM does not yet support this in it's full glory, we are looking at implementing this in the near future, so keep watching.  In the mean time we recommend you to go and feel the future of what ScummVM hopes to provide.

You may find out more about the enhancements, by visiting James's site:
James Woodcock's ScummVM Music Enhancement Project

5 de des. 2005: ScummVM 0.8.0 build for PocketPC 2002 is available
Posted by sev

We're pleased to announce the availability of the long-awaited build of ScummVM version 0.8.0 for PocketPC 2002, thanks to Kostas Nakos. You can get it from our download page. It may happen that some mirrors haven't picked up the file yet, in which case try a different mirror.

2 de des. 2005: Inherit the Earth Soundtrack released
Posted by sev

Some interesting news for you. Wyrmkeep Entertainment Co. has released the ITE Soundtrack on CD. You may listen to a preview and buy it from here. ScummVM supports this game as of 0.8.0, thanks to our tight collaboration with Wyrmkeep and the fact that they kindly provided us with all source code and the rights to reimplement it. Support this great company by purchasing the game soundtrack and, of course, the game itself, which you can play using ScummVM.

14 de nov. 2005: BASS Audio Restoration - Help needed
Posted by joostp

As you can read here, we (joostp and lavosspawn) have the ambition to create an audibly improved version of BASS by using the high quality studio source material, which is stored on DATs (Digital Audio Tape).

At this point we have these DATs in our possession and are looking for help in getting the audio off them. Since we're not in the position to send the tapes anywhere, we're looking for someone to lend us a DAT player/recorder for about 2 weeks to complete this first step. The DAT player would need to be shipped to the Netherlands, and will be returned upon completion of the task.

If you think you can help out, please get in touch! For more information, see the forum thread.

13 de nov. 2005: New website design
Posted by sev

Hi. Just over a year after our design contest ended we're proud to finally announce the launch of the new web design. Thanks to Draven for the design and Yaroslav Fedevych for most of the HTML/CSS code. For curious souls the old website is still available here.

9 de nov. 2005: PlayStation 2 Release Candidate added
Posted by lavosspawn

The first binary release of the PlayStation 2 Port has now been posted to our forums in this thread. It was not added to the download pages as it still needs some testing. If you've got a PlayStation 2 with a modchip, grab it and tell us about your results.

1 de nov. 2005: Freeware BASS updated
Posted by joostp

In light of the 0.8.0 release, which requires the additional SKY.CPT file to run Beneath a Steel Sky, we've updated the archive of the freeware CD version to include this file, and while we were at it, updated the data files to the last-known released version of BASS, which should fix some text issues that appear when playing the game in non-english languages.

You can download it from the downloads page (whenever the SourceForge mirrors pick it up), or download the SKY.CPT file separately here.

30 d’oct. 2005: ScummVM 0.8.0 released.
Posted by sev

We are pleased to announce a long-awaited ScummVM 0.8.0 release. We, the ScummVM Team, have prepared a big pack of new features for you. Most outstanding amongst these are:

  • New improved launcher and in-game GUI
  • Support for Inherit the Earth and Gobliiins
  • Playstation Portable, Playstation 2 and EPOC/SymbianOS ports
  • CGA and Hercules rendering modes for some games
  • Preliminary support for NES and C64 LucasArts games
  • Much improved support for Humongous Entertainment children games (Freddi Fish, Pajama Sam, Putt-Putt, Spy Fox, Fatty Bear, Backyard Sports and Buzzy)

You may find a more detailed list of changes as well as files to download at our downloads page. We encourage you to update to this latest and best ScummVM version as soon as possible.

Along with this release, we are also pleased to announce the launch of our new forums. Located at the easy to remember address of http://forums.scummvm.org/, the new forums feature individual sub-forums for Ports, and many new functions for both the users and moderators alike.

Please note that the SourceForge.net forums will be closed and archived within the next 48 hours. These archives will be available from the bottom of the forums' Main Index page.

11 d’oct. 2005: A great call of testers.
Posted by sev

Hello, fellow users. Now it's time to help the ScummVM team bring out a new release of err... ScummVM. Ta-da!

We have a large amount of changes, new features and bugfixes. Almost every aspect of the program was touched, tuned, altered. So we once again need to ask for testers of every game we support.

We'd like to mention two completely new titles we support now. They are Inherit the Earth and Gobliiins (first one in the series). Please, pay attention to those too.

Instructions on how to do the testing are located at our Wiki page. Please, stick to those and report on our mailing list, on #scummvm or in our forums.

9 de set. 2005: Screenshots are not needed anymore.
Posted by sev

The last bastion of the screenshots camp has fallen. We have just received Zak v1 shots and that means that all is done. Thanks a lot to you, our fellow users, who took part in this saga. There are too many of you to mention, but you know who you are.

We also need to test another couple of newly supported games. These are Maniac Mansion NES version and Zak McKracken Commodore 64. See sections 3.8 and 3.9 in our README on how to run these. We need to know whether these games are completable or not.

30 d’ag. 2005: Screenshots needed.
Posted by sev

If you like screenshots as much as we do, you can play an integral role in demonstrating the capabilities of ScummVM with merely single still-frame image.

Basically, we need you to submit screenshots for our screenshots gallery. We have an explanation of the proper way to do so here in our wiki.

So, if you've got a few minutes, an interesting save in the middle of a game, and you want to help, please feel free to take and submit a screenshot of it. As the wiki states, ScummVM should be in HQ2x mode with aspect ratio correction ON.

4 d’ag. 2005: Time is only a word. A pretty short one.
Posted by ender

Due to a local space/time vortex which will in the future be located near Earth, the meaning of 'regularly' may be in flux. Stay tuned for further updates.

And now, to current news:

We're happy to report that Ron Gilbert, co-creator of Maniac Mansion and SCUMM, made a nice reference to ScummVM on his website (Grumpy Gamer. Or so we hear from Slashdot, which seems to have brought his site to its knees :)

Please note, however, that the Nintendo DS port mentioned is not yet an official or supported port. So please don't contact us about it, because we can't help :)

The contents of Rons latest post has been quoted in this blogspot post. For the record, we've given Ron the nod in our readme.txt since Wed Apr 17 17:31:05 2002 (UTC).

We're also calling for testers to report problems with 'Inherit the Earth' (details and purchase information behind the link!). Please use the bug tracker, and set the correct game under Group. Please only test with the latest CVS version. Thanks!

11 de maig 2005: News, lots and lots of them...
Posted by fingolfin

On the downside, we really need to post news more regularly. On the upside, we have accumulated a lot to tell you about:

New Ports

  • Ports are important for us -- that much we have in common with the good ol' pirates from Monkey Island. Of course in our case it's not the wet kind (with ships and stuff), but rather ports of ScummVM to different architectures. On that front, we have some pretty nice things coming up for the next ScummVM release, including an official PlayStation 2 port, as well as the AmigaOS port now being official, too. And with some luck maybe even the often requested EPOC/Symbian port will finally be a regular part of ScummVM (take a look at the relevant patch tracker item if you are curious).

New games

  • We added a new game engine, this time for Coktel's Gobliiins series. So far, Gobliiins 1 is completable. Work on the other parts (Gobliins 2, Goblins 3, and "The Bizarre Adventures of Woodruff and the Schnibble") has not yet begun, but at least Gobliins 2 seems to be similar to part 1, so we hope to have that in the foreseeable future, too. Regarding the other parts, we'll see...
  • Thanks to the hard work of some dedicated people we also finally support the (in)famous NES version of Maniac Mansion. Wow, that should be about the last LucasArts SCUMM game we were not supporting ... ;-)
  • Support for Humongous Entertainment's kids games is progressing well, the following titles can be completed with the current development version of ScummVM:
    • Freddi Fish 1 - 4
    • Pajama Sam 1 & 2
    • Putt-Putt (several titles)
    • Spy Fox 1 & 2
    • Several arcade titles

New thumbs

  • No, I didn't undergo plastic surgery (although another pair of thumbs sounds tempting...). Rather, we added support for thumbnails in SCUMM savegames. Pretty cool stuff, click here for a screenshot.

Not too shabby, we think. And we actually have more really cool stuff in the works, stay tuned.

1 d’abr. 2005: Don't wake the dragon!
Posted by ender

Apart from previous hints, more information is now available about the ScummVM project Dragon.

Please note that Dragon is still very much an unreleased Work In Progress, but things have just started working and we're expecting to announce more about this project over the coming week.

30 de març 2005: Something new this way comes...
Posted by ender

Although it will not be part of the official ScummVM program, some of our team members have been working on a little easter surprise for you all. Unfortunately, we're running a bit late.

Expect something very sweet (especially for Linux and Mac people) soon...

28 de març 2005: ScummVM 0.7.1 released
Posted by fingolfin

We are pleased to announce the release of ScummVM 0.7.1. This update concentrates on fixing bugs from 0.7.0, especially in the Windows Mobile port (PocketPC / Smartphone). For more information check out the release notes.

As usual, you can download it from our downloads page.

On an unrelated side note, we received even more boot params from you, our dear users, in the past two weeks. Many thanks to those who contributed!

13 de març 2005: Fate of the boot params
Posted by fingolfin

We now have an extensive list of boot params for Fate of Atlantis on our boot params page. Many thanks to Laura Abbott who spent a lot of time to compose this list and then generously donated it to us. I am sure this will help us working on FOA issues in the future.

In other news, Robert Kelsen has volunteered to work as a SlackWare packager, and has started by providing a SlackWare binary of 0.7.0. Way to go, Rob!

So, apparently, some people actually read our news section... I am astonished ;-). Thanks to all of you out there who contribute to ScummVM by providing us with useful feedback, and the occasional praise -- both really help keeping up interest in working on ScummVM!

9 de març 2005: Boot params, anybody got some boot params?
Posted by fingolfin

I guess it's time for the usual, regular, monthly sign of life, "Yes, we are alive. No, we still won't merge with FreeSCI. Yes, you can donate your Ferrari to me, I might reconsider then."
As usual, lots of small and big things happened, we might post some info in the not too distant future. In the meantime, I'd like to set a spotlight on a small but nifty detail, maybe it'll be of interest/use to some of you...:

Some time ago, we added a list of boot params to our documentation section. Maybe you have already noticed it, if not, check it out.

In case you don't know what a boot param is (shame on you!), I actually tried to explain it on that page, so, have a look anyway ;-). If you think the explanation is not clear enough, drop me a line and tell me how to improve it.

And if you really want to feel cool, you can even contribute a bit here and help us out by filling in some of the gaps in our boot param tables. Once again, see the boot param page for more information.

1 de gen. 2005: Additional 0.7.0 binaries, and some big numbers
Posted by fingolfin

First off: once more a Happy New Year to all of you out there!

We just wanted to let you know that since the release of ScummVM 0.7.0 a week ago, a few more binaries have arrived at your download page. We now offer binaries for the following systems:

  • Windows
  • Mac OS X
  • Linux: Fedora Core
  • Solaris 8
  • PalmOS
  • PocketPC (WinCE)
  • Dreamcast
  • BeOS

... and hopefully the Debian package will be ready soon.

That's already quite nice, but more never hurts. For example, it would be nice to have packages for Mandrake, Slackware, Solaris x86, or your favorite toaster. So if you are interested in joining us as a packager, please contact us.

And now for something completely different: Taking a look at our project statistics page, you might notice that we have now more than 10,000,000 page views (accumulated over the total life time of ScummVM as a SourceForge.net project), and have served more than 1.1 million downloads since our conception. Not too shabby, we think :-)

24 de des. 2004: Ho! Ho! Ho! Merry Christmas and a Happy New ScummVM 0.7.0!
Posted by fingolfin

We are proud to announce the release of ScummVM 0.7.0, right in time for Christmas Eve!

While not quite as ground breaking as some of our previous major releases, this version sports some notable improvements and additions, amongst them:

  • Added preliminary support for 26 Humongous Entertainment titles
  • Added support for FLAC (lossless) encoded audio files
  • Added native support for Macintosh versions of some SCUMM games -- this means the 'rescumm' tool is now mostly obsolete, and you can now play those games directly from the original CD
  • Added smooth horizontal scrolling for The Dig, Full Throttle and COMI (matching the original engine)
  • Added support for compressed speech and music in Broken Sword 1 and 2
  • And as usual, we fixed lots and lots of bugs

A link to the release notes and a more detailed list of changes can be found over on the downloads page, along with the download links. Updating to this latest and greatest version is strongly recommended to all our users.

23 de des. 2004: Website contest poll closed: We have a winner!
Posted by fingolfin

It's been almost two months since we started our website design contest, and I know some of you have been eagerly awaiting the outcome. Since the team couldn't quite decide on who should be winner, we let you, our dear users, have a word in the outcome of this epic battle. And finally, we are happy to let it be known that after about 1400 votes we do have a clear winner! And it is... draven, with a strong majority of 55% of all votes! Congratulations, draven!

So what now? We'll be settling the issue of the prize(s) for the winning entry in the next few days, and start working on implementing the new design. We consider doing some further tweaks to it (like, some people suggested to actually use the logo of jeanm's submission; and we have some other ideas up our sleeves). This may take some time, partially because it's a holiday time for a lot of us. So I am afraid you'll have to be a bit more patient.

Good things need time :-).

17 de des. 2004: Website Poll is open again
Posted by sev

We are pleased to reopen our website poll. We found a free poll service, but unfortunately it is ad-driven. Please bear with this.

P.S.: If you have already given your vote with the old poll, you will have to re-vote using the new poll.

5 de des. 2004: Website Revamp contest status update; 0.7.0 release plans; user manual
Posted by fingolfin

Yo folks,

you are probably all wondering Whatever happened to that website design contest? It's been closed over a month ago and there is still no winner!. Well, good question :-)

First off, let me tell you that some of the submitted designs are really awesome, and I would hereby like to thank all the people who submitted their work. Sorry for letting you wait so long on the outcome.

Now, to determine the winner, we conducted an internal poll with the team. This took some time until all team members were able to submit their filled out forms. That process didn't produce a clear winner, though. So then, some of us wanted to conduct a poll amongst you, dear users, to pick the winner out of the three finalists. For various reasons, that just didn't happen... until now!

Go to our poll page to see the finalists, and to be able to poll on them! We'll let this polling go for about 14 days, at which point we'll finally decide on the winner.

On another matter, we have now started work on the next major release of ScummVM. 0.7.0 is (rather aggressively) scheduled for Christmas 2004! We hope to be able to deliver a nice christmas present to you this way. But for this to work out, we need your help: We need people who actively test the latest CVS so that we can iron out and fix all remaining issues with it, to ensure a high quality release.

If you want to help, check out the release status page for a list of games which need testing.

That's it for today, hopefully the next time around we can announce something more substantial (like a new release or a new website). Until then: happy play testing to all of you!

P.S.: Maybe you also have been wondering Gee, will these guys ever reach 1.0? As a matter of fact, we are now working towards this goal. There is basically a single major piece missing for that: a good user manual. If you are a skilled manual writer, have some spare time, and want to help, drop us a mail on the scummvm-devel mailing list.

28 d’oct. 2004: Updated FAQ
Posted by sev

Several months have passed since we last updated our FAQ. Lots of things have happened in the meanwhile and we have added a nice collection of new answers to it. So what are you waiting for? Go and read the FAQ now!

23 d’oct. 2004: Contest submissions closed!
Posted by ender

Well, we left it open a bit longer for those who ran late... but the entries for the ScummVM Revamp contest are now closed. Judges will be looking at the pages over the last few days, and unless there is an out-right winner the finalists will be voted on by YOU - our dearest users :)

Further information will be posted soon. The winner will receive some Random Stuff(tm), with the main prize being some Sam and Max swag (most likely) signed by the creator of Sam and Max, Steve Purcell. Further information will be posted soon!

19 d’oct. 2004: Contest submissions closing soon
Posted by ender

Anybody wishing to enter the Website Revamp contest better get their entries in, only two days left!

So far we have only five entries. Thats not too bad, but I was hoping for at least another five more. So if your still sitting on an entry, SEND IT IN!

Please send all contest entries to contest@scummvm.org. Further information on this contest is available a couple of posts down.

11 d’oct. 2004: Contest reminder!
Posted by ender

Greetings fellow adventurers!

Just a reminder that the submission deadline for the Website Revamp contest is here in just ten days! The very first submission was just received, so if you have yet to even start, time is running out.

The prizes will be announced as soon as somebody gets back to me since certain sites news posts suggest he hasn't forgotten :)

30 de set. 2004: And so it was said, Let There Be Contest!
Posted by ender

Hello, humble Website Watchers. We have gathered you all here today for a contest of most epic proportions.

Well, not really.

We're holding a contest to redesign the ScummVM website. If you have talent, and want to contribute something to ScummVM, here is your chance.

Rules

  • Designs should be submitted in Photoshop (.PSD) or GIMP (.XCF) format. Layers should be used, and consideration taken that the majority of the design is feasibly done in HTML with minimal use of large graphical elements.
  • The completed design must be designed for optimal use at 1024x768, but the page should be designed to be renderable in lower resolutions and in text-only browsers.
  • The main focus should be on an easy, noticeable and uncrowded navigation system.
  • Sites submitted with a completed HTML template will be considered for extra points if they obey the following extra rules. Otherwise they will be graded on design merits only.
    • Completed sites should be submitted as a one-page HTML template. All original graphics should be included (layered if applicable) in Photoshop .PSD or GIMP .XCF format.
    • Sites must have readable HTML/CSS code, and should be quick-loading and as 'light' as possible.
    • Sites should be W3C HTML4.01 verified, and have no particular browser dependencies.

Submissions close on the 21st of October, and public voting will occur after the team has selected the final candidates. There will be a prize or two of some sort for the winner, which will be announced at a later date. Please e-mail all submissions to contest@scummvm.org in a .zip, .tar.gz or .tar.bz2 archive.

11 de set. 2004: Lots of stuff going on
Posted by ender

Well, this is just to let you know we are not dead. There has been some amazing work happening in the last few weeks - with ScummVMs support for the HE SCUMM games improving in rapid bursts thanks to the combined talent of cyx, Kirben and Sev. And of course, there has been more development than just this.

And now we would like to bring up the point that our side-projects Residual and ScummEX both need developers and contributors. We welcome patches from other programmers very much. With the help of ScummVM developers joostp and aquadran, salty-horse (a regular #scummvm'er) today submitted a patch for lipsync animations in Residual. Please see our 'subprojects' page and the 'Coding Guidelines' in our Documentation section. If you are interested in persuing a particular problem, please e-mail the "-devel" mailing list or pop on IRC if you need advice or help.

28 de jul. 2004: Oh No! Not Again!
Posted by ender

Well, one of those "Small Yet Important" coding mistakes has cropped up in ScummVM 0.6.1. A copy-and-paste error in the 'Edit Game' screen may result in people not being able to save a game.

The mistake involves the new 'Paths' tab, which allows for easier editing of game paths. Unfortunately, the 'Extra Path' field on this screen is accidentally saved as directory to use for saved games, instead of correct field below it. This was noticed and fixed in the experimental CVS version, but the fix was mistakenly left out of the ScummVM 0.6.1 release.

If you encounter this glitch, the recommended work around is to set the Extra Path to the saved game directory. ScummVM 0.6.1b will be released soon to correct this issue.

27 de jul. 2004: What have you done this time, you meddling milquetoast?!?
Posted by ender

ScummVM 0.6.1 is out, and can now be grabbed from our download page!
Among the usual changes, ScummVM should now run natively on 64-bit machines -- something we actually forgot to mention in the NEWS file.

And you know what they say: "To save the world, you have to push a few old ladies down the stairs." So we made a mother-load of fixes in this release. Some of the wonderful things you will no LONGER see in ScummVM include:

  • Glitches using an Ogg Vorbis talkie file in some games
  • Crashes on 64-bit machines
  • Crashes when saving to an invalid directory in Broken Sword 1
  • Lots of sound glitches in Curse of Monkey Island, Full Throttle and The Dig
  • Crashes in some international versions of Simon the Sorcerer
  • ... and lots of other annoying bugs!

So don't delay, download today. Downloads are not yet available for all supported ports, such as non-ARM PocketPCs and the HandheldPC binaries. These should become available within the next week.

10 de maig 2004: There be monkeys here!
Posted by ender

This is just a quick update to let everybody know we're still alive. Work on ScummVM is progressing as per usual, and we intend to release ScummVM 0.6.1 shortly.

ScummVM 0.6.1 will contain several bugfixes for various games, as well as several sound and music enhancements for later SCUMM games (Full Throttle, The Dig, Curse of Monkey Island).

Also, followers of CVS may have noticed that support for Another World was recently added. This provoked quite a bit of argument within the ScummVM team as to whether this is considered an adventure and within ScummVMs goals.

After much debate, the engine author (cyx) decided that it would be more convenient to continue the project seperate from ScummVM. It has now been removed, and future information and development will occur as part of the RAW project. To prevent any doomsday predictions, I should also point out that he remains a member of the ScummVM team.

2 d’abr. 2004: There is no Cabal
Posted by fingolfin

CABAL team splits over fundamental design issues

After yesterdays ground-breaking announcement, we are sad to announce the immediate disbandment of the CABAL team. Over the last several days there has been heated debate regarding several important design issues, and current tension in the team has risen to an insurmountable level.

"It's really unfortunate", Max Horn, senior developer on ScummVM and Exult, was quoted as saying, "but [former FreeSCI maintainer] Christoph [Reichenbach]'s ideas of aligning curly braces with the left-hand side of function declarations while appending them to the end of the line for 'while' and 'for' loops did not make any sense at all."
The latter replied by pointing out that "using anything but tabs for indentation is calling for trouble."

Claudio Matsuoka, of the Sarien project, pointed out his disappointment and noted that he didn't see much of a point in trying to co-operate with people entirely incapable of reaching agreements on such trivial issues. "I mean, we haven't even resolved the entire EMACS vs. vi dispute, and they're already at each other's throats again."
James Brown, another senior developer on the ScummVM project, sadly announced that he was laughed out of the project meer hours before a decision to split was made. "They just said I didn't belong, since I prefer nano as a editor..." he admitted.

1 d’abr. 2004: Announcing CABAL
Posted by fingolfin

April 1st, THE INTERNET: The FreeSCI, Sarien and ScummVM teams today announced the formation of CABAL (Coalesced 'Adventures beyond Architecture' League), a universal adventure game interpreter. This new project will unite the strengths and capabilities of the projects involved, creating what the project members believe will be a revolution for adventure game fans around the globe.

When asked about the relevance of CABAL for the worldwide adventure gaming market, ScummVM project lead Max Horn commented that "[with] the market for adventure titles waning, we believe that the formation of a project with the explicit goal of running every adventure game ever released will infuse it with new life." FreeSCI maintainer Lars Skovlund added that "this will certainly cause an upheaval in the gaming world. Adventure game fans around the world, rejoice!".

In addition to supporting LucasArts' SCUMM games (including famous titles such as "Monkey Island", "Indiana Jones" and "Sam and Max"), Sierra's SCI and AGI lines ("King's Quest", "Leisure Suit Larry", "Space Quest"...), and other games already supported by the retrospective engines, the newly united team plans to continue to add further titles to their already impressive list.

Some of the juicy new modules include:

  • An Infocom module (based on the Frotz Z-machine interpreter), so you can now play your favorite text adventures anywhere you go!
  • Exult is being merged in as a plugin, allowing Ultima 7 fans around the world to play their favorite game on the many platforms already supported by the CABAL component engines - including Palm/PocketPC PDAs and the Dreamcast.
  • Revolution software has offered the source-code for Broken Sword 3, which will be added to the titles supported by the upcoming CABAL3D project - alongside with Grim Fandango and, possibly, Ultima IX (negotiations are ongoing).
  • Support for the SNES games Final Fantasy IV through VI (Japanese numbering, i.e. FF2/FF3 according to US releases) is planned for sometime this Fall. Whilst these are not strictly adventure games, the storyline and plots in this series are more imaginative than any 'action adventure' title published in recent years.

Offers by various companies, including Microsoft and Amiga International, to buy out the team have been gently but firmly declined by the leads of the joint project. "We know that we could earn a lot of money from this, but we are idealists and at this time we have the goal to reform the worlds adventure market. Once that is achieved, we can reconsider about making some money out of this."

18 de març 2004: TechTV
Posted by ender

A few people have asked for further details on the TechTV segment featuring ScummVM. Well, you can read the online article intended to compliment the segment on the TechTV Website.

ScummVM will be shown as 'Free File of the Day' on the 'Call for Help' program at 3PM EST on Friday the 19th of March, and again at 9AM Eastern on Monday the 22nd of March.

Don't know how to watch TechTV? I'm told those of you in America can tune into DirecTV channel 354, Dish Network channel #191, or locate the cable channel by following the instructions on tv.yahoo

Or, if you just happen to have a C-band dish in the general vicinity of GE Americom Satcom C4 at the time of the show, it's on transponder 12 at 135 degrees west, 40 degrees elevation.

Those lucky Australians subscribed to Foxtel Digital can also watch the program. I have to try and find somebody with FTD so I can watch it myself.

16 de març 2004: The big Zero Six Zero
Posted by ender

In other news, ScummVM will be featured on TechTV's Call for Help show, on the 19th of March as Free File of the Day.

The ScummVM project is pleased to announce the immediate release of ScummVM 0.6.0. ScummVM is a graphic adventure game interpreter designed to allow users to play many classic adventure game titles on various computer systems; (Linux, Windows 2000/XP, *BSD, Mac OS X, PocketPC/Handheld PC, Palm, Dreamcast and more)

Version 0.6.0 brings with it a new milestone in ScummVM history, with all LucasArts/LucasFilm SCUMM adventure titles now being supported. We are also proud to announce in conjunction with ScummVM 0.6.0 the release of the classic adventure game 'Flight of the Amazon Queen' (originally available for the Amiga and DOS) as freeware. The ScummVM team would like to thank the authors Steve Stamatiadis and John Passfield for providing the team with the source code to this classic game, and allowing us to release it.

So, what's new?

ScummVM 0.6.0 includes, as usual, many bugfixes in all supported game engines. There have also been dramatic fixes and improvements in the area of sound and music, as well as a greatly improved game management/options screen and two new graphics modes (HQ2x and HQ3x). Most importantly, we have also added new support for the following games:

  • The classic V1 versions of the original LucasArts SCUMM games Maniac Mansion and Zak McKracken and the LucasArts SCUMM game 'Full Throttle'
  • Broken Sword 1 and Broken Sword 2. Many thanks to Revolution for providing us with the source-code to these games.
  • Support for Flight of the Amazon Queen. Thanks to Steve and John for providing us with the source code to this game, and permitting its release as freeware.

ScummVM 0.6.0, the two freeware games Flight of the Amazon Queen and Beneath a Steel Sky, as well as converted cutscenes required for playing Broken Sword 1 and Broken Sword 2 may be downloaded from the Download Page

9 de març 2004: What's blatently stolen, but isn't a yo-yo
Posted by ender

What? We promised more frequent news updates? You lie! Prove it!... News archives you say? Pfffah. Um. We were hacked!

We are nearing the final release of ScummVM 0.6.0, and there are just a few last minute bugs to fix. We're also waiting for a reply to an e-mail from twopeople whom have recently gone on an international jaunt, under the guise of 'work'. We have heard rumors they have been seen in San Francisco running around naked screaming "I'm working, I'm working". If spotted, approach with extreme caution, as they may be holidaying and dangerous.

On a related, but more serious note, since the above pair are reasonably incommunicardo, we may be releasing ScummVM 0.6.0 without the previously promised freeware game, which will instead be released at a later stage.

We will leave you now with the promised blatently stolen quote. There is no subliminal message enclosed. Honest.

Anyway, to answer your question, to get into the games industry, break into the Sony party at E3, walk around saying "Online multiplayer is the future," and if nobody has hired you by 11:00 pm, sleep with the first person you hear speaking either Japanese or French. Worked for me!

- Tim Schafer, as seen onDoubleFine, replying to a nutty fans e-mail.

Finally, Ender, your humble (yet lazy) news poster and co-project leader would like to let any Sony employees who happen to read this site know that he believes Online multiplayer is the future. We're not even going to touch the Sam and Max 2 thing. (Boo! Hiss!)

Stay tuned for more zany and space-filling content-less news posts in the future!

19 de febr. 2004: 0.6.0-PRE testing
Posted by ender

We have recently branched ScummVM 0.6.0, and are now entering the final testing phase. As such, we would be most happy if people could test the latest daily builds (or CVS build from tag 'branch-0-6-0' and report their results.

We have already conducted preliminary testing of several games, but the following still have not been tested and should take priority:

  • V1 Maniac Mansion
  • V2 Maniac Mansion
  • V1 Zak McKracken
  • V2 Zak McKracken
  • EGA Indiana Jones 3
  • VGA Indiana Jones 3
  • EGA Monkey Island 1
  • Monkey Island 2
  • The Dig
  • Curse of Monkey Island (Monkey 3)

Please report bugs in our bug tracker and successful completions of games on our General Forum. Thanks in advance for helping to shape up the next release of ScummVM!

30 de gen. 2004: Just add water
Posted by ender

Just a quick news post to let everybody know that ScummVM 0.6.0 is still in-progress. Unfortunatly, recent downtime and other issues with SourceForge.net have delayed the branching and final testing of this release, but we're still hoping to get it out as soon as we can!

On another note, continuing the current rash of computer problems, all scummvm.org e-mail addresses are currently broken. We hope to fix this within the next few days, and no messages should be lost. If however you want to discuss something important with us, we really suggest talking to us in real-time on our IRC channel (#scummvm, on irc.freenode.net).

18 de gen. 2004: Clarification on downloads.
Posted by ender

Some people appear to think that yesterdays news post implies that Broken Sword 1 and 2 will be released as freeware. We would just like to clarify that this is not currently the case. We will be releasing cutscene packs for use with the ORIGINAL game data in ScummVM, and hopefully freewaring a completely different non-Revolution game.

17 de gen. 2004: Insert Topic Here
Posted by ender

So, what has been going on in the world of ScummVM lately?
Currently we are gearing up for our 0.6.0 release - this release will mark a major milestone in ScummVM history. As of ScummVM 0.6.0, ScummVM should finally support (at least the PC versions) of all LucasArts SCUMM adventures!

However, we need some help. As part of our next release we are also adding support for the Revolution games Broken Sword 1 and 2 which will require specially reencoded versions of the in-game cutscenes, as well as releasing another classic adventure game as freeware.
However, we are not yet sure whether SourceForge will be able or willing to host these files. So if anybody reading this news article happens to run, for example, a large bandwidth-plenty archive (http or ftp) that preferably doesn't require annoying registration methods (ala Fileplanet) and is willing to help... then please e-mail Ender (@ scummvm.org) and offer your assistance.

Stay tuned for more information on our next release, as it happens.

25 de des. 2003: That's the second biggest reindeer nose...
Posted by ender

Everybody here at ScummVM Central, well, everybody still conscious, hopes that everybody is having (or has had) a good Christmas!

As a vague attempt to start our new years resolution (of posting news more frequently) a bit early, here is a mostly pointless news post. First, a request. If anybody notices any article in the media about ScummVM (or indeed is from the media), please e-mail press [at] scummvm.org so we can add it to our press page.

The release schedule for 0.6.0 has been pushed back a little due to various problems (such as reencoding Broken Sword cutscenes) and heavy development on certain features (like Full Throttles INSANE subsystem).

In an effort to reduce the length of our pre-release testing phase, I would ask that anybody here who does use a daily or CVS build please report any bugs they find in every-day use. This includes (despite what we usually say) our 'new' games: Full Throttle, Flight of the Amazon Queen, Broken Sword 1 and 2.

As we are calling for testers before we 'freeze' development for a new release, please ensure you test with the latest available CVS before reporting any bugs.

12 de des. 2003: ScummVM is Dead, please read this post.
Posted by ender

Whilst we know that the end of the year is approaching, it saddens us to announce that the ScummVM project is closing due to personal reasons on behalf of most of the developers. Visitors to our forum, such as timofonic, have suspected this may be the case for some time and unfortunately I have been urged by einheitlix to tell the truth.

It's been a great ride, and we had some really wonderful things in store for you, such as a new game we were planning to freeware for our next release, and the announcement that the oft-requested completion of support for Full Throttle was underway - although it would probably be in 0.7.0 not 0.6.0... but it's moot now.

I was planning on holding back this news until after the festivities, but as it's just a hoax to see how many people actually read our news page and pay attention, I've decided to announce it now.

In summary, in case people just skimmed that last paragraph: we are NOT really dead. We're very much alive and kicking, and will be bringing you lots-o-cool-stuff early next year!

(not so hidden link... see whats in store for the next version!)

9 de set. 2003: I'm feeling dirty
Posted by ender

Welcome to yet another quasi-regular reminder that, yes, your favorite project is far from dead. So what's going on in the world of ScummVM?

ScummVM 0.6.0, although not due out for a few months at least, is going to knock your socks off. Or at least, make them a nice shade of purple. Among the usual massive structural changes, bugfixes galore, and maybe even a new platform or two... we have recently (almost) finished support for the original V1 versions of Maniac Mansion and Zak McKracken. This leaves the ever difficult Full Throttle as the only LucasArts game we do not support in it's mainstream form.

Also, thanks once more to the gracious support of Revolution, the next version of ScummVM will include support for yet another of their wonderful innovative games - Broken Sword 2!

These are both already present, in some form, in our developmental CVS and daily builds - however please remember they are experimental and still being heavily worked on. Please do NOT file bugs or pester anyone regarding them. And maybe, just maybe, we might have some more surprises in store before the next major release makes it to a SourceForge mirror near you!

8 d’ag. 2003: ScummVM 0.5.1 released
Posted by ender

ScummVM version 0.5.1 was released today, fixing several issues uncovered since ScummVM 0.5.0.

The following changes are included in this release:

  • Beneath a Steel Sky savegame code completely rewritten, eliminating several situations where ScummVM 0.5.0 would produce unusable 'frozen' saved games
  • Several other Beneath a Steel Sky bugs have been fixed
  • Some Curse of Monkey Island actor graphical issues have been fixed
  • Some issues when running ScummVM fullscreen under MacOS X have been resolved
  • MorphOS port has undergone several critical bugfixes
  • Dreamcast port now supports Simon the Sorcerer 1 and 2

We recommend all users upgrade to this release. Please note that whilst BASS saves from 0.5.0 are compatible with this release, we recommend restarting your game using the 0.5.1 save system if you continue to experience problems.

3 d’ag. 2003: Nothing's ever perfect
Posted by ender

Although ScummVM 0.5.0 is our most tested version yet, a few problems always slip through the cracks. Among some other minor issues, it has come to our attention that Beneath a Steel Sky may occasionally produce unusable save games. Although this is a timing issue, and very rare on most systems, a small group of people may discover this happening fairly often.

A ScummVM 0.5.1 point release is planned in the near-future to fix this, and several other smaller issues which have came to our attention. Also, the manual for Beneath a Steel sky and possibly a scan of the included comic will be available for download later in the week.

Thanks for everybody's support, and assistance in making our project even better!

2 d’ag. 2003: ScummVM 0.5.0, Beneath a Steel Sky, and a BROKEN caps lock KEY
Posted by ender

Version 0.5.0 of ScummVM, the classic adventure game interpreter, has just been released. This is our most tested version yet, thanks to everybody who answered our call for testing. Thanks!

So what's new? Well, besides the usual bugfixes and improvements are:

  • Extensive overhaul of the music subsystem, more games now support music
  • Support for the Enhanced (V2) versions of Maniac Mansion and Zak McKracken
  • Support for Beneath a Steel Sky, made possible thanks to Revolution Software supplying us with the original assembly source code!
  • Aspect Ratio correction added, by popular request

A link to the release notes and a more detailed list of changes can be found over on the downloads page, along with the downloads... and our special (worst kept secret :) surprise!

As an extra SPECIAL bonus, the really really wonderful people at Revolution Software Ltd. have decided to allow us to make Beneath a Steel Sky *freeware!* You can download either the CD version (70M, includes speech) or the smaller Floppy version (8M), along with ScummVM 0.5.0, from the downloads page.

Enjoy! Oh, and there is that little donate button down there on the left. We need to buy our Dreamcast porter a copy of Simon the Sorcerer :)

11 de jul. 2003: ScummVM 0.5.0-Pre
Posted by ender

ScummVM has just entered a CVS freeze and testing, to prepare for an eventual 0.5.0 stable release (hopefully at the end of July). But we need YOUR help!

Please click that little 'Documentation' option over there, and look at the 0.5.0 release checklist. If there is a game that is listed as needing testing, and you happen to feel like playing it through with the latest development version of ScummVM, please do so and let us know the results. Further information is on the checklist page.

Besides many fixes that will be in the upcoming 0.5.0, especially in the area of music, comes support for three new games:

  • Enhanced Maniac Mansion
  • Enhanced Zak McKracken
  • Beneath a Steel Sky, thanks to the support of Revolution

In other news, Anonymous CVS is (and has been for some time) lagging behind the official development tree. If you want the bleeding-edge CVS (for testing, as an example), please use the 'Source Snapshot' on the Download page over Anonymous CVS. And of course,
Be Vigilant

25 de maig 2003: Rise, son of Cygna! It is the dawn of ScummVM 0.4.1
Posted by fingolfin

ScummVM 0.4.1, a stability-focused point release, is now available for download. Changes since 0.4.0 include:

  • Several crashes/bugs have been fixed in Curse of Monkey Island.
  • Several iMUSE and music-related bugs have been fixed.
  • AdvMame3X is new, giving a 3x scaled and AdvMame-smoothed game.
  • Fixed airport doors in Zak McKracken
  • Fixed crash in SDL backend

The source code, as well as binaries for Linux, Windows, Mac OS X, Solaris and PalmOS are already available at our download page. As always, other binaries (for PocketPC, MorphOS, Dreamcast and others) will follow shortly.

12 de maig 2003: SLEAZY TABLOID REPORTER ANNOUNCES SCUMMVM 0.4.0
Posted by fingolfin

Five months after our last release, 0.3.0b, and over 2500 CVS commits/adds later, the ScummVM team proudly presents ScummVM 0.4.0.

The following is an overview of what's new in 0.4.0:

  • Curse of Monkey Island (comi) support (experimental)
  • Added support for the EGA versions of Loom, Monkey Island and Indy3
  • Improved music support in Indy3 and the floppy versions of Monkey Island
  • Many Simon the Sorcerer 1 & 2 improvements and fixes
  • Very pre-alpha Beneath a Steel Sky code. Don't expect it to do anything (in fact it is disabled in the 0.4.0 release, but you can get it by compiling ScummVM yourself).
  • Even more pre-alpha support for enhanced versions of V2 SCUMM games (Maniac Mansion and Zak)
  • Preliminary support for early Humongous Entertainment titles (very experimental)
  • New debug console and several GUI/Launcher enhancements
  • New Save/Load code (easier to expand while retaining compatibility)
  • Dreamcast port now works with new games added for 0.3.0b
  • New official PalmOS port
  • Various minor and not so minor SCUMM game fixes
  • Large memory leak fixed for The Dig/COMI
  • SMUSH code optimised, frame dropping added for slower machines
  • Code cleanups

The source code, as well as binaries for Linux, Windows, Mac OS X, PocketPC, Solaris and PalmOS are already available at our download page. Other binaries for MorphOS, Dreamcast and others, will follow shortly.

We hope you will enjoy the best ScummVM ever!

24 d’abr. 2003: Current stuffches.
Posted by ender

We've received a number of e-mails lately asking if any work is happening on ScummVM. We would like to reassure people that do -not- follow CVS that yes, a lot of work is happening.

We are currently gearing up for the release of 0.4.0, which should be happening within a few weeks. I'd like to ask people who feel like living dangerously to try out CVS and Daily Builds, and let us know of any problems we should be aware of. In the 'Documentation' section on the left, you will see a 'ScummVM 0.4.0 Checklist'. Games that have been tested without any problems are marked there - please test the games that are not marked tested and let us know your results on the Forum (Update: That's the General forum). Remember to include the date you downloaded the build you completed the game with.

At the moment we are focusing on earlier EGA games (Maniac Mansion, Zak McKracken, LoomEGA, Indy3EGA), although Beneath a Steel Sky support is progressing at a slow but steady pace. Somebody also recently donated a Playstation 2 modchip to the team, so expect a native PS2 port as soon as Ender has it installed (ScummVM already runs fine under Playstation2 Linux).

A reminder to those that are interested in our latest progress, you can always sign up to the cvs-logs mailing list. Click the 'Project Home' link on the left, and browse to the 'Lists' page. This list will receive an e-mail every time there is a new change to the source-code, so be warned it can be rather technical and high-traffic. As an alternative you can just play with CVS Checkouts or Daily Builds and discover anything new yourself :)

18 de març 2003: RIP yot, 1983 - 2003
Posted by fingolfin

Last Friday, March 14th, our fellow ScummVM developer and friend, Felix Jakschitsch (known to many under his nickname yot), committed suicide at the young age of 19.

We are completely shocked by this, and do not know or understand what drove him into this. It is a sorrowful world in which a cheerful, intelligent and helpful man is put in a situation in which he sees no other way to escape than taking his own life. We are sad to lose our valued friend. He contributed important work to ScummVM, including much of the Zak256 support. His loss is felt deeply by all of us, and we extend our condolence to his family and close friends, whose grief we share.

If you want to leave a message to his friends and family, there is a guestbook available. Also here is a news paper article telling more details (use babelfish if you don't speak german).

Felix, we miss you and will never forget you.

8 de març 2003: Playstation 2 Port
Posted by ender

Work has been slow lately, but recently with the addition of Super Dooper Secret Project Number Six, development has started to pick back up with a lot of code cleanup and some fairly important bugfixes. Expect a new release eventually.

In other news, there has been a surge in interest of a Playstation 2 port again. I (Ender) am quite willing to do one if people donate at least US$75 (see that little button under the menu) to purchase a modchip. It shouldn't take long, and one of you - our loyal users - has already volunteered to install it for me if I do manage to obtain one. If we find there is enough interest (which will obviously depend on the donation status :), we will start an official port ASAP.

28 de gen. 2003: The people have spoken :)
Posted by ender

Over at the Linux Game Tome (http://happypenguin.org), ScummVM has been voted Best Emulator. Thanks to anybody who voted for us.

In other news, Curse of Monkey Island support is stabilizing. While there are still a number of small graphical glitches, currently we are down to two known gameplay-critical bugs and a number of other 'inconveniences' and cases of incorrect behavior. We hope to be able to announce Curse of Monkey Island completable very soon.

A lot of people have been asking where we are going from here. Here is a brief (very subject to change!) guide to our next few targets:

  • February 2003: Curse of Monkey Island completable
  • Feb - Mar 2003: Regression testing/bugfixes for other supported games
  • Feb - Mar 2003: Completion of the Launcher functionality (tabbed option dialogs, etc)
  • Early March 03: CVS Freeze, Regression testing, 0.4.0 release
  • March onwards: V1/V2 game support (Maniac Mansion, non-FmTowns Zak, EGA Loom, etc.)

As usual, this is but a rough guideline depending on both progress and free time for our developers. If you want to help, and know how to use CVS and a compiler... either fix bugs, or regression test! We are very much looking for people to test CVS with games other than ComI and look for critical bugs that were not present in 0.3.0b, then attempt to try different versions of CVS and locate at least the day when the bug started occurring. This allows us to more easily determine what changes have caused problems, without spending weeks blindly guessing.

Needless to say, if you find a critical bug that IS also present in 0.3.0b, check for a bug report. If one isn't present, please submit one!

6 de gen. 2003: Penguins, Penguins.. everywhere
Posted by ender

Hey all.

I (Ender) am interested in finding out if any ScummVM users will be present at Linux.conf.au '03 here in Perth... if you'll be there, drop a post in the forum. If there are a few people going we might get together for Pizza or something afterwards, or maybe chuck together a last minute spontaneous Classic Gaming BOF (if somebody else wants to organise it, I'm a terrible person for that kind of stuff :)

Blonk.

4 de gen. 2003: Ho Ho Ho and a Bottle of...
Posted by ender

First, a quick note that the problems with the Clie Source forum have been resolved, and the Clie/Palm port will be merged into CVS as soon as chrilith has updated his port to work with 0.3.0's OSystem architecture.

A quick update on CMI (COMI/Monkey3) support. Within just several weeks, remarkable progress has been made on support for this game, but work will likely be slowed for the next week as various developers are otherwise occupied. Currently, except for some bugs that make the Cannon scene rather difficult and unstable, it is possible to play some way into Part II of the game.

The current main issues remaining include a bug with flObject allocation (causes a crash in some dialog sequences), some script termination issues (causes various game-crippling crashes in the cannon scene and several Part II puzzles) and the various problems with the opening cannon puzzle.

As usual, please remember this work is still experimental, and please do not file any bug reports regarding it. Patches, however, are very welcome! :)

30 de des. 2002: And a Happy New Year!
Posted by ender

.. to everybody except Casa Addams, many users on the Clie Source forums (whom obviously have brains as big as their PDAs,) and that other idiot who is bundling ScummVM with warez LucasArts games on UseNet. This is somewhat of an open plea, although we do not really expect morons who have done something so idiotic to listen.

Sorry for this open message being so harsh guys, but do you not realise that by associating and bundling ScummVM with pirated copies ("Abandonware" or otherwise) of LucasArts games, you're basically giving them even more excuse to take legal action against us (and bring possible financial ruin on the developers of this program :)... I'm especially disappointed in chrilith who has almost certainly guaranteed that, unless we feel very forgiving, there will never be an official Palm port of ScummVM integrated into CVS.

If you appreciate what we are doing, and have done, then do not abuse it. Otherwise you are damaging the reputation, and possible legal status of both ScummVM and its developers. I've seen some VERY ridiculous comments on the Clie Source forums to the effect that LucasArts do not sell these games anymore. With the exception of some versions (specifically Zak256 and LoomCD), this is stupid. Most LucasArts games can be ordered in collection packs from Amazon or the LucasArts store (if you live in America.). Heck, I saw a bunch of LucasArts classic adventures in Electronic Boutique when I was Christmas Shopping.


In other news, Curse of Monkey Island support is progressing nicely! Be sure to try out the latest Daily Builds if you like living on the wild side (but of course do not file bug reports on CMI support).

26 de des. 2002: Murray Christmas
Posted by ender

We here on the ScummVM team hope everybody had a good Christmas!

First we would like to mention that LucasArts has put out a pack, at least in the UK, featuring updated versions of Sam and Max and Full Throttle, designed to work with Windows 95/98/ME/NT/2K/XP. This pack (entitled, imaginatively, "The Entertainment Pack") also comes with The Dig and Grim Fandango... these versions have not been updated, and are the original Windows versions (yes, these games DID come with native Windows ports in some of the earlier LucasArts Adventure Packs).

The updated Sam and Max and Full Throttle engines were not ported in-house by LucasArts, likely because of a lack of time AND because most people who worked on SPUTM/SCUMM have left anyway, but by Aaron Giles - the original Mac Porter (and renown MAME developer :). There are no modifications except for a DirectX wrapper around the graphics code and a really really bad graphics scaler.

Our take? Call us biased, but unless you need perfect compatibility, want to play Full Throttle now, or are missing more than two of these games - it will probably be far cheaper to buy these games second-hand or individually. The included updated binaries are inferior feature-wise to ScummVM, as you miss out on our enhanced features, such as support for platforms -other- than Windows (such as Macintosh, Unix and PocketPC), our graphics scalers, etc. Of course, if you do purchase the pack, the game datafiles are unchanged and of course compatible with ScummVM anyway. It is nice to see LucasArts releasing something like this, and doing something positive to try and revive their classic games - or at least drum up marketing hype for the sequel :)

Final conclusion, buy it if you want it or are a collector - but it's not worth the money simply for Windows compatibility. However if you do purchase it, you ARE encouraging LucasArts to update more classics in the future - although hopefully ScummVM will make such a need obsolete shortly. We suggest LucasArts spend it's development costs on re-releasing it's lost and RARE classics, like the FmTowns 256 color version of Zak Mckracken. For those interested, the updated versions were compiled on October 2nd for Full Throttle, and October 24th for Sam and Max.

In development news, several ScummVM developers have actually been really boring people and coded this Christmas, coming up over just a few days with the basics for Curse of Monkey Island support. I'm sure our Macintosh users will be happy to hear they will, in maybe as little as a month, finally be able to play this game. Support is in the latest CVS and Daily Builds, but do NOT file bug reports as we know it doesn't really work or do anything at the moment. Full support will be available "When It's Done".. or the day after Duke Nukem Forever comes out. Whichever is first.

Ho Ho Ho!

14 de des. 2002: Media Blitz
Posted by ender

I forgot to mention this when we released 0.3.0b, but ScummVM has recently been spotted in a UK magazine: PC Zone mentioned ScummVM in a review of the iPAQ 3870. A page scan is available. In addition, the german computer magazine c't had an article about games for PDAs which also listed Pocket Scumm (sorry, no picture available right now).

Monkey in your pocket? Definitely.

If anybody else notices ScummVM in the media, we would appreciate it you dropped us a line at press_stuff@scummvmNOSPAM.org. Remove the NOSPAM from the address, obviously. If possible, please also send us a scan of the page.

If you work for a magazine that wants to mention ScummVM, maybe in an article on retro-gaming (*hint hint*), then also feel free to drop us a line. We can probably arrange an interview, screenshots, help... and/or large bribe-like quantities of bananas.

7 de des. 2002: Can it be true? Is it a bird? Is it a plane...?
Posted by ender

No!, it's ScummVM 0.3.0b, our first official release since LucasArts decided to go after us!

Small update, we've also added a few links to our Links page that you might want to check out. Expecially VOGONS, please stop asking us if we're going to do things like add support for Beneath a Steel Sky :)

That's right, since the many many months since LucasArts first issued us with a DMCA notice (and wisely decided after the subsequent slashdotting and fan backlash from you, our users, to negotiate a deal :), we have been waiting for a settlement with LucasArts before releasing a long awaited new version. The wait is over. No, we haven't reached a settlement, we just got tired of waiting to release this gem.

There have been hundreds, if not thousands, of bugfixes since our last 0.2.0 release... not to mention support for at least three new games (The VGA version of Indiana Jones and the Last Crusade, and support for The Dig and Simon the Sorcerer 2)... and new features such as a vastly improved in-game gui and a built-in launcher to make it even easier for you to add, configure, and run your classic LucasArts (and AdventureSoft) games. Experimental support for Full Throttle is here, as well as many bugfixes for the games introduced in our last version... such as the FmTowns 256 color version of Zak McKracken, and the VGA floppy version of Monkey Island.

For a short summary of changes, check out the Release Notes, or even better... just head over and download the dang thing.

Hopefully we will be able to come at you with new releases more often from now on, hopefully at least monthly. Please enjoy this release as much as we've became frustrated making it, and remember - if you give all your money to LucreArts, maybe they'll let us live instead of abandoning us on... on.... Monkey Island! (Ugh, Bananas... I hate Bananas).

For those interested in the boring news, here's both a summary and an update on our legal situation, for those users who are just now discovering ScummVM.


*We've been at a deadlock with LucasArts for some time now. LucasArts simply do not like our current license, the GPL (General Public License). While we do not think it necessary, we have agreed to change the license to something more LucasArts-'friendly'. However, LucasArts wish us to include distribution terms which are against section one of both the Debian Free Software Guidelines (DFSG) and the Open Source Definition. We cannot agree to this, nor the condition they wish to require (no commercial distribution)... because it conflicts with the DFSG and OSD, which we require, and it is something we legally cannot be sure of enforcing - several Linux and BSD distributions already include ScummVM packages, and we cannot be certain they will notice a license change. Oh, and we WANT distributions to be able to include our software :)

To date, LucasArts has not been able to give us any firm complaints regarding ScummVM, besides some vague claims that if they didn't enforce these conditions on us, it would effectively give up their rights to their own Intellectual Property. We do not believe this, there certainly have not been any documented cases of the GPL leading to such a challenge in the past, and far more important properties have been licensed under the GPL in the past, such as the Quake titles from id software. LucasArts isn't releasing any of their own code under the GPL, and we really do not believe that they should require us to change our license - all we want them to do is leave us alone to create our emulator. Sanction us, if it makes them feel safer legally. But if they are going to require such a major step on our part of changing our license, they at least have to capitulate on the point of OSD/DFSG compliance.

We here at the ScummVM team would like to thank the people at LucasArts who are supporting us, and attempting to help us come to an arrangement. But guys, we're your fans. All we are doing is updating the engine for games, in a form of an emulator... because you haven't - although we've asked you to for years. We've even made more money for you, as quite a number of us have went out and BOUGHT your classic bundle packs, just to play it with ScummVM.*

These last few paragraphs have been brought to you by the "Please don't sue us for making a new release" department.

8 de nov. 2002: Downtime notice
Posted by ender

Greetings fellow Adventurers!

SourceForge, our host, is moving hardware on the 14th and 17th of November. During this time, there will be a number of outages:

  • 14th: ScummVM Downloads and Mailing Lists will be unavailable between approximatly 16:00 Pacific Time (GMT-8), till 19:00.
  • 17th: The main ScummVM site, and CVS tree, will be unavailable from 10:00 Pacific. This may last up to 12 hours, but hopefully less!

Thank you, and please shop at Snuckeys again!

5 de nov. 2002: It's a SCUMMy job, but someone's...
Posted by ender

Well, we seem to have lost contact with LucasArts, as we haven't heard from them for several weeks now. So, assuming they don't suddenly e-mail us and veto it, we are preparing for a 0.3.0 release.

Firstly, ScummVM 0.3.0 will include support for:

  • Zak McKracken (FmTowns 256 Color Version)
  • Monkey Island (VGA Floppy and Enhanced CD)
  • Monkey Island II
  • Loom (CD Talkie version)
  • Indiana Jones and the Fate of Atlantis
  • Day of the Tentacle
  • Sam and Max Hit the Road
  • The Dig
  • Simon The Sorcerer 1

The next major release, 0.4.0, will include support for:

  • Simon The Sorcerer 2
  • Full Throttle
  • Indiana Jones and Last Crusade (256 color version)

So, what can you do to help? Well, we currently require people to test all of the supported games and let us know if there are any major bugs that mark them as uncompletable. For details on how to do this, please see ScummVM 0.3.0 Release Info.

17 d’oct. 2002: State of the SCUMM
Posted by ender

A message was recently posted to the scummvm development list detailing the current status of ScummVM, including things such as details on where we are heading for our next release, and an update on the legal situation.

Here's a link to the State of the SCUMM e-mail

4 d’oct. 2002: Not dead, Murray, just cursed.
Posted by ender

And now, for our semi-annual news update!

The legal situation is still pending, as we are waiting on a response from LucasArts to our last e-mail.

Progress-wise, people following the daily build will have noticed the new in-game GUI we have implemented. It's still very much a work in progress, so expect odd things to happen.
Some of our wonderful developers are currently working on improving compatibility with The Dig and Full Throttle, as it seems we might even get one of these completable by the time the legal situation is resolved and we can get our next release out.

Meanwhile, the CVS tree and daily builds are somewhat in an experimental form.

On to other matters, we are seeking mercenaries to kidnap two people so we can torture them into revealing the two current 'problem areas' in ScummVM.

We need the person who primarily extended iMUSE for Sam and Max Hit The Road. Pretty much every remaining bug with ScummVMs support of that game is related to the iMUSE system, so if anybody can 'acquire' a person or any information on this subsystem, please contact Ender to arrange discrete delivery of the... package.
Secondly, we require Vince Lee for questioning over the INSANE cutscene engine used in games such as Full Throttle. Our lack of information on this system has left us at a dead-end as far as progress in this game goes. If you can acquire this person, or any information regarding INSANE, you will be well rewarded. Anonymity will be honored, if the 'acquiree' desires it.
As an alternative, we can negotiate a deal if someone wishes to raid LucasArts HQ and persuade it's occupants to part with source or information regarding this two items. Our own attempts as infiltration of this facility have failed, due to some mysterious person called "Management".

Seriously, if anybody does have any information on these two headaches for us, please get in touch with Ender. If you've previously worked at LucasArts and wish to help anonymously, we'll respect that. I wouldn't be too afraid about giving assistance, as our own negotiations have revealed they are quite willing to let us exist, they are just not willing ('at the moment') to share any actual information or source.

Thanks for playing, and remember - "never pay more than 20 bucks for a computer game"!

15 de set. 2002: Hip-Hip Mur-ray!
Posted by ender

At 16:57 (GMT), on September 17th... I - ScummVM - will officially be a year old!
Unfortunatly, nobody told me when my birthday was, they told me I was an orphan! But I'm going to try and throw a party anyway. So everyone is invited to attend my IRC channel, #scummvm, on irc.freenode.net!

If your someone like famous, or you like me, or whatever, and you want to pop in and say 'Hi!' to me and my parents... come on by! Or if you just want to send me a birthday card, or RSVP for the party, go over to the Contact page and e-mail Endy or someone. Or post in my new shiny Birthday Forum. We should be around pretty much all day.

If you want to actually meet a ScummVM developer in real life, and buy him (I don't have a mummy! Wahh!) a beer or something.... you can always drop a post in the Birthday Forum and see if theres anyone else in your area. I'm sure they would appretiate it!

Oh, and I lost a small, fleece sweater with three blue roses on it. If you see it, please commit it to CVS for me!

29 d’ag. 2002: Never pay more than 20 bucks for a computer game...
Posted by ender

Ladies, Gentleman, Three headed monkeys, and alien mindbenders... lend me your ears.

Firstly, an update on our legal negotiations with LucasArts. We are hopefully very close to finalising our arrangement, and sometime in the next week hope to make an announcement regarding this. Of course, we had hoped to make an announcement a good month ago. Unfortunatly things are rather busy at LucasArts, so it has taken a while to talk to the relevant people.

On another note, I would like to address something that comes up at least once a week. No, ScummVM is not currently in any kind of position to start supporting OTHER non-SCUMM games. The inclusion of Simon support aside, the current team has far too much on their hands trying to complete support for existing LucasArts classic adventures. Although we may add support for other games in the future, we do not currently plan on it... and any requests to do so will be promply ignored.

Unless it is accompanied by a donation of money over $2,000.

Meanwhile, we would suggest asking for help at the wonderful VOGONS (Very Old Games on New Systems) site if you require help with other games on modern operating systems.

Anyway, thats all for the moment. Donations have been rather nonexistant lately, so if you havn't already, please consider using the PayPal button under the menu on the left... and send us some cash. Currently we are using donations for legal costs, and purchasing software (such as a copy or three of IDA Pro, as well as games some of our developers may not already have).

12 d’ag. 2002: Wanted: One bar of soap
Posted by ender

Good afternoon people. I know it's been a long time since you have heard from me, and you may be wondering why I called you hear today.

I have heard rumors the project is dead, and I would like to assure everyone that's not so. We have been working very hard lately, and many bugfixes have been made to various games. In fact, we are almost ready for another release.... but we are waiting for a resolution to our Legal Drama before that happens.

So, what is happening on the legal front? Well, our erstwhile project leader (James 'Ender' Brown) has had many phone conferences with LucasArts, and we should shortly be announcing an agreement that will make both parties happy. I would like to thank LEC for being open to helping keep the project alive, instead of just forcing us to shut down.

Hopefully within the next week, news of our future will be announced. Until then, keep donating, and keep telling everyone how much you love ScummVM. Remember, it's not people saying 'LucasArts SUX' that will convince them to keep helping the project... it's people saying 'ScummVM Rules' that will!

1 de jul. 2002: We've got more lives than LeChuck!
Posted by ender

Well people, we are still alive so far. We are currently talking to LucasArts to see if we can negotiate a deal. To be honest, while we hope it is possible, we are dubious that the deal LucasArts may provide can give us certain freedoms we need to develop. One of the biggest fears of most companies is the GPL (General Public License). Some companies feel this gives users far too much latitude in use of their software. Unfortunately, if LEC feels the same way, we may have to reject their offer. It is close on impossible to relicense GPLed software, as it would mean getting permission from anyone who ever wrote even one line of code included in ScummVM.

So far most of our communication has been off-the-record and fairly vague, but be assured we haven't vanished, and we'll give you the latest news as it happens!

Also, thanks to people donating. We are currently at a little over $100, which is tagged to be spent on both buying versions of games for testing, and also saving up to our target of $300 to purchase a copy of IDA Pro, arguably the best disassembler on earth. Keep donating :)

25 de juny 2002: Oh, the legalities!
Posted by ender

Update: The text of the letter, and the teams response, can be found in the scummvm-devel list archives
Today was a milestone for the ScummVM project, as we finally received the long-awaited for e-mail from LucasArts Legal regarding the project.

Thankfully, they do not yet appear to have a valid complaint. Their message requesting the removal of the site is based on the presumption that we are distributing LucasArts own engine on this site. Of course, ScummVM is a fully original work based equally on reverse engineering and original decoding work by many different people in the community, so this request doesn't really affect us.

We're safe for the moment, and will continue to work on bringing the wonderful classics of the LucasArts company to your computing devices for, hopefully, a long time to come!

16 de juny 2002: Progress report, redux
Posted by ender

Not much to report really, but don't worry, we are far from dead. Most of the ScummVM team is very busy with real-life school and work at the moment, but we are hoping the worst will be over very soon and we can get down to crunching some more bugs and releasing a new version! Here is a very rough draft of what we are considering to be ScummVM milestones:

  • 0.2.5: All supported games next to bugless
  • 0.3.0: The Dig and MI1 VGA Floppy supported
  • 0.4.0: Indiana Jones and The Last Crusade supported, more bugfixes
  • 0.5.0: Full Throttle supported, basic CMI and Maniac Mansion support
  • 0.6.0: More work on CMI, MM and further bugfixes
  • 0.7.0: Maniac Mansion completable, Zak McCracken and Loom16 playable
  • 0.8.0: Zak McCracken and Loom16 completable
  • 0.9.0: Bugfixes and CMI completable
  • 1.0.0: The end of the beginning

Obviously this is a very rough outline, and is subject to change if we suddenly make a break-through in a game. But this is just to give people a basic idea of where we are going. CMI support will be the hardest, as it is quite drastically different compared to the versions of SCUMM we have been dealing with to this point. Happy adventuring!

27 de maig 2002: Progress report
Posted by ender

The Windows daily builds don't contain any virus's, some anti-virus scanner like AntiVir are falsely reporting the recent xbox emulator trojan (TR/XBoxEmu.2) in all self extracting files created by SFX Maker

Work on ScummVM has been proceeding very slowly of late, as the main devteam is quite busy on other matters.

We are aware of quite a few issues in Zak256 and some very serious ones in Simon that were found for 0.2.0, and plan to do an interim release (0.2.1) as soon as they are fixed. We are of course looking for more developers willing to help out, as there is only currently one person working on the game interpreter itself (although several are working on more specialized parts of the engine).

We are also aware of a GP32 port in progress, and urge anyone who knows the developer to get him to contact Ender. Besides the fact we are quite interested in his work, and wish to invite him to join the team... we are quite peeved he has released binaries and there appears to be no way to contact him for the source code to his port (as is required by the GPL license ScummVM uses)!

Until the next update... I can't pick that up! No really! Read my lips.. I... Can't... Pick... That... Up!

14 de maig 2002: ScummVM 0.2.0 released!
Posted by ender

After much waiting, ScummVM 0.2.0 has been released! So head over to the downloads page and grab it for your favorite platform.

Currently we have downloads for i386 Debian Woody, Windows, Dreamcast, MacOSX, Familiar/Intimate, and Windows CE. Over the next few days we will also be adding downloads for MorphOS, RPMs, and maybe a BeOS download.

Besides many major fixes, ScummVM now supports several new games, such as the FmTowns 256 color version of Zak McKracken, the CD version of Loom, and (strangely enough) Simon the Sorcerer! Several games supported in 0.1.0 are now completable in 0.2.0, such as Sam and Max.

ScummVM release 0.2.0 also includes several new platforms, better support for different CPU architectures and endians, many more commandline options and experimental (e.g., do not report bugs on it!) support for Full Throttle, The Dig, the VGA version of Indiana Jones and the Last Crusade and the VGA version of Monkey Island (floppy).!

So don't delay. Download it now, and if you really like it, click that little paypal button under the menu to donate money to help the ScummVM team buy tools and software to continue this project.

11 de maig 2002: The latest news.
Posted by ender

The ScummVM team is still working hard on fixing all the remaining bugs so we can release our next milestone (0.2.0). In the meantime, here is some news regarding the project.

Of particular interest may be the fact that Zak McKracken 256 (the enhanced graphics fmTowns version) will be officially supported in 0.2.0, and can currently be completed with only two major bugs in the current CVS.

Also, we currently have someone working on a GBA port. This has been a popular request, and hopefully will be ready in time for 0.3.0. You can see proof of it's existence in this development screenshot. The port is currently too early to be placed in CVS, so just hang tight :)

In other port news, LyonHrt has compiled an old CVS build of ScummVM for the Dreamcast, maintained by our team member Marcus Comstedt. They can be found listed below. Please note that as these are old builds they are not officially supported by the ScummVM team. Comments on this port should be posted on the ConsoleVision Dreamcast forum

1 de maig 2002: Status update: Take Two
Posted by ender

Yes, we are still alive. Unfortunatly far from being ready for 0.2.0, several people have raised a large number of critical bugs we are working through. Stick with us, we'll get their eventually!

Oh, and by the way.. if anyone knows the location of Sean Clark or any other person who scripted Sam and Max, please kidnap them and force them to explain an annoying script race in the Mystery Vortex which has kept several of us awake for the last 48 hours.

Thanks, and enjoy ScummVM :)

14 d’abr. 2002: Status update
Posted by ender

The 0.2.0 release has been put off for a while as the ScummVM engine is again undergoing some reorganisation. However, as an intresting bit of trivia, the 0.2.0 release will also include support for a non-SCUMM game! Simon The Sorcerer. So share and enjoy the latest CVS folks.

Also some of you may have noticed a PayPal button at the bottom of the navigation bar. If you've enjoyed ScummVM please donate some money to help us buy software to help development. Thanks!

9 d’abr. 2002: Release update
Posted by ender

Thanks to several people, we have confirmed that DOTT, Sam and Max and LoomCD are all completable with no 'major' bugs in the current code. On the other hand, several serious bugs with MI2 and Indy4 have been found, so the 0.2.0 release may take slightly longer than expected.

To the coders out there, feel free to browse the bug list and take a shot at commiting fixes for them. At the moment there is only one person regually working on ScummVM, so things are slow.

6 d’abr. 2002: Loom and 0.2.0
Posted by ender

After some work, the 256 color CD Talkie version of Loom is completable! With this done, we are starting to gear up for a 0.2.0 release. To help us with this, we ask you - our game players - to take the latest Daily Builds and CVS snapshots and play through your favorite games!
We need to make sure that the following games are completable with no major playability bugs (eg, crashes, freezes, etc - minor issues such as sound syncro do not count):

  • Loom CD
  • Monkey Island 1 (CD)
  • Monkey Island 2
  • Indy 4: Fate of atlantis
  • Sam and Max
  • Day of the Tentacle

Thanks a lot, and we hope everything will work just fine so we can finally get a new release out the door! Also, by popular demand, 0.2.0 will include a new 'auto-save' feature to ensure you'll never lose hours of hard work because you forgot to save and suddenly found a bug!

4 d’abr. 2002: Code de-frozen
Posted by ender

After a few weeks, the ScummVM code has officially been de-frozen and work on game support is proceeding. As a taster, several bugs with Zak256 have been fixed, and the game is now much more playable... although we're still a fair way off!

20 de març 2002: Code Freeze
Posted by ender

ScummVM is currently in a code freeze. This means the CVS will not be updated with any new bugfixes, as we are doing a major reorganisation of the engine. We hope that by rewriting many portions of ScummVM into proper C++, we can fix a large number of bugs inherant in the engine, as well as make the code easier to work with, for ourselves and developers wishing to join the project in the future. Note this means bug reports and patches currently in the system will not be looked at until after the freeze ends. We plan to freeze for a week, although it may take longer.

8 de març 2002: Some Fairly Major Updates
Posted by laxdragon

Full Throttle BBrox, Endy and Yazoo have been in major crunch mode this week (Kudos guys!). Here is what's new in the development of ScummVM:

  • Sam and Max is now completable!
  • inSane video engine working. Used in Dig and Full Throttle
  • More command line options for control. See the readme.txt
  • Preliminary work has begun on Curse of Monkey Island
  • Mutle has committed the Mac port to the CVS tree
  • Many many bugs have been fixed.
20 de febr. 2002: Windows Daily Snapshots now Available
Posted by laxdragon

Travis Howell is making daily snapshots of ScummVM for Windows available for download. Kudos go out to Travis. Also, there is a link for a Windows SDL version of ScummVM. This version does not require the Cygwin dll.
We have also placed a Compatibility Page online to help answer the most common question, "Which games work?". We will keep this page updated as development continues.

14 de febr. 2002: Busier than a monkey with a rash
Posted by laxdragon

Zak256 The ScummVM team is busy scratching away getting more of your favorite classic LucasArts games to work. Take a gander at this little screenshot to wet your appetite. More screenshots and info will flow this way as it happens.

21 de gen. 2002: New Website Design
Posted by laxdragon

Thanks to Jeremy Newman (laxdragon) for designing and maintaining our new website. Feel free to hammer him with website comments and suggestions.