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9 oct. 2020: Fusión
Publicado por sev, aquadran

«Perdone la espera, Sr. Flores, estoy listo para llevarle ahora.»– Grim Fandango.

Hoy es un día especial en muchos sentidos. Para empezar, hemos llegado a un hito, ya que ScummVM cumple 19 años. Nuestro primer lanzamiento público, la versión 0.0.1 de ScummVM, tuvo lugar el 8 de octubre de 2001. Y, en segundo lugar, por fin se ha materializado algo que llevaba hablándose desde hace mucho tiempo: el proyecto ScummVM se fusiona oficialmente con el proyecto ResidualVM.

Durante mucho tiempo, ScummVM se limitó a las aventuras gráficas point-and-click en 2D, así que ResidualVM nació como un coproyecto que diera soporte a los juegos en 3D. Pero, a partir de ahora, no habrá más confusiones sobre en qué proyecto funciona qué juego. Desde ahora ScummVM acoge tanto a aventuras gráficas como a RPG, tanto en 2D como 3D, sean point-and-clicks o no. Es un paso lógico para ambos proyectos, que han sido desarrollados codo con codo, compartiendo ideas, parches y decisiones de diseño. Es más, varios desarrolladores trabajaban en los dos proyectos.

Con esta fusión, ScummVM añade varios títulos a su lista de juegos compatibles: Grim Fandango, Escape from/La fuga de Monkey Island, Myst III - Exile, The Longest Journey y un motor inacabado para In Cold Blood/A sangre fría, además del motor Wintermute 3D.

Estamos emocionados de poder acoger a la mayoría del equipo de ResidualVM y continuaremos el desarrollo juntos.

Por supuesto, aún hay muchas más cosas que hacer, y en las próximas semanas veréis que más elementos del proyecto se fusionan, como los foros, las wikis, etc.

¡No os vayáis muy lejos y pasaos a las 3D!

27 sept. 2020: ScummVM «Fantasía interactiva» 2.2.0 ve la luz
Publicado por sev

Un nuevo lanzamiento de ScummVM está listo. Este es especialmente emocionante, ¡porque acogemos a aventuras tan antiguas como de 1976! Efectivamente, la famosa Colossal Cave Adventure, la primerísima ficción interactiva, es ahora compatible con ScummVM.

Además de ese juego (y unas 1594 ficciones interactivas más), también hemos añadido tres motores de juego nuevos y hemos ampliado otros cuatro, lo que añade los siguientes juegos a la lista de compatibles:

  • Blazing Dragons
  • Eye of the Beholder - versión para Sega CD
  • Griffon Legend
  • Juegos de ficción interactiva
  • Operation Stealth
  • Police Quest: SWAT
  • Prince and the Coward, en su traducción al inglés
  • Ultima IV - Quest of the Avatar
  • Ultima VI - The False Prophet
  • Ultima VIII - Pagan

Como podéis ver, seguimos explorando el mundo de los RPG.

Otros cambios a destacar son los siguientes: una conversión para MorphOS reescrita de cero, un nuevo subsistema de guardados automáticos en casi todos los motores a los que damos soporte, soporte de escritura de derecha a izquierda en la interfaz, una actualización en el código de emulación de MT-32 y la Discord Rich Presence.

También hemos compatibilizado más versiones de otros juegos y tenemos mejoras visibles en los motores de Illusions, Kyra, Lab, Queen, Titanic, Xeen y ZVision. También se ha mejorado el soporte para Maniac Mansion en sus versiones para NES y Apple //gs. Como siempre, seguimos arreglando fallos originales de scripts SCI en más de 30 juegos y hemos añadido soporte de músicas para Roland D-110 en estos juegos.

Por supuesto, podéis encontrar unas notas de la versión más detalladas (en inglés) aquí.

Podéis conseguir vuestra copia en nuestra página de descargas, o en Windows o macOS podéis dejar que el actualizador automático la descargue por vosotros.

Además, vamos a lanzar una nueva conversión para Android en el canal Beta y necesitaremos vuestra ayuda para probarla. Nos vendría de perlas recibir vuestros comentarios en el subforo Android Port.

Hora de lanzaros a una buena ficción interactiva, o de freír monstruos en Última con una Llamarada Abrasadora, si sois un dragón, claro.

6 sept. 2020: Se necesitan iconos de juegos
Publicado por SupSuper

Discord rich presence

La próxima versión de ScummVM será compatible con la Discord Rich Presence, así podréis presumir con todos vuestros amigos de que estáis jugando a ScummVM y el juego exacto al que estáis echando una partida. Pero para sacarle todo el jugo a esta característica necesitamos iconos de los juegos.

Si alguna vez habéis querido contribuir a ScummVM, pero no veíais dónde presentar vuestros conocimientos en arte y diseño, ¡esta es vuestra oportunidad! Pasaos por el nuevo repositorio de iconos de juegos para ver más información sobre cómo podéis ayudar.

30 ago. 2020: Por favor, ayudadnos a testear la próxima versión de ScummVM, la 2.2.0
Publicado por sev, criezy, md5

Hola mundo, nos ha llegado la hora de publicar la próxima versión de ScummVM. Por lo tanto, necesitamos toda vuestra ayuda para probar las compilaciones estables antes de lanzar, así podremos garantizar la mejor calidad posible.

Os pedimos que prestéis especial atención a los siguientes juegos nuevos:

  • Blazing Dragons
  • Eye of the Beholder - versión para Sega CD
  • Griffon Legend
  • Los juegos de Interactive Fiction
  • Operation Stealth
  • Police Quest: SWAT
  • Traducción al inglés de The Prince and the Coward
  • Ultima IV - Quest of the Avatar
  • Ultima VI - The False Prophet
  • Ultima VIII - Pagan

También nos gustaría que juguéis a otro título de Sierra: Police Quest: SWAT. Entrenaos para formar parte del equipo de SWAT y embarcaos en misiones peligrosas para salvar vidas civiles. Este juego ha sido ascendido recientemente a la categoría de testeo, así que su llamada para el mismo ha sido incluida en el anuncio de la próxima versión.

Estos juegos deben ser testeados con compilaciones estables, no de desarrollo. Informad de cualquier fallo o cosa rara en nuestro gestor de fallos.

También necesitamos de vuestra ayuda para actualizar las traducciones de ScummVM de cara a esta versión. Podéis ver el estado de las traducciones y participar en ellas en nuestra web de traducciones. Para iniciar sesión en la página podéis usar vuestras cuentas de GitHub, de Facebook, o crear una específica para esta web. Los colaboradores habituales pueden guardar los cambios en las traducciones, pero los nuevos solo podrán hacer sugerencias y votarlas. No obstante, buscamos a nuevos colaboradores habituales para ciertos idiomas, así que si no tienes acceso completo y desearías tenerlo, por favor, contáctanos. Por otro lado, algunos de nuestros antiguos colaboradores han podido perder el acceso completo hará unos meses, cuando actualizamos la configuración de permisos, así que si eres uno de ellos, contáctanos para que te restauremos tu acceso completo.

¡Suerte con el testeo, a ver si podemos publicar la versión 2.2.0 a finales de septiembre!

25 ago. 2020: ¿Estáis listos para la leyenda?
Publicado por sev

El equipo de ScummVM se enorgullece de anunciar el soporte para un pequeño RPG freeware llamado The Griffon Legend. Originalmente fue escrito con el lenguaje de programación FreeBASIC por Daniel "Syn9" Kennedy y después fue convertido a la consola GCW0 por Dmitry Smagin, versión en la que nos basamos.

La historia original relata lo siguiente:

>500 años después de la guerra entre grifos y dragones, los dragones han vuelto para recuperar su imperio. Las ciudades caen, la gente muere, y Fayne, un solitario caballero grifo, se ve en medio de todo.

Ya que el juego es freeware, podéis conseguir una copia directamente desde nuestra página de descargas o desde la web original. Necesitaréis la última compilación de desarrollo para poder jugarlo. Por supuesto, si encontráis fallos, informad de ellos en nuestro gestor de fallos.

23 ago. 2020: Una operación sigilosa en ScummVM
Publicado por sev

En el Google Summer of Code de 2008, tuvimos a Kari Salminen, alias Buddha^, trabajando para dar soporte al juego Operation Stealth. Aunque tuvo éxito, ciertos elementos importantes para el juego estaban sin hacer. Ahora, doce años después, Kari ha encontrado tiempo para completar su trabajo.

Por lo tanto, nos enorgullece anunciar el soporte para el juego Operation Stealth, también conocido como James Bond 007: The Stealth Affair en su versión estadounidense.

Haceos con vuestra copia del juego, con la compilación diaria de ScummVM y dadle un tiento. Si encontráis cosas raras o fallos, por favor, informad de ellos en nuestro gestor de fallos.

20 ago. 2020: Los Blazing Dragons dejan a ScummVM calentito
Publicado por Yuv422

Tras muchos meses de desarrollo, Blazing Dragons ya está listo para las pruebas públicas.

Uníos a Flicker, un joven dragón que pretende pedirle matrimonio a la princesa Flame y salvar a Camelhot por el camino.

Este es un juego point-and-click un tanto extraño, ya que se publicó solo en consolas. El nuevo motor Dragons de ScummVM os permitirá ejecutar la versión para PlayStation de este título un tanto olvidado. Mandad a paseo ese mando de PS1 y disfrutad del juego con una interfaz de teclado y ratón. También hemos quitado esas molestas pantallas de carga.

Actualmente las únicas versiones compatibles son la estadounidense y la británica para PlayStation 1.

Necesitaréis una compilación diaria de desarrollo. Como siempre, os pedimos que enviéis vuestros informes de fallos a nuestro gestor de fallos.

18 ago. 2020: ¡Demos la bienvenida a nuestros nuevos escritores técnicos!
Publicado por Mataniko

GSoD Logo

Al equipo de ScummVM le complace dar la bienvenida a CadiH y a b-gent, nuestros prodigiosos escritores técnicos y participantes del Season of Docs de Google.

CadiH trabajará con nosotros en la creación de un nuevo portal de documentación que incluirá una nueva versión del manual para usuarios y centralizará nuestra diáspora de información entre la wiki, el Léeme, y otros documentos de nuestro repositorio.

b-gent ofrecerá su experiencia para ayudarnos a modernizar nuestra documentación en Doxygen. El portal Doxygen lleva mucho tiempo abandonado y esto beneficiará tanto a nuestros desarrolladores como a la comunidad en su conjunto.

Los trabajaros comenzarán oficialmente el 14 de septiembre y tendrán una duración de tres meses. Podéis seguir los avances de nuestros dos escritores en los blogs de ScummVM y en el canal scummvm-gdoc de nuestro servidor de Discord. Mientras tanto, uníos en nuestra bienvenida a la comunidad.

22 jun. 2020: Estás en un laberinto de corredores enrevesados y similares
Publicado por DreamMaster

Por fin ha llegado la hora de anunciar la etapa de pruebas oficiales del motor Glk de ScummVM para ejecutar ficciones interactivas (también conocidas como aventuras de texto). Este es un conglomerado de submotores para ejecutar juegos que utilizan los diversos sistemas de programación que se publicaron a lo largo de los años. En este momento, los siguientes submotores pasan oficialmente al modo de pruebas:

  • ADRIFT (excepto la versión 5)
  • AdvSys
  • AGT
  • Alan 2 y 3
  • Archetype (recién reimplementado para Glk a partir del código fuente original en Pascal)
  • Hugo
  • JACL
  • Level 9
  • Magnetic Scrolls
  • Quest
  • Scott Adams
  • ZCode (todos los juegos en ZCode salvo los de la versión gráfica de Infocom 6)

Otros submotores, como Comprehend, TADS y Quill serán incluidos en el futuro. Para los que sois fans de los clásicos literarios, desempolvad vuestros juegos favoritos y preparaos para rejugarlos. Necesitaréis una compilación de desarrollo diaria. Como siempre, enviad vuestros informes de fallos a nuestro gestor de fallos.

25 may. 2020: Has sido una carga para mí durante demasiado tiempo, Avatar
Publicado por dreammaster

Parece que el trabajo de limpieza y mejoras para la integración de Ultima VIII ha avanzado más de lo previsto. Está confirmado que Ultima VIII también se puede completar bajo ScummVM, así que se une a las pruebas oficiales junto a Ultima IV y Ultima VI.

¡Así que saca tu copia de Ultima VIII y pruébala! Necesitarás la compilación diaria. Como siempre, por favor, envía los informes de errores a nuestro gestor de fallos.

21 may. 2020: ¿Vos sois digno de ser el Avatar?
Publicado por dreammaster

Hace muchos años, una empresa llamada Origin Systems desarrolló la apreciada saga de juegos de rol Ultima. Gracias al esfuerzo de otras personas que crearon reimplementaciones independientes de estos juegos, a ScummVM le complace anunciar que dos de los juegos de esta serie están listos para ser probados.

El primero es Ultima IV: Quest of the Avatar, basado en el trabajo realizado por el proyecto xu4. Podréis detectar si vuestras copias inglesas de Ultima IV son las originales o las mejoradas. El modo mejorado utiliza los gráficos VGA desarrollados por el proyecto xu4. Con su incorporación en ScummVM, el juego también recibe diversas mejoras, como varios espacios de guardado y ajustes de teclas configurables. Incluso añade una zona secretita que solo podrán encontrar los exploradores más dedicados.

El segundo juego es Ultima VI, basado en el proyecto Nuvie. Debido a ciertos problemas de comunicación, Nuvie seguirá avanzando de forma independiente, pero debido al trabajo que ha llevado integrar Nuvie en ScummVM, esperamos poder darle soporte oficial dentro de ScummVM. Al igual que Ultima IV, Ultima VI es compatible con el modo original del juego y con un modo mejorado que incorpora el mapa a pantalla completa de Nuvie y contenedores como los de Ultima VII, entre otras características. Tened en cuenta que el modo mejorado duplica la resolución de forma predeterminada, así que, por el momento, el vídeo de introducción solo se reproduce en una mitad de la pantalla.

¡Así que sacad vuestras copias y probadlas! Necesitaréis una compilación diaria de desarrollo. Como siempre, os pedimos que enviéis informes de fallos a nuestro gestor de fallos.

14 may. 2020: ¡Id preparando esos docs!
Publicado por lotharsm

Logotipo del GSoD

¡Id preparando vuestra documentación! Nos encanta anunciar que ScummVM ha sido aceptado como participante del Google Season of Docs 2020. Uno de los elementos más fundamentales de todo proyecto de código abierto es su documentación. Una buena documentación es vital para que el proyecto sea accesible tanto para usuarios finales como para desarrolladores nuevos que quieran mirar en profundidad las tripas del proyecto de cara a contribuir.

Season of Docs es una iniciativa reciente de Google para conectar a escritores técnicos con proyectos de código abierto. El programa ofrece una excelente forma de ganar experiencia práctica en proyectos y explorar el mundo del software libre y las grandes comunidades que evolucionan a su alrededor.

Para ScummVM, esta es una oportunidad maravillosa para mejorar nuestra documentación. Podéis echar un vistazo a nuestra página de ideas o, si lo queréis, presentar las vuestras: poneos en contacto con nosotros en nuestro servidor de Discord.

En los últimos años hemos tenido muchos proyectos de éxito por parte de alumnos en el Google's Summer of Code y estamos deseosos de llevar ese éxito al Google's Season of Docs, inspirándoos a trabajar con nosotros en pro de vuestro éxito.

El plazo para las propuestas termina el 9 de julio. Acordaos de leer la cronología, guías y el listado de preguntas frecuentes del programa en la web de Season of Docs para más información.

4 may. 2020: Preparaos: llega el Summer'20
Publicado por lotharsm

Logo del GSoC

Google ha anunciado hoy los proyectos que ha aceptado para el Google Summer of Code de este año, un evento destinado a fomentar la participación de estudiantes en proyectos de código abierto. Para muchos alumnos, es la primera vez que pueden trabajar en un entorno colaborativo. Nos complace mucho anunciar que el equipo de ScummVM apoyará y orientará a cuatro compañeros de aventuras en su periplo.

Dylan Servilla y Nathanael Gentry trabajarán en nuestro motor de Director. Mientras que el objetivo de Dylan es ayudar con temas relacionados con Lingo, como las operaciones, Nathanael empezará a trabajar en rutinas de renderizado. Ambos avances nos permitirán dar compatibilidad, al menos, a Spaceship Warlock y The Journeyman Project.

Queremos que ScummVM sea fácilmente accesible para el mayor número de personas posibles. Esto, obviamente, incluye la localización para eliminar las barreras del idioma. Este año, Aryan Rawlani nos ayudará a mejorar el soporte para idiomas escritos de derecha a izquierda («RTL») y añadir un soporte Unicode como es debido a la interfaz de ScummVM. Imaginaos que ScummVM pueda estar algún día disponible en todos los idiomas posibles y entonces comprenderéis la importancia del trabajo de Aryan. Por otro lado, Aryan también trabajará en las mecánicas que utilizamos para detectar vuestros juegos para mejorar su fiabilidad y rendimiento, lo que implica una revisión profunda del funcionamiento de nuestro sistema de plugins.

Durante el GSoC, ScummVM también hace de organización coordinadora de su proyecto hermano, ResidualVM. Gunnar Birke trabajará en la implementación del soporte del motor Wintermute 3D a ResidualVM. Wintermute 3D es, como habréis imaginado, el equivalente 3D al motor Wintermute ya soportado por ScummVM, que solo puede ejecutar juegos en 2D debido al ámbito del proyecto. La compatibilidad con Wintermute 3D en ResidualVM permitirá ejecutar juegos como Alpha Polaris.

Preparaos, porque llega el verano de 2020. Preparaos para apoyar a nuestros alumnos en su gloriosa aventura. Cuando comience vuestra guardia, podréis seguir sus progresos en ScummVM Planet.

29 abr. 2020: The Prince and the Coward recibe una traducción al inglés
Publicado por sev

Tras seis meses de trabajo y los esfuerzos de siete colaboradores, por fin nos complace anunciaros que hemos terminado la primera versión de la traducción al inglés de The Prince and the Coward, o Książę i Tchórz. Se han procesado, revisado y traducido 2.762 líneas de diálogo con 19.735 palabras.

La traducción aún no es perfecta, ¡y necesitamos de vuestra ayuda, camaradas aventureros! Las versiones 2.1.x de ScummVM servirán, sin embargo, hay un problema al mostrar las descripciones de los objetos del inventario. Por este motivo recomendamos utilizar la compilación diaria.

Deberéis descargar el archivo prince_translation.dat que se encuentra aquí y copiarlo en el directorio ALL/ del juego. Después, volved a detectar el juego y aseguraos de que la descripción indique «w/translation». Este sistema solo puede traducir las versiones en polaco o alemán, la versión rusa requiere algo más de esfuerzo.

Si encontráis problemas de continuidad, frases mal formadas o erratas, podéis mencionarlas en el hilo del foro o enviar vuestras mejoras directamente al servidor de traducción. Utilizad el buscador para encontrar las frases que os gustaría mejorar. Si no queréis complicaros la vida con el servidor de traducción, también aceptamos capturas de pantalla con el problema.

¡Buena suerte con vuestras aventuras, mientras la mayoría seguís quedándoos en casa!

31 mar. 2020: ¡ScummVM 2.1.2 «Fixing Powerful Windows» ya está aquí!
Publicado por lotharsm

Al equipo de ScummVM le complace anunciar una nueva versión con correcciones de fallos para la serie 2.1: ScummVM 2.1.2, con el nombre en clave «Fixing Powerful Windows». Podéis observar que, en este momento, nuestra página de descargas no es que sea muy extensa. Tranquilos, no vamos a tocar la (increíble) portabilidad de ScummVM.

ScummVM 2.1.2 es una versión de mantenimiento pensada para Windows y Mac OS X, que ofrece correcciones de fallos para estas plataformas. Ya que el resto de plataformas no se ven afectadas, no es necesario preocuparse porque os falte una actualización por el momento.

Al explorar la página de descargas os habréis fijado en una nueva sección, sobre todo si navegáis desde un PC con Ubuntu: ¡ScummVM ya está disponible en la Snap Store! Gracias al continuo esfuerzo de Alan «popey» Pope y Alan Griffiths, la versión de ScummVM para la Snap Store ya está al día respecto a nuestras otras versiones para Linux. Si la comparamos con la forma tradicional de distribuir software en Linux, la Snap Store nos da mucha más libertad de cara a lanzar versiones nuevas. En cuanto publiquemos una versión nueva de ScummVM, os llegará en forma de actualización automática.

El Snap de ScummVM viene en dos formatos: el canal «estable» contiene nuestras versiones oficiales, convirtiéndolo en una buena opción para la mayoría de los usuarios. Si queréis explorar las últimísimas características de nuestras versiones en desarrollo más actuales, ¡solo tenéis que seguir el canal «edge» para recibir una compilación actualizada todos los días! También hemos pensado en otros añadidos para el paquete Snap, pero ya los trataremos más adelante.

¡Pasadlo bien!

22 feb. 2020: ¡El GSoC 2020 está en camino!
Publicado por sev

GSoC Logo

Es la 14ª vez que ScummVM es aceptada como organización dentro del Google Summer of Code, y vamos a ir con nuestro proyecto hermano ResidualVM. El Summer of Code es un evento anual organizado por Google para animar a estudiantes a contribuir en proyectos de código abierto. Las organizaciones de código abierto proporcionan mentores y proyectos en los que trabajar, mientras que Google dona algunos fondos a los estudiantes que participan. Puedes encontrar más información en el sitio web oficial. Tenemos más información en nuestra wiki, y más concretamente en las normas del proyecto que los solicitantes deberán seguir.

Si te sientes aventurero y te gustaría contribuir a uno de los mayores proyectos de preservación de juegos... ¡Estamos esperando por ti! Echa un vistazo a nuestra página de ideas. ¡Por supuesto, también te invitamos a traer tu propia idea (aunque debe estar relacionada con nuestros proyectos)! La fecha límite para las propuestas de los estudiantes es el 31 de marzo, y el 27 de abril se anunciarán los estudiantes aceptados.

Te invitamos a que te unas a nuestro servidor Discord y hacer cualquier pregunta en el canal #scummvm-gsoc.

¡Esperamos vuestras solicitudes!

31 ene. 2020: Liberada la versión 2.1.1 «:More Sheep:» de ScummVM
Publicado por sev

Después de un breve descanso, el equipo de ScummVM se complace en anunciar el lanzamiento de una corrección de errores para la serie 2.1 de ScummVM 2.1.1, con el nombre en clave “:More Sheep:”.

Este lanzamiento contiene una cantidad sustancial de correcciones y pequeñas mejoras. Las más notables son: mejor soporte multidioma en la interfaz gráfica, mejoras en el audio de FM TOWNS/PC-98, optimizaciones en el almacenamiento en la nube, dos docenas de correcciones de script SCI, mejoras en Blade Runner y correcciones en otros 7 motores. Además, este es el primer lanzamiento con soporte oficial para la Nintendo 3DS y hemos añadido soporte en la nube para Nintendo Switch.

Para obtener una lista más completa de los cambios, consulta las Notas de la versión.

Como siempre, el conjunto de ejecutables preconstruidos se puede encontrar en nuestra página de descargas.

¡Disfruta y diviértete!

17 dic. 2019: Blade Runner (1997) de Westwood está finalmente disponible a la venta en copia digital
Publicado por sev

Estamos encantados de anunciar que la aventura gráfica Blade Runner, desarrollada por Westwood Studios y lanzada inicialmente en 1997, está disponible ahora de nuevo a la venta, gracias a los esfuerzos de GOG.com. Esta nueva versión distribuida digitalmente incluye las versiones dobladas oficialmente del juego (inglés, francés, italiano, español y alemán).

Funciona, por supuesto, sobre ScummVM, lo que significa que soluciona algunos errores existentes e incluye mejoras de calidad (como scroll de ratón en el KIA y soporte para subtítulos de los fans) sobre la versión original del juego.

Encontrarás subtítulos para las versiones en inglés y francés del juego en la sección de Juegos de la web de ScummVM.

Mantenemos los planes para completar la versión con contenido restaurado del juego, la cual está construida a partir de contenido y segmentos de código que se encuentran en los recursos del juego pero que se dejaron sin usar o sin activar.

PD. Si usas el enlace de arriba, obtendremos una comisión por tu compra.

11 oct. 2019: ScummVM 2.1.0 "Electric Sheep" en producción.
Publicado por sev

"La venta de animales era un negocio beneficioso y de prestigio ya que la mayoría de los animales reales habían desaparecido tras la guerra terráquea; no obstante había muchos eléctricos..." Oh, ejem, no sabía que estabas ahí.

El equipo de ScummVM está encantado de anunciar el lanzamiento de ScummVM versión 2.1.0. Este lanzamiento es la culminación de cerca de dos años de duro trabajo, incluyendo 16 nuevos juegos de 8 motores distintos, soporte para Nintendo Switch y se han arreglado cerca de 500 errores. Todo esto se ha conseguido con el arduo trabajo de 147 contribuidores mediante 8,493 commits.

Los nuevos juegos soportados son:

  • 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

Además, hemos mejorado considerablemente las versiones para Android e iOS. También te encontrarás con un nuevo lavado de cara del interfaz gráfico de usuario, mejor emulación de sonido Roland MT-32, un nuevo modo de estiramiento "pixel-perfect", conversión de texto a voz para macOS y Linux, y por último pero no menos importante, soporte para sincronizar partidas y datos de juego con servicios de almacenamiento en la nube (puedes ver la lista actualizada de plataformas en nuestro manual de usuario).

Como de costumbre, hemos mejorado muchos de los motores existentes: hemos incluido soporte para las versiones de Myst 25 Aniversario, hemos corregido más de 100 errores de scripts SCI que plagaban los juegos de Sierra durante décadas, hemos incluido soporte para las versiones de Amiga y FM-TOWNS de Eye of the Beholder, mejorado la calidad de audio de los juegos de Humongous Entertainment e incluido sincronización de labios para las aventuras más modernas de LucasArts y hemos desintegrado toneladas de errores de Starship Titanic y Bud Tucker. La lista no acaba aquí y puedes ver el registro completo de cambios aquí.

Deja las lagrimas en la lluvia y consigue ya esta eléctrica versión. Los usuarios de Windows y macOS pueden actualizar automáticamente al iniciar ScummVM.

19 sept. 2019: Otro juego para probar: Duckman
Publicado por yuv422

Duckman: The Graphic Adventures of a Private Dick es un desconocido juego «point and click» basado en el programa de televisión del mismo nombre. Controlarás al sabio detective Duckman mientras intenta recuperar su identidad después de haber sido expulsado sin escrúpulos de su propio programa de televisión. Por desgracia, el lanzamiento del juego para Windows en 1997 coincidió con la cancelación del programa de televisión, lo que limitó la distribución del juego.

Después de mucho tiempo en desarrollo, el equipo de ScummVM se complace en anunciar soporte para el juego.

Asegúrate de conseguir una compilación reciente y dale una oportunidad. Por favor, informanos de cualquier error que encuentres en nuestro gestor de fallos.

Tanto la demo como las versiones en inglés y alemán son compatibles. Sólo necesitas el directorio DATA/ del juego original para jugar.

16 sept. 2019: Estamos comenzando las pruebas de ScummVM 2.1.0
Publicado por sev

El momento al final ha llegado y comienza el ciclo de producción de ScummVM 2.1.0.

Esta edición va a ser grande y todos estos nuevos juegos requieren pruebas:

  • 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.

Con esta edición finalmente incluiremos el soporte en la nube para almacenar las partidas y los datos de juego. Por el momento solo funciona en escritorio y pueden encontrar una descripción de sus características en nuestro Manual de Usuario.

La lista completa de juegos que requieren ser probados en esta edición se puede encontrar en nuestra Wiki.

Utiliza por favor una compilación diaria estable de ScummVM para las pruebas. En caso de que encuentres cualquier fallo puedes reportarlo en nuestro gestor de problemas. Además, puedes registrar tu progreso en el hilo del foro para que podamos cruzar los juegos probados con nuestra wiki. Asegurate de seguir nuestra guía de pruebas, la cual puedes encontrar aquí.

Sería genial si puedes ayudarnos con las traducciones del interfaz gráfico de ScummVM. La descripción de los pasos a seguir está en la Wiki.

13 sept. 2019: Reclutando para Mission Supernova
Publicado por criezy

¡Te necesitamos! Únete a la tripulación de Supernova en un viaje inolvidable para presenciar la muerte de una estrella.

¿Alguna vez has soñado con ser astronauta? ¿Ser abandonado solo en una nave espacial rota? ¿Morir asfixiado? ¿Ser electrocutado? ¿Que te disparen? ¿Perderse en una pirámide? ¿Ser atrapado robando la cabeza de un dinosaurio y ser enviado a prisión? Y si eso no es suficiente, puedes incluso desactivar el modo mejorado en ScummVM y experimentar la frustración de hacer clic y señalar tu camino a través de un juego de ordenador de hace veinticinco años.

Estamos orgullosos de anunciar que Mission Supernova Teil 1: Das Schicksal des Horst Hummel y Mission Supernova Teil 2: Der Doppelgänger son ahora ambos soportados por ScummVM. Además, también hemos traducido ambos juegos al inglés y puedes decidir si quieres jugar en alemán o en inglés. Los juegos se pueden descargar gratuitamente en el sitio web del desarrollador, así que no hay razón para no jugarlos.

Por favor, ayúdanos a probar los juegos e informarnos de cualquier error o problema de traducción que encuentres en [nuestro gestor de problemas] (https://bugs.scummvm.org/). Necesitarás una versión reciente de ScummVM y el archivo supernova.dat (si no está incluido en el paquete ScummVM para tu plataforma). También puedes ver información básica sobre los controles del juego en nuestra wiki o acceder al manual del juego usando la tecla F2.

12 sept. 2019: Soporte para The Prince and the Coward
Publicado por sev

Hace mucho tiempo, en 2013, Kamil Zbróg y Łukasz Wątka, un estudiante del GSoC, estaban trabajando en el soporte para el juego The Prince and the Coward o Książę i Tchórz, como fue llamado originalmente en polaco.

Sin embargo el motor del juego se quedó en el limbo porque estábamos tratando de trabajar en la traducción al inglés. Ese trabajo abarca solamente un ¼ del total y necesitamos tu ayuda.

No obstante, nos gustaría anunciar nuestro soporte a este juego. Todas las versiones publicadas son compatibles, incluyendo el original en polaco, la versión alemana y la traducción rusa. Toma tu copia del juego e inténtalo. Para esto necesitarás la [compilación diaria] (https://buildbot.scummvm.org/builds.html). Por favor, envíanos como de costumbre los informes de errores a nuestro gestor de problemas.

Además, si por casualidad sabes polaco, alemán o ruso, puedes ayudarnos con la traducción. Las instrucciones rápidas se encuentran disponibles aquí.

¡Powodzenia!

4 sept. 2019: ¡Traed todos vuestros paquetes!
Publicado por sev

Al equipo de ScummVM le complace anunciar el soporte para una de las creaciones de John Romero, el juego Hyperspace Delivery Boy!. Damos soporte a todas las versiones conocidas, que incluyen a la de Linux, Windows y PocketPC. Si no tienes una copia, puedes descargar la demo desde nuestra sección de demos.

Así que haceos con vuestra copia del juego y ayudadnos a probarlo usando la última compilación de desarrollo de ScummVM. Si vuestra versión del juego no es reconocida o si encontráis fallos, por favor, informad de todo en nuestro gestor de problemas. ¡Y, como siempre, pasadlo bien!

28 jul. 2019: Viaja al pasado para visitar Versalles en la época de la corte de Luis XIV
Publicado por criezy

Año 1685. Versalles. Alguien ha amenazado con quemar el castillo y Alexandre Bontemps, el primer ayuda de cámara del rey Luis XIV, solicita tu asistencia. Tienes hasta que acabe el día para investigar y salvar al castillo.

El equipo de ScummVM se enorgullece de anunciar el soporte para el juego Versailles 1685 (Versalles: Complot en la Corte del Rey Sol) de Cryo y necesita de vuestra ayuda para probar el juego. Haceos con vuestra copia de Versailles 1685 (el soporte es para las versiones para DOS, Windows y Macintosh), descargad la última compilación de desarrollo de ScummVM y comenzad a explorar el castillo y sus alrededores. Mientras tanto, os pedimos que informéis de cualquier fallo que encontréis en nuestro gestor de problemas y que hagáis capturas de pantalla de los sitios más interesantes.

30 jun. 2019: ¡Quest for Glory y unos pocos juegos de Hoyle!
Publicado por bluegr

Llegas a una cueva oscura en las misteriosas tierras de Mordavia... ¡Prepara a tu héroe para enfrentarte a tu viejo rival, el pérfido Ad Avis! Si esta misión te abruma, ¡siempre puedes relajarte con uno de los juego sde la colección de Hoyle!

El equipo de ScummVM se enorgullece de anunciar el soporte para los siguientes juegos, que están listos para ser probados por el público:

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

Las versiones en CD y disquetes de QFG4 son compatibles. Ten en cuenta que el juego de póker de Hoyle Classic Games aún no es compatible.

Así que sacad vuestras copias o comprad QFG4 en su versión digital de GOG y haceos con la última compilación de desarrollo de ScummVM para vuestra plataforma preferida. Podéis informar de cualquier problema en nuestro gestor de problemas.

16 jun. 2019: ¡Se buscan Blade Runners!
Publicado por peterkohaut

Nuestro equipo de ScummVM busca a Blade Runners dispuestos a dar caza y retirar fallos que han escapado de las colonias del Mundo Exterior. Estos fallos no son peligrosos y no os impedirán descubrir más secretos y decidir cuál será vuestro destino. Tendréis a vuestra disposición una patrullera, un arma de servicio, una máquina ESPER y una máquina Voigt-Kampff.

Anunciamos que Blade Runner está listo para ser testeado. Son compatibles las versiones en los siguientes idiomas: inglés (tanto las versiones en CD como en DVD), alemán, italiano, francés, español y la versión rusa no oficial de Fargus Multimedia.

Hazte con tu copia de Blade Runner, con la última compilación de desarrollo de ScummVM (NO la última compilación estable) y copia los archivos necesarios.

¡Ahora se puede jugar con subtítulos! Solo tienes que descargar el archivo .ZIP de subtítulos, extraer el archivo subtitles.mix y ponerlo junto con el resto de archivos de Blade Runner. Por el momento solo tenemos subtítulos en inglés y francés, no obstante, si quieres ayudarnos a transcribir el resto de idiomas a partir de los archivos de audio, por favor, contacta con peterkohaut y praetorian.

Ten en cuenta que cuando agregues el directorio del juego en ScummVM, se te presentarán dos opciones: la primera es para jugar al juego original y se llamará simplemente «Blade Runner»; esta es la versión de la que nos interesa recibir información, ya que se considera la más completa. La otra opción a importar contiene contenidos restaurados y se llama «Blade Runner with restored content»; esta versión todavía está en desarrollo y está inacabada. Si vas a probar esta versión, por favor, indícala cuando vayas a informar de fallos y comentar.

Si tu versión del juego no es compatible, por favor, redacta un informe de comentarios con los MD5 de tus archivos para que podamos darle soporte.

8 jun. 2019: ¡Preparad vuestras Switch para nuevas aventuras!
Publicado por lotharsm

Siempre es emocionante ver la gran cantidad de dispositivos que son capaces de ejecutar vuestras aventuras favoritas gracias a ScummVM. Hoy nos enorgullece anunciar que el número de sistemas ha vuelto a crecer, ¡gracias a la llegada de ScummVM para Nintendo Switch!

Gracias a Cpasjuste y a rsn8887, ahora podéis utilizar ScummVM donde queráis.

Para poder ejecutar ScummVM en vuestras Switch, necesitaréis una consola modificada capaz de ejecutar software casero. No os preocupéis, hay documentación de sobra en Internet sobre cómo activar el soporte para aplicaciones caseras en un sistema Nintendo Switch.

Esta nueva conversión ya tiene página propia en nuestra wiki. Deberíais echarle un vistazo, ya que contiene mucha información útil sobre cómo usar ScummVM en Switch.

Si tenéis más preguntas sobre esta conversión, pasaos por nuestros foros.

Nuestro buildbot ya genera versiones de desarrollo para Nintendo Switch. ¡Haceos con ellas mientras están recientitas!

3 jun. 2019: ¡Seguidnos en Discord!
Publicado por lotharsm

Siempre estamos encantados de explorar más formas de unir a nuestra comunidad. Hoy nos enorgullece anunciar que hemos dado otro paso en este camino: ¡ya estamos en Discord!

Tanto si solo quieres estar con la comunidad de ScummVM o hablar sobre los últimos avances, ¡este es tu (nuevo) sitio!

¡Nos vemos en Discord!

Tened en cuenta que, aunque se haya incluido el nuevo servidor en Discord, nuestros foros y el canal de IRC en la red Freenode siguen estando disponibles y que no tenemos absolutamente ningún plan de retirarlos en el futuro.

13 may. 2019: ¡Otro verano (con Google), cuatro proyectos nuevos!
Publicado por Criezy

GSoC Logo

La semana pasada, Google anunció los proyectos que aceptó en el Summer of Code de este año. Nos complace y emociona deciros que ScummVM tutelará a cuatro estudiantes en este año. Los cuatro trabajarán en motores de juegos:

¡Dad la bienvenida a nuestros cuatro alumnos aventureros en lo que esperemos que sea un verano productivo e interesante! Como siempre, podéis seguir sus progresos este verano en los blogs de ScummVM.

7 abr. 2019: El tema moderno de ScummVM ha sido remasterizado
Publicado por lotharsm

Tema moderno remasterizado de ScummVM¡Cómo pasa el tiempo! Ya han pasado diez años desde que implementamos el «tema moderno» en ScummVM.

Después de tanto tiempo, ya tocaba una actualización.

En las últimas semanas, mataniko, miembro del equipo de ScummVM, se ha ocupado de actualizar cuidadosamente la apariencia de ScummVM. El tema nuevo sigue los principios de diseño modernos, pero manteniendo nuestra propia filosofía.

A partir de ahora, las versiones futuras de ScummVM (¡incluyendo a nuestras compilaciones nocturnas!) incluirán el tema nuevo por defecto.

¿Ya echáis de menos el antiguo? ¡Tranquilos! ¡El antiguo tema «ScummVM moderno» está disponible en las opciones de ScummVM en cualquier momento.

¿Qué os parece el tema nuevo? ¡Dadnos vuestra opinión en los foros! Como siempre, agradecemos enormemente vuestros comentarios.

6 mar. 2019: ¡Preparaos, que viene el GSoC 2019!
Publicado por lotharsm

GSoC Logo

Hace unos días, Google anunció las organizaciones que han sido aceptadas para el Google Summer of Code 2019. Nos encanta poder anunciar que ScummVM es una de ellas, junto con nuestro proyecto hermano, ResidualVM. El Summer of Code es un evento anual que organiza Google para fomentar que los alumnos contribuyan en proyectos de código abierto. Las organizaciones de código abierto ofrecen una tutela y proyectos en los que trabajar, mientras que Google da un dinero a los alumnos participantes. Podéis ver más información en la web oficial. También tenemos información en nuestra wiki, y, en concreto, las reglas para proyectos que deben cumplir los solicitantes.

¿Estáis listos para vivir una gran aventura? ¿Queréis colaborar en uno de los mayores proyectos de preservación de videojuegos de la humanidad? Entonces, ¡ScummVM y ResidualVM os están esperando! Echad un vistazo a nuestra página de ideas. Por supuesto, ¡estamos abiertos a cualquier idea nueva! Los alumnos tienen hasta el 9 de abril para redactar y enviar propuestas para el proyecto en el que quieran trabajar. Las solicitudes aceptadas se anunciarán el 6 de mayo, y habrá algunas semanas para integrarse con la comunidad antes del periodo de programación, que empezará el 27 de mayo.

En cualquier caso, ¡no dudéis en chatear con nosotros a través de IRC! ¡Nos podéis encontrar en #scummvm y #residualvm, dentro de la red Freenode!

10 dic. 2018: Cambios en la infraestructura... ¡otra vez!
Publicado por lotharsm

En los últimos días hemos trasladado nuestras descargas a una nueva infraestructura de «mirrors». Antes, todas y cada una de nuestras descargas se enviaban desde nuestro servidor principal, situado en Austria.

Ahora nuestras descargas se transmiten mediante MirrorBrain, un sistema de redirección de descargas que nos permite construir una red de distribución de contenidos propia. MirrorBrain es utilizado por muchos proyectos de código abierto.

MirrorBrain siempre intentará seleccionar el mejor emplazamiento según vuestra ubicación para que podáis tener la mejor velocidad de descarga posible.

Aunque ya tenemos unos cuántos «mirrors» en Europa, estamos buscando a gente dispuesta a donar ancho de banda y almacenamiento en Estados Unidos y en otras partes del mundo. Si quieres albergar el repositorio de ScummVM, por favor, contáctanos por email a serra@scummvm.org.

Si tenéis cualquier problema con nuestro nuevo sistema de descargas, podéis dejar un comentario en nuestros foros.

18 nov. 2018: Más cambios en la infraestructura
Publicado por lotharsm

Hace unas semanas empezamos a mejorar nuestra página web, lo que incluye (pero no se limita a) desempolvar nuestros foros y nuestra wiki. También estamos haciendo algunos cambios «en las tripas», como las mejoras de nuestra gestión de traducciones para esta web.

En los últimos días vamos a lanzar un nuevo sistema de «mirrors» para nuestras descargas con el que podremos distribuir el ancho de banda necesario a varios servidores.

Casi hemos terminado de configurar este sistema nuevo y, básicamente, solo tenemos que «darle al interruptor». No obstante, es posible que os topéis con problemas, como enlaces de descarga rotos o mensajes de aviso de archivos desaparecidos, durante el periodo de transición.

Estamos trabajando duro para que las interrupciones en el servicio sean las menos posibles. ¡Muchas gracias por vuestra comprensión!

24 oct. 2018: Cambios en la infraestructura
Publicado por Mataniko

A lo largo de estos últimos días, el equipo de ScummVM se ha puesto las pilas para actualizar nuestra estructura. En este proceso, se han actualizado, limpiado y protegido con SSL todas las páginas relacionadas.

Debido al funcionamiento de la propagación de DNS, pueden pasar hasta 48 horas para que podáis acceder a los foros y a la wiki.

Si tenéis cualquier problema con los foros, la wiki, las traducciones, el gestor de fallos o cualquier otro elemento relacionado con las webs, avisadnos, por favor. Para problemas menores, podéis comentarlos en este hilo. Para problemas más graves, utilizad el gestor de fallos indicando el componente Web para que estemos al tanto.

23 oct. 2018: Mantenimiento en los foros y la wiki
Publicado por Mataniko

En las próximas horas vamos a cerrar tanto los foros como la wiki de ScummVM para hacer tareas de mantenimiento en la infraestructura de ambas páginas.

Estamos esforzándonos para que vuelvan a estar activas lo antes posible, ¡gracias!

1 jul. 2018: ¡Nuestra web ha sido actualizada!
Publicado por lotharsm

No solo trabajamos continuamente para mejorar la compatibilidad de ScummVM o para implementar juegos nuevos, a veces también trabajamos para mejorar la apariencia del proyecto.

En los últimos meses, Mataniko, un viejo fan de ScummVM y nuevo miembro del equipo, lo ha dado todo para mejorar el diseño de nuestra página web, que ha dado un buen servicio desde hace más de una década. Nos enorgullece anunciar que la web de ScummVM ahora es completamente reactiva y que es preciosa tanto en vuestros PC como en vuestros dispositivos móviles.

Si tenéis algún problema con la web actual o tenéis la sensación de que falta algo, por favor, avisadnos a través de nuestro gestor de fallos.

29 jun. 2018: ¡El final aún no está escrito!
Publicado por lotharsm

Nos alegra muchísimo anunciar que nuestros amigos de Cyan, Inc. han lanzado la 25th Anniversary Collection de la saga Myst hoy en GOG.com como descarga digital.

Myst — Masterpiece Edition y Riven — The Sequel to Myst funcionan con ScummVM, mientras que Myst III — Exile funciona con ResidualVM.

En las últimas semanas, los equipos de Cyan y de ScummVM han dado grandes pasos para mejorar la compatibilidad de estos juegos. Gracias a un testeo inteso, hemos conseguido corregir la mayoría de problemas que había presentes en ScummVM y ResidualVM. No obstante, debido a la naturaleza del desarrollo de software, todavía cabe la posibilidad de que hayamos pasado algo por alto, así que ahora necesitamos vuestra ayuda.

Aunque podemos arreglar fallos en las versiones de estos juegos publicadas en GOG.com a posteriori con una sencilla actualización, esto no es posible en la futura Collector's Edition que saldrá en DVD, así que tenemos que garantizar que hemos resuelto cualquier error pendiente antes de empezar a fabricar los DVD.

Así que, por favor, conseguid vuestra copia de GOG.com, o si contribuisteis en la campaña de Kickstarter, canjead vuestro código. Visitad la isla de Myst, explorad la era 233, disfrutad de vuestra estancia en Releeshahn e informad de cualquier fallo que veáis en nuestro gestor de fallos.

¡Y por favor... traedme las páginas azules!

12 jun. 2018: ¡ScummVM y Cyan, Inc. están trabajando juntos!
Publicado por lotharsm

Hoy tenemos una noticia fantástica para vosotros. Como tal vez sepáis, Cyan, Inc. (los creadores de Myst y Riven) van a relanzar toda la saga Myst con motivo de la celebración del 25.º aniversaio del primer Myst. ¡Y ScummVM y ResidualVM participarán en esta celebración de una forma especial!

Myst — Masterpiece Edition y Riven — The Sequel to Myst funcionarán bajo ScummVM y Myst III — Exile funcionará bajo ResidualVM.

Para dar la mejor experiencia posible y hacer que vuestra travesía por las Eras sea más agradable, ¡Cyan y ScummVM han cerrado una colaboración en la que ambos equipos trabajarán codo con codo de cara al futuro!

Es posible que el final aún no esté escrito: ¡tendremos más noticias pronto!

1 may. 2018: Inconceivable, the royal pyramid besieged!
Publicado por 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 abr. 2018: GSoC 2018 projects announced!
Publicado por 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 mar. 2018: IDA Disassembler
Publicado por 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 feb. 2018: Another year, another Summer of Code
Publicado por 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 dic. 2017: To: You. From: Release team. Subject: ScummVM 2.0.
Publicado por 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 nov. 2017: ScummVM 2.0 Release Testing Has Begun
Publicado por 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 oct. 2017: Three new games about aliens
Publicado por 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 ago. 2017: You're gonna need a SCI-cologist!
Publicado por 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 jul. 2017: Defeat the ruler of the Fifth Age
Publicado por 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 jul. 2017: Trapped on a luxury cruise ship.. In Space!
Publicado por 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 jun. 2017: Hi-Res Adventures
Publicado por 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 may. 2017: GSoC 2017 projects announced!
Publicado por 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 abr. 2017: Blinding you with SCIence
Publicado por 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 abr. 2017: We are changing our name!
Publicado por 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 abr. 2017: Take off your tie and become a plumber!
Publicado por 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 mar. 2017: Welcome to the largest Summer of Code ever
Publicado por 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 dic. 2016: Make your Full Pipe dreams come true
Publicado por 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 nov. 2016: The ScummVM project has a new Translations site
Publicado por 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 oct. 2016: ScummVM 1.9.0 "Myst-ery U.F.O.s release" is out
Publicado por 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 sept. 2016: Adventure History in the Mystery House
Publicado por 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 sept. 2016: ScummVM Release 1.9.0 Testing Has Begun
Publicado por 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 ago. 2016: ScummVM project has moved to new Issue Tracker
Publicado por 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 jun. 2016: Help Gnap to Repair His U.F.O.!
Publicado por 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 may. 2016: ScummVM 1.8.1 "Where Is Your Android?" maintenance release is out
Publicado por 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 may. 2016: It is Time to Test ScummVM 1.8.1 Release
Publicado por 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 abr. 2016: The students are known for GSoC 2016!
Publicado por 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 abr. 2016: The ScummVM team welcomes John Carmack
Publicado por 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 mar. 2016: Explore the Myst library
Publicado por 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 mar. 2016: ScummVM 1.8.0 "Lost with Sherlock" is finally there!
Publicado por 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 mar. 2016: Welcome to the new Summer of Code
Publicado por 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 feb. 2016: ScummVM Release 1.8.0 Testing is Starting
Publicado por 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 ene. 2016: The labyrinth must be destroyed!
Publicado por 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 ene. 2016: New home for our main website
Publicado por 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 dic. 2015: Another Broken Sword by Fans for Fans
Publicado por 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 nov. 2015: Access a world of Amazons
Publicado por 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 nov. 2015: I am the great Cornholio! I need TP for my bunghole!
Publicado por 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 sept. 2015: Elementary, my dear Watson
Publicado por 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 mar. 2015: Prepare for Gender-Bending
Publicado por 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 ene. 2015: In case of Zork adventure, break glass!
Publicado por 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 sept. 2014: Call for testers on Sfinx
Publicado por 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 ago. 2014: Inherit the Earth Turns 20 — Video of New Game in Series Released
Publicado por 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 jul. 2014: ScummVM 1.7.0 "The Neverrelease" is out!
Publicado por 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 jun. 2014: Testing, Testing 1, 2, 3
Publicado por 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 jun. 2014: Release your inner Voyeur.
Publicado por 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 may. 2014: Dreamweb Freeware Release Updated
Publicado por 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 abr. 2014: The students are known for GSoC 2014!
Publicado por 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 abr. 2014: Edward Snowden joins ScummVM
Publicado por 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 abr. 2014: A Landmark Achievement
Publicado por 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 mar. 2014: Summertime and the codin' is easy
Publicado por 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 feb. 2014: Let's welcome the GSoC students
Publicado por 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 ene. 2014: Welcome to Mortville Manor
Publicado por 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 ene. 2014: Chivalry is NOT Dead!
Publicado por 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 dic. 2013: The Neverhood comes to ScummVM!
Publicado por 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 dic. 2013: Thanksgiving with a Ring.
Publicado por 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 nov. 2013: Wintermute is coming, brace for testing
Publicado por 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 oct. 2013: Release of ScummVM The Movie! - 12th Anniversary Celebration
Publicado por 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 may. 2013: Release of ScummVM 1.6.0 "+4 to engines"
Publicado por 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 may. 2013: Students for GSoC are known!
Publicado por 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 abr. 2013: ScummVM 1.6.0 is Near
Publicado por 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 abr. 2013: Touché: The Adventures of the Fifth Musketeer Music Enhanced Soundtrack Released
Publicado por 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 abr. 2013: Fancy an adventure in adventure gaming?
Publicado por 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 mar. 2013: Pegasus Takes Flight
Publicado por 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 ene. 2013: Find the lost treasure of the Toltecs!
Publicado por 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 dic. 2012: ResidualVM Reaches 0.1.0
Publicado por 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 nov. 2012: ScummVM Summons the Heroes of the Forgotten Realms
Publicado por 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 oct. 2012: Tony Tough, a New Supported Game
Publicado por 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 oct. 2012: Dreamweb Released As Freeware
Publicado por 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 oct. 2012: More FOTAQ!
Publicado por 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 oct. 2012: Amazone Queen
Publicado por 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 sept. 2012: GSoC 2012 — Results
Publicado por 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 ago. 2012: The 7th Guest Enhanced Soundtrack Released by James Woodcock for ScummVM
Publicado por 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 jul. 2012: ScummVM 1.5.0 "Picnic Basket" Released
Publicado por 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 jun. 2012: New release testing period: ScummVM 1.5.0
Publicado por 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 jun. 2012: Oh! But, Grandmother, what a terrible big mouth you have!
Publicado por 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 may. 2012: Nightmares of a Bartender
Publicado por 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 abr. 2012: In the Summertime
Publicado por 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 abr. 2012: ScummVM .NET
Publicado por 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 abr. 2012: Cedricifying ScummVM
Publicado por 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 mar. 2012: ScummVM Podcast Released, Hosted by James Woodcock
Publicado por 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 mar. 2012: We need your talent for GSoC 2012
Publicado por 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 ene. 2012: ScummVM 1.4.1 "Subwoofer Release" Is Available!
Publicado por 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 dic. 2011: May The Force Be With You
Publicado por 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 dic. 2011: Jump on a Hot Air Balloon and meet Darby the Dragon!
Publicado por 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 nov. 2011: Where is Leon?
Publicado por 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 nov. 2011: Beneath A Steel Sky Enhanced Music Released by James Woodcock for ScummVM
Publicado por 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 nov. 2011: ScummVM 1.4.0 "10th Anniversary" Released!
Publicado por 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 nov. 2011: GSoC 2011 — Results
Publicado por 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 oct. 2011: Prepare ship for ludicrous testing speed!
Publicado por 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 ago. 2011: The One Ring
Publicado por 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 jul. 2011: ScummVM 1.3.1 "All Your Pitches" Released!
Publicado por 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 jun. 2011: "This arrow is ..quite annoying..."
Publicado por 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 may. 2011: ScummVM 1.3.0 "Runner" released!
Publicado por 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 abr. 2011: Get Ready for Testing!
Publicado por 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 abr. 2011: A New Month, A New Engine!
Publicado por 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 abr. 2011: Kinect with ScummVM!
Publicado por 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 mar. 2011: Book'em, Danno
Publicado por 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 mar. 2011: Fancy a Summer (of Code) job with ScummVM?
Publicado por 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 feb. 2011: A Burst of Fun With Fluffy Fluffy Bun Bun?
Publicado por 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 ene. 2011: Science Fiction Coktel Vision Double Feature
Publicado por 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 dic. 2010: ScummVM 1.2.1 "Børk Børk Børk" released!
Publicado por 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 oct. 2010: ScummVM 1.2.0 "FaSCInating release" is here!
Publicado por 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 sept. 2010: It's Time for ScummVM 1.2.0 Release Testing
Publicado por 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 ago. 2010: Fancy a good Coktel with Doralice?
Publicado por 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 jul. 2010: SCI Pre-Release Testing
Publicado por 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 may. 2010: ScummVM 1.1.1 "Better version" released
Publicado por 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 abr. 2010: All hail new students!
Publicado por 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 abr. 2010: ScummVM 1.1.0 "Beta quadrant" released
Publicado por 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 abr. 2010: Urban Runner Support
Publicado por 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 mar. 2010: Join the ScummVM team this Summer (of Code)
Publicado por 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 feb. 2010: ScummVM 1.1.0 Release Testing is Here!
Publicado por 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 ene. 2010: Updated ScummVM T-Shirts
Publicado por 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 dic. 2009: MEGA-BANK Robbery!
Publicado por 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 dic. 2009: Let's go back to an age of Knights and Dragons
Publicado por 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 nov. 2009: ScummVM 1.0.0 "Shiny Logo" is finally out
Publicado por 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 oct. 2009: Revised ScummVM logo and icon(s)
Publicado por 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 sept. 2009: Further testing required for your favorite adventure game interpreter
Publicado por 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 ago. 2009: ScummVM 1.0.0rc1 "Grog XD" is ready for your testing
Publicado por 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 ago. 2009: James Woodcock Unveils Discworld v2.0, Simon the Sorcerer v2.0 and Inherit the Earth v1.0 Soundtracks for ScummVM
Publicado por 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 jul. 2009: The End of the Beginning
Publicado por 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 jul. 2009: ScummVM's Worst Kept Secret
Publicado por 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 jul. 2009: There's Murder Afoot..
Publicado por 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 jul. 2009: Now there is an easy way to obtain Gobliiins 1-3
Publicado por 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 jun. 2009: ScummVM T-Shirts available and ScummVM nominated for Sourceforge Community Choice Awards
Publicado por 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 jun. 2009: More information about the GPL violation
Publicado por 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 jun. 2009: GPL conflict with Atari
Publicado por 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 jun. 2009: ScummVM at Greek open source conference
Publicado por 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 may. 2009: Scummvm.org Has a Facelift Thanks to New Webmaster
Publicado por 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 may. 2009: Now you can see subtitles in Broken Sword 1 cutscenes
Publicado por 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 may. 2009: Help us win the Scary Robot!
Publicado por 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 abr. 2009: ScummVM 0.13.1 "SAGA returns" goes gold
Publicado por 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 abr. 2009: Hello new students!
Publicado por 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 mar. 2009: Do you know what time comes near?
Publicado por 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 mar. 2009: You are standing in a open field, west of a white house, with a boarded front door.
Publicado por 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 feb. 2009: ScummVM 0.13.0 "More Guests" enter(s) the house
Publicado por 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 feb. 2009: FreeSCI SCI engine implementation has been merged in
Publicado por 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 ene. 2009: ScummVM announces affiliate program with GOG.com
Publicado por 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 ene. 2009: Testing, testing
Publicado por 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 ene. 2009: ScummVM Announces Discworld Music Enhancement Project Completion
Publicado por 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 dic. 2008: "Welcome to my... house"
Publicado por 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 dic. 2008: Ender steps down as ScummVM project lead
Publicado por 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 sept. 2008: Minor update to Flight of the Amazon Queen
Publicado por 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 sept. 2008: Visit Transylvania, at no cost
Publicado por 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 ago. 2008: ScummVM 0.12.0 " " was released
Publicado por 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 jul. 2008: Another Big Testing Season!
Publicado por 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 jul. 2008: Vote now! SourceForge.net Awards 2008
Publicado por 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 jun. 2008: Drascula wants to take over the world!
Publicado por 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 may. 2008: Repetita juvant
Publicado por 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 may. 2008: They brutally murdered his teddy bear!
Publicado por 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 may. 2008: "Feel my wrath" ...
Publicado por 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 abr. 2008: The Hand of Fate is moving...
Publicado por 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 mar. 2008: ScummVM in GSoC. Don't miss your last train
Publicado por 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 mar. 2008: ScummVM and the Quest for Code: Join the Google Summer of CodeTM
Publicado por 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 mar. 2008: You awake with a splitting headache...
Publicado por 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 feb. 2008: ScummVM 0.11.1 "Fixed exist()nce" sees the light
Publicado por 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 ene. 2008: ScummVM 0.11.0 "Your Palindrome" released
Publicado por 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 dic. 2007: PlayStation 2 maintainer wanted
Publicado por 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 dic. 2007: Testing, testing. Big Testing SeasonTM for ScummVM 0.11.0
Publicado por 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 dic. 2007: Three more games are announced supported
Publicado por 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 nov. 2007: ScummVM adds another freeware game to its ranks
Publicado por 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 nov. 2007: ScummVM iPhone port reaches the world
Publicado por 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 oct. 2007: What day is it? October the 5th!.. Er, 12th!
Publicado por 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 sept. 2007: Which of you would like to play my little game?
Publicado por 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 ago. 2007: ScummVM DS port 0.10.0a released
Publicado por 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 jul. 2007: SourceForge.net Community Choice Awards: We won!
Publicado por 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 jun. 2007: ScummVM 0.X.0: "Tic-tac-toe edition"
Publicado por 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 jun. 2007: Vote for ScummVM in the SourceForge Annual Community Awards
Publicado por 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 may. 2007: It's time to crack those pesky Nippon Safes
Publicado por 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 may. 2007: Pre-0.10.0 Testing Season Announced
Publicado por 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 abr. 2007: ...And another working goblins game!
Publicado por 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 abr. 2007: Google Summer of Code studentships finalized
Publicado por 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 abr. 2007: LeChuck said RTS and we got RTS for him (and you)!
Publicado por 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 mar. 2007: Complicate your summer vacations!
Publicado por 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 mar. 2007: They disintegrated the earth!
Publicado por 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 feb. 2007: Simon the Sorcerer Enhanced Music Update
Publicado por 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 feb. 2007: As foretold by The Prophecy
Publicado por 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 ene. 2007: AGI Game Testing/Documenting
Publicado por 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 ene. 2007: Fundraiser closed - and a huge success!
Publicado por 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 ene. 2007: We are able to accept donations again. Fundraiser announcement
Publicado por 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 dic. 2006: 'Tis the season...
Publicado por 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 dic. 2006: ScummVM gets new name
Publicado por 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 dic. 2006: Where are your Musketeers?... Touché
Publicado por 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 nov. 2006: "Future Wars" is supported
Publicado por 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 nov. 2006: Mac OS X port of ScummVM 0.9.1 updated
Publicado por 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 oct. 2006: ScummVM 0.9.1 "PalmOS revived" released
Publicado por 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 ago. 2006: Donations no longer accepted
Publicado por 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 jul. 2006: WinCE port for ScummVM 0.9.0 updated
Publicado por 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 jun. 2006: ScummVM 0.9.0 "The OmniBrain loves you" released
Publicado por 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 may. 2006: Pre-0.9.0 testing season announced
Publicado por 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 may. 2006: Second life for Sarien?
Publicado por 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 may. 2006: New forum theme!
Publicado por 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 abr. 2006: Call for testing: The Legend of Kyrandia
Publicado por 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 abr. 2006: Project leadership, SourceForge.net 2006 Community Choice Awards results
Publicado por 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 mar. 2006: SourceForge.net 2006 Community Choice Awards: Final Ballot
Publicado por 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 mar. 2006: SourceForge.net 2006 Community Choice Awards
Publicado por 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 feb. 2006: We moved to Subversion
Publicado por 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!

8 feb. 2006: ScummVM 0.8.2 "Broken Broken Sword 2" released
Publicado por sev

Due to a bug discovered in 0.8.1, which rendered Broken Sword 2 unplayable, we're forced to release ScummVM 0.8.2 "Broken Broken Sword 2". Also, we used this opportunity to fix the WinCE builds, as well as the MacOS X bundle.

As usual, you can get builds for all supported platforms on our downloads page

31 ene. 2006: ScummVM 0.8.1 "Codename: missing" released
Publicado por 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 ene. 2006: Beneath a Steel Sky Soundtrack Teaser
Publicado por 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

9 ene. 2006: Basic support for The Legend of Kyrandia
Publicado por Vinterstum

At long last, ScummVM CVS now has basic support for The Legend of Kyrandia by Westwood Studios. The game is fully completable, but lacks music, sound effects and a menu system (for now). Please refer to section 3.8 of the README for more information, and to the Downloads section for the necessary datafile. All bugs should be reported to our bug tracker, please see section 4.10 of the FAQ for instructions.

5 dic. 2005: ScummVM 0.8.0 build for PocketPC 2002 is available
Publicado por 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 dic. 2005: Inherit the Earth Soundtrack released
Publicado por 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 nov. 2005: BASS Audio Restoration - Help needed
Publicado por 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 nov. 2005: New website design
Publicado por 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 nov. 2005: PlayStation 2 Release Candidate added
Publicado por 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 nov. 2005: Freeware BASS updated
Publicado por 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 oct. 2005: ScummVM 0.8.0 released.
Publicado por 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 oct. 2005: A great call of testers.
Publicado por 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 sept. 2005: Screenshots are not needed anymore.
Publicado por 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 ago. 2005: Screenshots needed.
Publicado por 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 ago. 2005: Time is only a word. A pretty short one.
Publicado por 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 may. 2005: News, lots and lots of them...
Publicado por 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 abr. 2005: Don't wake the dragon!
Publicado por 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 mar. 2005: Something new this way comes...
Publicado por 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 mar. 2005: ScummVM 0.7.1 released
Publicado por 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 mar. 2005: Fate of the boot params
Publicado por 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 mar. 2005: Boot params, anybody got some boot params?
Publicado por 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 ene. 2005: Additional 0.7.0 binaries, and some big numbers
Publicado por 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 dic. 2004: Ho! Ho! Ho! Merry Christmas and a Happy New ScummVM 0.7.0!
Publicado por 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 dic. 2004: Website contest poll closed: We have a winner!
Publicado por 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 dic. 2004: Website Poll is open again
Publicado por 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.

6 dic. 2004: Website Poll temporarily closed
Publicado por ender

Since so many people decided to screw the results of the poll, it is temporarily closed while we make a more cheat-proof script. We'll let you know when voting is back online.

5 dic. 2004: Website Revamp contest status update; 0.7.0 release plans; user manual
Publicado por 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 oct. 2004: Updated FAQ
Publicado por 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 oct. 2004: Contest submissions closed!
Publicado por 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 oct. 2004: Contest submissions closing soon
Publicado por 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 oct. 2004: Contest reminder!
Publicado por 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 sept. 2004: And so it was said, Let There Be Contest!
Publicado por 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 sept. 2004: Están pasando muchas cosas
Publicado por ender

Bueno, solo queríamos deciros que no estamos muertos. En las últimas pasadas ha habido unos progresos increíbles, el soporte de ScummVM para los juegos HE SCUMM avanza rápidamente gracias al talento conjunto de cyx, Kirben y Sev. Y, por supuesto, se han desarrollado muchas más cosas.

Ahora nos gustaría indicar que nuestros proyectos secundarios, Residual y ScummVM, están faltos de desarrolladores y colaboradores. Aceptamos parches de otros programadores. Con la ayuda de los desarrolladores de ScummVM joostp y aquadran, salty-horse (un parroquiano de #scummvm) ha enviado hoy un parche para corregir las animaciones de bocas en Residual. Por favor, echad un vistazo a nuestra página de Subproyectos y las «Coding Guidelines» en nuestra sección de Documentación. Si estáis interesados en resolver un problema concreto, mandad un email a la lista de correo -devel o pasaos por el IRC si necesitáis ayuda.

5 ago. 2004: ScummVM 0.6.1b publicada {Introducir aquí ocurrencia}
Publicado por fingolfin

Hoy se publicó la versión 0.6.1b de ScummVM, que corrige algunas regresiones muy molestas descubiertas en su predecesora, la versión 0.6.1. Se recomienda encarecidamente a todo el mundo que actualicen a esta versión.

Y con esto... ¡Que lo paséis bien!

28 jul. 2004: ¡Oh, no, otra vez no!
Publicado por ender

Bueno, se ha escapado uno de esos fallitos de programación «pequeños, pero importantes» en ScummVM 0.6.1. Un error al copiapegar en la pantalla de Editar juego puede provocar que no se puedan guardar partidas.

El error está relacionado con la nueva pestaña de Rutas, que permite editar más fácilmente los directorios del juego. Por desgracia, la sección del directorio Extra se guardaba accidentalmente como el directorio para las partidas guardadas y no para el campo que había debajo. Este fallo se detectó en la versión experimental del CVS, pero el arreglo se quedó fuera del lanzamiento de ScummVM 0.6.1 por error.

Si os encontráis con este fallo, la solución recomendada es asignar el directorio Extra al mismo que el de partidas guardadas. Pronto publicaremos la versión 0.6.1b de ScummVM para corregir este problema.

27 jul. 2004: Bueno, ¿y ahora qué has hecho, tonto entrometido?
Publicado por ender

¡ScummVM 0.6.1 ya ha salido y está disponible en nuestra página de descargas!
Entre los cambios habituales, ScummVM debería ejecutarse de forma nativa en sistemas de 64 bits, algo que olvidamos mencionar en el archivo NEWS.

Y como dice el refrán, «para salvar al mundo, hay que tirar a unas cuántas ancianitas por las escaleras». Así que hemos hecho multitud de arreglos en esta versión. Algunas de las cosas que ya NO volveréis a ver en ScummVM incluyen:

  • Defectos al usar un archivo de voces en Ogg Vorbis en ciertos juegos
  • Cuelgues en sistemas de 64 bits
  • Cuelgues al guardar en una carpeta no válida en Broken Sword 1
  • Varios defectos sonoros en Curse of Monkey Island, Full Throttle y The Dig
  • Cuelgues en algunas versiones internacionales de Simon the Sorcerer
  • ¡Y otros muchos fallos molestos!

Así que no dudéis y bajaos la última versión. Aun no hay descargas para todas las conversiones a las que damos soporte, por ejemplo, versiones binarias para PocketPC que no sean ARM y HandheldPC. Estas deberían estar disponibles a lo largo de la próxima semana.

10 may. 2004: ¡Aquí hay monos!
Publicado por ender

Esto no es más que una noticia rápida para que todos sepáis que seguimos vivos. Los trabajos en ScummVM avanzan al rimo de costumbre y pretendemos publicar la versión 0.6.1 de ScummVM en breve.

ScummVM 0.6.1 incluirá varias correcciones de fallos y mejoras en el sonido y música de los juegos de la última etapa de SCUMM (Full Throttle, The Dig, Curse of Monkey Island).

Además, los que estén atentos al CVS se habrán percatado de que hemos añadido soporte para Another World. Esto provocó ciertas disputas dentro del equipo de ScummVM respecto a si se le podría considerar aventura dentro de los objetivos de ScummVM.

Tras un debate largo y tendido, el autor del motor (cyx) decidió que sería más conveniente seguir con el proyecto fuera de ScummVM. El motor ha sido eliminado y toda información y desarrollo futuros tendrán lugar a partir de ahora en el proyecto RAW. Para evitar cualquier predicción cataclísmica, recalco que sigue siendo miembro del equipo de ScummVM.

2 abr. 2004: Se acabaron las cábalas
Publicado por fingolfin

El equipo CABAL se disuelve por problemas fundamentales en el diseño

Tras el revolucionario anuncio de ayer, nos entristece anunciar la disolución inmediata del equipo CABAL. En los últimos días se ha generado un debate acalorado sobre varios problemas importantes de diseño, y las tensiones entre el equipo han llegado a un nivel insostenible.

«Es una desgracia», declaró Max Horn, diseñador sénior de ScummVM y Exult, «pero las ideas de [el exmantenedor de FreeSCI] Christoph [Reichenbach] de alinear llaves en la parte izquierda de las declaraciones de funciones y agregarlas al final de las líneas en los bucles while y for no tenían ningún sentido».
Este último replicó que «usar cualquier cosa que no sean tabulaciones para las sangrías es buscarse un problema».

Claudio Matsuoka, del proyecto Sarien, puntualizó su decepción, declarando que no veía mucho sentido a colaborar con personas incapaces de alcanzar acuerdos en temas tan triviales. «Por ejemplo, no hemos resuelto toda la disputa de EMACS o vi y ya se han liado a discutir».
Lamentablemente, James Brown, otro desarrollador sénior del proyecto ScummVM, anunció que le echaron del proyecto meer poco antes de que se tomara la decisión de la ruptura. «Decían que ese no era mi sitio porque prefiero usar nano como editor..», reconoció.

1 abr. 2004: Anunciamos CABAL
Publicado por fingolfin

1 de abril, INTERNET: Los equipos de FreeSCI, Sarien y ScummVM han anunciado hoy la formación de CABAL (siglas en inglés de Liga de Aventuras Por Encima de la Arquitectura), un intérprete universal para juegos de aventuras. Este proyecto nuevo unirá fuerzas y habilidad de todos los proyectos implicados para crear lo que sus miembros consideran una revolución para los fans de las aventuras por todo el mundo.

Al preguntar sobre la importancia de CABAL en el mercado de videojuegos de aventuras a escala mundial, Max Horn, el jefe de proyecto de ScummVM, comentó: «[con] el declive de los juegos de aventuras, creemos que la formación de un proyecto con el fin de ejecutar todas las aventuras que existan le dará una segunda vida». Lars Skovlund, mantenedor de FreeSCI, añadió que «esto revolucionará el mundo del videojuego. ¡Aventureros del mundo, regocijaos!»

Además de dar soporte a los juegos de LucasArts en SCUMMVM (que incluyen a títulos famosos como «Monkey Island», «Indiana Jones» and «Sam and Max»), las series en SCI y AGI de Sierra («King's Quest», «Leisure Suit Larry», «Space Quest»...), y otros juegos ya funcionales en los motores retroactivos, el nuevo equipo pretende añadir más títulos a su ya impresionante de por sí lista

Algunos de los nuevos módulos más interesantes son:

  • ¡Un módulo para Infocom (basado en el intérprete Z-machine de Frotz) con el que poder jugar a vuestras aventuras de texto favoritas donde queráis!
  • Exult será fusionado en forma de plugin, permitiendo que los fans de Ultima 7 por todo el mundo puedan jugar a su juego favorito en todas las plataformas admitidas por los motores de componentes de CABAL, que incluyen a PDA Palm/PocketPC y a Dreamcast.
  • Revolution Software ha ofrecido el código fuente de Broken Sword 3, que se incorporará a los títulos compatibles con el futuro proyecto CABAL3D, junto con Grim Fandango y puede que Ultima IX (las negociaciones siguen en marcha).
  • Se planea terminar el soporte para los juegos de SNES Final Fantasy IV a VI (nomenclatura japonesa, es decir, FF2/FF3 según sus versiones estadounidenses) en otoño. Aunque estas no son aventuras en el sentido estricto de la palabra, la trama de esta saga es mucho más imaginativa que la de cualquier título de «acción-aventura» publicado en los últimos años.

Varias ofertas de diversas empresas para comprar al equipo, entre ellas de Microsoft y Amiga International, han sido rechazadas amablemente por los jefes del proyecto conjunto. «Sabemos que podríamos ganar mucho dinero con esto, pero somos idealistas, y nuestra intención actual es la de reformar el mercado mundial de las aventuras. Cuando lleguemos a esa meta, volveremos a plantearnos si ganaremos algo de dinero con esto».

18 mar. 2004: TechTV
Publicado por ender

Algunos nos han pedido que demos más información sobre el segmento de TechTV donde hablaron de ScummVM. Bueno, podéis leer el artículo que iba a complementar al segmento en la web de TechTV.

ScummVM será presentado como «Free File of the Day (el archivo gratuito del día)» en el programa «Call for Help (petición de ayuda)» a las 21:00 GMT +1 del viernes 19 de marzo y 15:00 GMT +1 del lunes 22 de marzo.

¿No sabéis cómo se puede ver TechTV? Me dicen que los que estéis en Norteamérica podéis sintonizar el canal 354 de DirecTV, el 191 de Dish Network, o el canal de cable siguiendo las instrucciones en tv.yahoo

O si da la casualidad de que tenéis una antena de banda C y estáis en las inmediaciones del GE Americom Satcom C4 en las fechas de la emisión del programa, lo tenéis en el transpondedor 12, a 135 grados oeste, 40 grados norte.

Los afortunados australianos que estén suscritos a Foxtel Digital también podrán ver el programa. Yo tendré que buscar a alguien que tenga FTD para poder verlo.

16 mar. 2004: La gran cero-seis-cero
Publicado por ender

En otras noticias, ScummVM aparecerá en el programa Call for Help de TechTV el 19 de marzo, como el archivo gratuito del día.

Al proyecto de ScummVM le complace anunciar el lanzamiento inmediato de ScummVM 0.6.0. ScummVM es un intérprete de aventuras gráficas diseñado para dar a los usuarios la oportunidad de jugar a muchas aventuras gráficas clásicas en diversos sistemas informáticos (Linux, Windows 2000/XP, *BSD, Mac OS X, PocketPC/Handheld PC, Palm, Dreamcast y muchos más).

La versión 0.6.0 trae un nuevo hito en la historia de ScummVM, el de dar soporte a todas las aventuras de LucasArts/LucasFilm con el motor SCUMM. También nos enorgullece anunciar que, junto a ScummVM 0.6.0, liberamos la aventura clásica «Flight of the Amazon Queen» (originalmente disponible para Amiga y DOS) en formato freeware. El equipo de ScummVM desea agradecer a los autores, Steve Stamatiadis y John Passfield, que suministraran al equipo el código fuente de este clásico y nos permita publicarlo.

Bien, ¿qué novedades hay?

ScummVM 0.6.0 incluye, como de costumbre, muchos fallos corregidos en todos los motores compatibles. También hay correcciones de importancia y mejoras en el departamento sonoro y musical, más un menú de opciones y gestión de juegos muy mejorado y dos modos gráficos nuevos (HQ2x y HQ3x). Y lo más importante, también hemos añadido la compatibilidad con los siguientes juegos:

  • Las versiones V1 clásicas de los juegos de LucasArts en SCUMM Maniac Mansion y Zak McKracken, y el juego de LucasArts en SCUMM Full Throttle.
  • Broken Sword 1 y Broken Sword 2. Muchísimas gracias a Revolution por darnos el código fuente de estos juegos.
  • Soporte para Flight of the Amazon Queen. Gracias a Steve y a John por darnos el código fuente del juego y permitir su publicación como freeware.

ScummVM 0.6.0, los dos juegos freeware (Flight of the Amazon Queen y Beneath a Steel Sky) y las escenas cinemáticas recodificadas necesarias para jugar a Broken Sword 1 y a Broken Sword 2 pueden descargarse desde la página de descargas.

9 mar. 2004: ¿Qué se roba fácilmente pero no es un yoyó?
Publicado por ender

¿Qué? ¿Prometimos publicar noticias con más frecuencia? ¡Mentira cochina! ¡Demostradlo...! ¿En el historial, decís? Buah... Esto... ¡Nos hackearon!

Estamos cerca de lanzar la versión final de ScummVM 0.6.0, y solo queda arreglar unos cuántos fallos de última hora. También estamos esperando a que nos contesten un email dospersonas que se están corriendo una juerga mundial diciendo que es «trabajo». Se dice que han sido vistas en San Francisco, corriendo en pelota picada y gritando «¡Estoy trabajando, estoy trabajando!» Si las veis, id con sumo cuidado, ya que podrían estar de vacaciones y ser peligrosas.

En un tema relacionado, pero más serio, ya que la pareja mencionada está incomunicada por motivos razonables, tal vez publiquemos ScummVM 0.6.0 sin el prometido juego freeware, que será publicado más adelante.

A continuación os dejamos la cita robada vilmente. No lleva mensajes subliminales. De verdad.

> Bueno, contestando a la pregunta, para entrar en el mundillo del videojuego simplemente tenéis que colaros en la fiesta de Sony en el E3, dar vueltas y decir «¡el multijugador online es el futuro!», y si nadie os ha contratado antes de las 11 de la noche, acostaos con la primera persona a la que oigáis hablando en japonés o francés, y ya está. ¡A mí me funcionó!

- Tim Schafer, leído en DoubleFine como respuesta al email de un fan con un par de tornillos de menos.

Por último, Ender, vuestro humilde (y vago) redactor de noticia y segundo líder del proyecto, querría anunciar a cualquier empleado de Sony que lea este mensaje que cree que el multijugador online sí es el futuro. Ni siquiera vamos a mencionar lo de Sam and Max 2. (¡Búuu!)

¡Pasaos por aquí para ver más publicaciones disparatadas y de relleno en el futuro!

19 feb. 2004: Testeo de la versión 0.6.0-PRE
Publicado por ender

Recientemente hemos cerrado los ramales de ScummVM 0.6.0 y ahora entramos en la fase de testeo final. Por lo tanto, nos alegraría que la gente pudiera probar las últimas compilaciones diarias (o las compilaciones del CVS de la etiqueta 'branch-0-6-0') e informaran de sus resultados.

Ya hemos realizado un testeo preliminar de varios juegos, pero los siguientes no han sido probados y deberían tener prioridad:

  • Maniac Mansion V1
  • Maniac Mansion V2
  • Zak McKracken V1
  • Zak McKracken V2
  • Indiana Jones 3 EGA
  • Indiana Jones 3 VGA
  • Monkey Island 1 EGA
  • Monkey Island 2
  • The Dig
  • Curse of Monkey Island (Monkey 3)

Por favor, informad de cualquier fallo en nuestro gestor de fallos y de las partidas que hayan llegado al final de sus juegos en nuestro foro General. ¡Gracias por adelantado por ayudarnos a pulir la próxima versión de ScummVM!

30 ene. 2004: Añadir agua y servir
Publicado por ender

Esta es una noticia rápida para que todos sepáis que ScummVM 0.6.0 sigue progresando. Por desgracia, la reciente caída de los servidores y otros problemas con SourceForge.net han retrasado los ramales y las pruebas finales de esta versión, ¡pero aún esperamos poder publicarla en cuanto podamos!

Cambiando de asunto y siguiendo con la actual oleada de problemas informáticos, todas las direcciones de e-mail relacionadas con scummvm.org no funcionan en estos momentos. Esperamos poder arreglarlas en los próximos días sin perder ningún mensaje. No obstante, si queréis hablar de algo importante con nosotros, sugerimos encarecidamente que hablemos en tiempo real a través de nuestro canal de IRC (#scummvm, en irc.freenode.net).

18 ene. 2004: Clarificación sobre las descargas
Publicado por ender

Parece que algunos creen que la publicación de ayer implica que Broken Sword 1 y 2 serán publicados de forma freeware. Solo queremos clarificar que este no es el caso. Publicaremos los paquetes de escenas cinemáticas para su uso con los datos de juego ORIGINALES en ScummVM, y con suerte haremos freeware un juego muy distinto y ajeno a Revolution.

17 ene. 2004: Insertar tema
Publicado por ender

Bueno, ¿qué ha pasado en el mundo de ScummVM últimamente?
Nos estamos preparando para el lanzamiento de la versión 0.6.0; que representa un hito importante en la historia de ScummVM. A partir de la versión 0.6.0 de ScummVM, este debería dar soporte finalmente a (al menos las versiones para PC) todas las aventuras de LucasArts en SCUMM!

No obstante, necesitamos ayuda. Para nuestra próxima versión también daremos soporte a Broken Sword 1 y 2, de Revolution, que van a necesitar unas versiones recodificadas explícitamente de las escenas cinemáticas; y también liberaremos otra aventura gráfica clásica como freeware.
Eso sí, todavía no estamos seguros de si SourceForge podrá alojar estos archivos o querrá hacerlo. Así que si resulta que alguien que esté leyendo esta publicación tiene, por ejemplo, un archivo grande y con mucho ancho de banda (en http o ftp) y que, a ser posible, no exija registros molestos (a lo Fileplanet) y esté dispuesto a ayudar... que, por favor, contacte con Ender (@ scummvm.org) para ayudar.

Seguiremos informando sobre nuestro próximo lanzamiento a medida que se desarrollen novedades.

25 dic. 2003: Es la segunda nariz roja más grande...
Publicado por ender

¡Desde el centro de mando de ScummVM, bueno, de parte de todos los que seguimos despiertos, deseamos que tengáis (o hayáis tenido) unas felices fiestas!

Como intento impreciso de empezar nuestro propósito de año nuevo (publicar noticias con mayor frecuencia) un poco antes de lo que toca, aquí tenéis una publicación casi inútil. Si alguien descubre algún artículo en prensa sobre ScummVM (o trabaja para ella), por favor, que nos contacte a press [at] scummvm.org para que podamos incluirlo en nuestra página de prensa.

Las fechas de lanzamiento de la versión 0.6.0 se han retrasado un poco debido a varios problemas (como la recodificación de las escenas cinemáticas de Broken Sword) y el desarrollo profundo de ciertas características (como el subsistema INSANE de Full Throttle).

Para intentar reducir la duración de la fase de testeo prelanzamiento, quisiera pedir a todo el que utilice compilaciones diarias o del CVS que informe de cualquier error que encuentre de forma generalizada. Esto incluiría (a pesar de lo que solemos decir) a nuestros juegos «nuevos»: Full Throttle, Flight of the Amazon Queen, Broken Sword 1 y 2.

Ya que pedimos testeadores antes de paralizar el desarrollo de cara a lanzar la nueva versión, os pedimos que comprobéis que estáis probando la última versión disponible del CVS antes de informar de cualquier fallo.

12 dic. 2003: ScummVM ha muerto, leed este mensaje, por favor.
Publicado por ender

Aunque sabemos que se acerca el fin del año, nos entristece anunciar que el proyecto ScummVM va a cerrar por motivos personales por parte de la mayoría de los desarrolladores. Algunos de los visitantes de nuestro foro, como timofonic, llevaban un tiempo sospechándolo, y, por desgracia, einheitlix me ha suplicado que diga la verdad.

Ha sido un gran viaje y teníamos cosas maravillosas en camino, como un juego nuevo que pretendíamos liberar en formato freeware para nuestra próxima versión y el anuncio de que la finalización del soporte para Full Throttle, algo muy solicitado, estaba por llegar, aunque probablemente lo haría en la versión 0.7.0 y no en la 0.6.0... pero todo esto ya es irrelevante.

Pretendía retrasar el anuncio hasta que pasaran las fiestas, pero como no es más que un bulo para ver cuántas personas leen de verdad nuestra página de noticias prestando atención, he decidido publicarlo ahora.

Resumiendo en caso de que algunos se hayan saltado el último párrafo: NO estamos muertos. Estamos vivitos y coleando, ¡y a principios del año que viene os traeremos cosas muy chulas!

(el enlace no tan bien escondido... ¡Echad un ojo a lo que traerá la próxima versión!)

9 sept. 2003: Me siento sucio
Publicado por ender

Bienvenidos a otro recordatorio cuasiregular de que, sí, vuestro proyecto favorito no está muerto ni de lejos. ¿Qué se ha cocido en el mundo de ScummVM?

La versión 0.6.0 de ScummVM, aunque no saldrá hasta dentro de unos meses como mínimo, os va a dejar alucinando en colores. O, por lo menos, en púrpura. Entre los habituales grandes cambios estructurales, el repertorio de corrección de fallos y quizás una plataforma nueva que otra... recientemente (casi) hemos acabado con el soporte para las versiones originales V1 de Maniac Mansion y Zak McKracken. Esto solo dejaría al difícil Full Throttle como el único juego de LucasArts al que no damos compatibilidad en su forma oficial.

Además y, de nuevo, gracias a la amabilidad de Revolution, la próxima versión de ScummVM incluirá la compatibilidad para otro de sus maravillosos e innovadores juegos: ¡Broken Sword 2!

Ambas cosas ya están presentes, en cierta medida, en nuestras compilaciones diarias y el CVS de desarrollo, pero, por favor, recordad que siguen siendo experimentales y que se está trabajando en ambas. Por favor, NO informéis de errores ni molestéis a nadie preguntando por ellos. ¡Y quizá, solo quizá, podríamos tener más sorpresas en la próxima versión importante antes de que llegue a vuestro servidor de SourceForge más cercano!

8 ago. 2003: ScummVM 0.5.1 publicada
Publicado por ender

Hoy se ha publicado la versión 0.5.1 de ScummVM que corrige varios problemas descubiertos desde la versión 0.5.0.

Estos son los cambios incluidos:

  • Se ha reescrito por completo el código del sistema de partidas guardadas de Beneath a Steel Sky, eliminando varias situaciones en las que ScummVM 0.5.0 produciría partidas guardadas inutilizables o «congeladas».
  • Se han corregido varios errores adicionales en Beneath a Steel Sky
  • Se han arreglado algunos defectos gráficos de actores en Curse of Monkey Island
  • Se han resuelto algunos problemas al ejecutar ScummVM a pantalla completa en MacOS X
  • La conversión a MorphOS ha recibido varias correcciones importantes
  • La conversión para Dreamcast ahora es compatible con Simon the Sorcerer 1 y 2

Recomendamos a todos los usuarios que actualicen el emulador a esta versión. Tened en cuenta que aunque las partidas guardadas de BASS hechas con la versión 0.5.0 son compatibles con esta versión, recomendamos volver a empezar la partida utilizando el sistema de guardado de la versión 0.5.1 si seguís teniendo problemas.

3 ago. 2003: Nada es perfecto
Publicado por ender

Aunque ScummVM 0.5.0 es nuestra versión más probada hasta la fecha, siempre se escapan algunos fallos entre las grietas. Entre otros fallos menores, hemos descubierto que Beneath a Steel Sky puede producir partidas guardadas inestables. Aunque es un problema de temporalidad muy poco común en la mayoría de los sistemas, un pequeño grupo de personas puede encontrárselo con bastante frecuencia.

Se ha previsto lanzar una versión puntual de ScummVM, la 0.5.1, a corto plazo con la intención de corregir este y otros problemas menores que hemos encontrado. Por otro lado, a lo largo de la semana pondremos a vuestra disposición el manual de Beneath a Steel Sky y puede que un escaneado del cómic incluido.

¡Gracias por vuestro apoyo para hacer que nuestro proyecto sea aún mejor!

2 ago. 2003: ScummVM 0.5.0, Beneath a Steel Sky, y una tecla Bloq Mayús ROTA
Publicado por ender

Acaba de salir la versión 0.5.0 de ScummVM, el intérprete de juegos de aventura clásicos. Esta es nuestra versión más examinada hasta la fecha, ¡gracias a todos los que acudisteis a nuestra llamada!

¿Qué novedades hay? Bueno, además de las habituales mejoras y correcciones de fallos, hay:

  • Revisión extensa del subsistema de música, ahora hay más juegos con soporte para música
  • Compatibilidad con las versiones Enhanced (V2) de Maniac Mansion y Zak McKracken
  • Compatibilidad con Beneath a Steel Sky, ¡gracias a Revolution Software por darnos el código fuente original en ensamblador!
  • Se ha añadido la opción para corregir la relación de aspecto a petición popular

Podéis encontrar un enlace con las notas de la versión y una lista más completa de cambios en la página de descargas, junto con las descargas en sí... ¡y nuestra sorpresa especial (el secreto peor guardado del mundo :)

Como detalle muy ESPECIAL, ¡el maravilloso equipo de Revolution Software Ltd. ha decidido permitirnos que Beneath a Steel Sky sea *freeware*! Podéis descargar o bien la versión en CD (70M, incluye voces) o la versión en disquetes, más reducida (8M), junto con ScummVM 0.5.0 en nuestra página de descargas.

¡Que os aproveche! Ah, y hay un botoncillo para donativos a la izquierda. Tenemos que comprarle a nuestro programador de la conversión de Dreamcast una copia de Simon the Sorcerer :)

11 jul. 2003: ScummVM 0.5.0-Pre
Publicado por ender

ScummVM acaba de entrar en una fase de bloqueo del CVS y testeo de cara a un futuro lanzamiento de la versión 0.5.0 estable (con suerte, para finales de julio). ¡Pero necesitamos VUESTRA ayuda!

Por favor, haced clic en la opcioncilla que pone «Documentación» y leed la lista de tareas de la versión 0.5.0. Si hay un juego que esté marcado como por probar y tenéis ganas de jugarlo con la última versión en desarrollo de ScummVM, por favor, hacedlo y contadnos los resultados. Hay más información en la página de la lista de tareas.

Entre los muchos cambios que tendrá la futura versión 0.5.0, sobre todo en el campo de la música, está la compatibilidad para tres juegos nuevos:

  • Maniac Mansion Enhanced
  • Zak McKracken Enhanced
  • Beneath a Steel Sky, gracias al apoyo de Revolution

En otras noticias, el CVS anónimo ha ido (y desde hace tiempo) bastante retrasada respecto al árbol de desarrollo oficial. Si queréis la ultimísima versión del CVS (para hacer pruebas, por ejemplo), utilizad el enlace «Instantánea de la fuente» en la página de Descargas y no CVS anónimo. Y, por supuesto,
tened cuidado

25 may. 2003: ¡Levántate, hijo de Cygna! Es el amanecer de ScummVM 0.4.1
Publicado por fingolfin

ScummVM 0.4.1, una versión pensada para mejorar la estabilidad, ya está disponible para su descarga. Los cambios respecto a la versión 0.4.0 incluyen lo siguiente:

  • Se han corregido varios cuelgues y fallos en Curse of Monkey Island.
  • Se han corregido varios fallos relacionados con la música y con iMUSE.
  • Añadido AdvMame3X, lo que permite hacer un escalado 3x con el sistema AdvMame.
  • Corregidas las puertas del aeropuerto en Zak McKracken
  • Corregido un cuelgue en el backend de SDL

El código fuente y los binarios para Linux, Windows, Mac OS X, Solaris y PalmOS ya están disponibles en nuestra página de descargas. Como siempre, el resto de binarios (para PocketPC, MorphOS, Dreamcast y otros) llegarán en breve.

12 may. 2003: SUCIO PERIODISTA SENSACIONALISTA ANUNCIA SCUMMVM 0.4.0
Publicado por fingolfin

Cinco meses después de nuestra última versión, 0.3.0b, y más de 2 500 commits y adds después, al equipo de ScummVM le complace presentar ScummVM 0.4.0.

Este es un resumen de sus novedades:

  • Compatibilidad con Curse of Monkey Island (comi) (experimental)
  • Añadido soporte para las versiones EGA de Loom, Monkey Island e Indy3
  • Mejorado el soporte de la música de Indy3 y las versiones en disquete de Monkey Island
  • Muchas mejoras y arreglos en Simon the Sorcerer 1 & 2
  • Código para Beneath a Steel Sky en un estado muy prealpha. No esperéis que haga mucho (de hecho, está desactivado en la versión 0.4.0, pero podéis verlo si compiláis ScummVM por vuestra cuenta).
  • Soporte más prealpha todavía para las versiones mejoradas de los juegos SCUMMVM V2 (Maniac Mansion y Zak)
  • Soporte preliminar para los primeros juegos de Humongous Entertainment (muy experimental)
  • Nueva consola de depuración y varias mejoras en interfaz y lanzador
  • Nuevo código de guardado y carga (más fácil de expandir e igual de compatible)
  • La conversión para Dreamcast ya es compatible con los juegos nuevos añadidos en la versión 0.3.0b
  • Nueva conversión oficial para PalmOS
  • Varios arreglos menores y no tan menores para los juegos de SCUMM
  • Arreglada una importante fuga de memoria en The Dig/COMI
  • Optimización del código de SMUSH, se ha añadido una función de salto de fotogramas para sistemas más lentos
  • Limpieza de código

El código fuente y los binarios para Linux, Windows, Mac OS X, PocketPC, Solaris y PalmOS ya están disponibles en nuestra página de descargas. Los binarios para MorphOS, Dreamcast y otros llegarán en breve.

¡Esperamos que os encante el mejor ScummVM hasta la fecha!

24 abr. 2003: Las cosiñas actuales.
Publicado por ender

Últimamente hemos recibido varios emails preguntando si hay avances en ScummVM. Queremos tranquilizar a aquellos que -no- siguen el CVS que sí, hay muchos progresos.

En estos momentos nos estamos preparando para el lanzamiento de la versión 0.4.0, que debería tener lugar dentro de unas pocas semanas. Me gustaría pedir a aquellos que les gusta vivir al límite que prueben las compilaciones del CVS o las diarias y que nos avisen si hay algún problema que deberíamos conocer. En la sección de Documentación, a mano izquierda, encontraréis la «Lista de tareas para ScummVM 0.4.0». Aquellos juegos que hayan sido probados y no tengan problemas estarán mencionados allí, por favor, probad aquellos juegos que no estén marcados como probados y contadnos vuestros resultados en el foro (actualización: nos referimos al foro General). No olvides incluir la fecha en la que te has bajado la compilación con la que te hayas pasado el juego.

Ahora mismo estamos concentrados en los primeros juegos EGA (Maniac Mansion, Zak McKracken, LoomEGA, Indy3EGA), aunque la compatibilidad con Beneath a Steel Sky avanza a un ritmo lento, pero seguro. Además, alguien ha donado recientemente un chip para PlayStation 2 al equipo, así que podéis esperar una conversión nativa para PS2 para cuando Ender tenga el chip instalado (ScummVM ya funciona bien bajo Linux para PlayStation 2).

Un recordatorio para todos aquellos interesados en nuestros últimos avances: podéis suscribiros a la lista de correo cvs-logs. Haced clic en «Inicio del proyecto», a mano izquierda, y buscad la página de Listas. Esta lista recibirá un email cada vez que haya cambios en el código fuente, así que os advertimos que puede ser un tanto técnica y generar mucho tráfico. Como alternativa, también podéis jugar simplemente a las compilaciones CVS o a las diarias y ver si encontráis algo nuevo :)

18 mar. 2003: DEP yot, 1983-2003
Publicado por fingolfin

El pasado viernes 14 de marzo, nuestro compañero, desarrollador de ScummVM y amigo, Felix Jakschitsch (conocido por muchos por su apodo yot), se suicidó con solo 19 años.

Estamos completamente conmocionados por la noticia y no comprendemos qué le pudo llevar a hacer eso. Este es un mundo muy triste si que un hombre tan alegre, inteligente y servicial no encuentra otra salida que la de quitarse la vida. Lamentamos perder a nuestro apreciado amigo. Él hizo un trabajo importante para ScummVM, que incluye buena parte del soporte para Zak256. Todos sentimos profundamente su pérdida y ofrecemos nuestro pésame a su familia y amigos, con los que compartimos su dolor.

Si queréis dejar un mensaje a sus allegados, hay un libro de visitas disponible. También hay aquí un artículo de periódico con más detalles (utilizad Babelfish si no habláis alemán).

Felix, te echamos de menos y no te olvidaremos nunca.

8 mar. 2003: Conversión para PlayStation 2
Publicado por ender

Últimamente el trabajo ha ido despacio, pero con el añadido del proyecto superchachisecreto número seis, el desarrollo ha vuelto a coger ritmo, con mucha limpieza de código y unas correcciones bastante importantes. Podéis esperar una nueva versión dentro de un tiempo.

En otras noticias, ha vuelto a haber un repute en el interés por tener una conversión a PlayStation 3. Yo (Ender) estoy bastante dispuesto a hacerla si la gente dona, como mínimo, 75 dólares estadounidenses (mirad el botoncito que hay bajo el menú) para comprar un chip. No debería llevarme mucho y uno de vosotros, nuestros fieles usuarios, ya se ha ofrecido a instalarlo si nos hacemos con uno. Si hay el suficiente interés (que, evidentemente, dependerá de las donaciones :), comenzaremos con una conversión oficial inmediatamente.

28 ene. 2003: El pueblo ha hablado :)
Publicado por ender

En el Linux Game Tome (http://happypenguin.org), ScummVM ha sido votado como el mejor emulador. Gracias a todos los que nos habéis votado.

Cambiando de tercio, la compatibilidad de Curse of Monkey Island se está estabilizando. Aunque aún hay ciertos defectillos gráficos, solo nos quedan dos fallos graves en la jugabilidad y unos cuántos otros «inconvenientes» y comportamientos incorrectos. Esperamos poder anunciar que Curse of Monkey Island es jugable de principio a fin muy pronto.

Muchos nos han preguntado qué haremos a partir de ahora. Esta es una guía rápida (¡y muy sujeta a cambios!) de nuestros próximos objetivos:

  • Febrero de 2003: Curse of Monkey Island jugable de principio a fin
  • Feb-Mar 2003: Testeo de regresiones y correcciones de fallos en otros juegos compatibles
  • Feb-Mar 2003: Finalización de la característica del lanzador (ventanas de opciones con pestañas, etc)
  • Primeros de marzo de 03: Bloqueo del CVS, testeo de regresiones, lanzamiento de 0.4.0
  • A partir de marzo: Soporte de juegos V1/V2 (Maniac Mansion, Zak en sus versiones ajenas a FmTowns, Loom para EGA, etc.)

Como siempre, estas son unas pautas muy generales que dependen de los avances y el tiempo libre de nuestros desarrolladores. Si quieres ayudar y sabes utilizar CVS y un compilador... ¡arréglanos fallos o testea las regresiones! Estamos muy interesados en encontrar a personas que puedan testear el CVS con los juegos ajenos a ComI, para que busquen fallos críticos que no estuvieran presentes en la versión 0.3.0b y también probar varias versiones del CVS y localizar, como mínimo, el día en el que empezó a ocurrir ese fallo. Esto nos ayudará a determinar más fácilmente los cambios que han podido dar problemas sin pasarnos semanas buscando a ciegas.

Cabe decir que si encuentras un fallo crítico que SÍ esté presente en la versión 0.3.0b, puedes mirar a ver si hay un informe de fallos. ¡Si no hay uno, mándalo, por favor!

6 ene. 2003: Pingüinos, pingüinos... por todas partes...
Publicado por ender

Hola a todos.

Me interesa (a Ender) saber si irá algún usuario de ScummVM a la Linux.conf.au '03 de Perth... Si vas a estar allí, coméntalo en el foro. Si nos juntamos unos pocos, podríamos tomarnos una pizza o algo cuando acabe, o a lo mejor montar una quedadilla improvisada de fans de los juegos clásicos (si otro quiere organizarla, esas cosas se me dan fatal :)

Hasta luego.

4 ene. 2003: Jo, jo, jo, la botella de...
Publicado por ender

Para empezar queremos comentar que los problemas con el foro Clie Source han sido solucionados y que la conversión para Palm de Clie se fusionará con el CVS en cuanto chrilith actualice su conversión para que funcione en la arquitectura OSystem de la versión 0.3.0.

Un apunte sobre el soporte para CMI (COMI/Monkey3). En solo unas pocas semanas se han hecho grandes avances en este juego, pero los trabajos irán más despacio a partir de la semana que viene, ya que hay varios desarrolladores ocupados. Ahora mismo, salvo por ciertos fallos que hacen que la escena del cañón sea un tanto difícil de jugar e inestable, es posible llegar hasta la Parte II del juego.

Los principales problemas que nos quedan incluyen un fallo en la asignación de flObject (provoca cuelgues en ciertas conversaciones), problemas de cierre de scripts (provocan varios cuelgues catastróficos en la escena del cañón y en varios puzles de la Parte II) y los problemas con la escena del cañón al principio.

Como siempre, recordad que este trabajo sigue siendo experimental y no enviéis informes de fallos al respecto. ¡Los parches siguen siendo bienvenidos! :)

30 dic. 2002: ¡Y feliz año nuevo!
Publicado por ender

... a todos excepto a Casa Addams, a muchos usuarios de los foros de Clie Source (que deben tener un cerebro tan grande como sus PDAs) y al otro idiota que está distribuyendo ScummVM junto con copias piratas de LucasArts por UseNet. Esto es más bien una súplica pública, aunque no esperamos que nos hagan caso gente tan imbécil como para hacer semejante estupidez.

Siento que este mensaje sea tan duro, gente, pero no os dais cuenta de que al relacionar y juntar a ScummVM con copias piratas («Abandonware» o de cualquier otro tipo) de juegos de LucasArts les estáis dando más excusas todavía para que emprendan acciones legales contra nosotros (y llevar a una posible ruina económica a los desarrolladores de este programa :)... Chrilith me decepciona especialmente, ya que él ha garantizado de forma casi tajante que, a menos que seamos muy indulgentes, no integremos una conversión oficial de ScummVM para Palm en el CVS.

Si agradecéis lo que hemos hecho, no abuséis de ello. De lo contrario haréis daño a la reputación y a la posible situación legal de ScummVM y sus desarrolladores. He visto algunos comentarios MUY ridículos en los foros de Clie Source sobre que LucasArts ha dejado de vender estos juegos. A excepción de ciertas versiones (más específicamente, Zak256 y LoomCD), es una estupidez. La mayoría de los juegos de LucasArts pueden conseguirse en lotes a través de Amazon o mediante la tienda LucasArts (si vives en Estados Unidos). Qué diablos, yo vi un montón de aventuras clásicas de LucasArts expuestas en un Electronic Boutique mientras hacía mis compras por navidad.


En otras noticias, ¡el soporte para Curse of Monkey Island va viento en popa! Si os gustan las emociones fuertes, podéis probar nuestras últimas compilaciones diarias (pero, por supuesto, no mandéis informes de fallos relacionados con la compatibilidad de CMI).

26 dic. 2002: Feliz navidad de parte de Murray
Publicado por ender

¡El equipo de ScummVM os desea que hayáis tenido unas felices fiestas!

Para empezar, nos gustaría mencionar que LucasArts ha publicado un pack, al menos en Reino Unido, con versiones actualizadas de Sam and Max y Full Throttle diseñadas para ejecutarse en Windows 95/98/ME/NT/2K/XP. Este pack (con el creativo nombre de «The Entertainment Pack», «pack de entretenimiento») también incluye The Dig y Grim Fandango... Estas versiones no han sido actualizadas y son las originales para Windows (sí, estos juegos APARECIERON con versiones nativas para Windows en algunos de los antiguos packs de aventuras de LucasArts).

Los motores de Sam and Max y Full Throttle no han sido adaptados de forma interna en LucasArts, presumiblemente por falta de tiempo Y porque casi todos los que trabajaron en SPUTM/SCUMM han dejado la empresa; sino por Aaron Giles, el programador original para Mac (y desarrollador reconocido por MAME :). No hay modificaciones más allá de un wrapper DirectX para el código de gráficos y un escalador muy, muy malo.

¿Cuál es nuestra opinión? No seremos imparciales, pero a no ser que necesites una compatibilidad perfecta, quieras jugar a Full Throttle ahora mismo o te falten más de dos de los juegos incluidos, probablemente saldrá mucho más barato comprarlos de segunda mano o por separado. Los binarios actualizados que incluye este pack son inferiores a ScummVM en cuanto a características, ya que no tendréis nuestras prestaciones mejoradas, como el soporte para plataformas -ajenas- a Windows (como Macintosh, Unix y PocketPC), nuestros escaladores de gráficos, etc. Por supuesto, si compras este pack, los archivos de datos de los juegos no han sufrido cambios y siguen siendo, por supuesto, compatibles con ScummVM. Es un detalle que LucasArts publique algo como esto y haga algo positivo para intentar revivir sus clásicos... ¡o por lo menos ir generando expectativas para sus secuelas! :)

En conclusión, compradlo si lo queréis o si sois coleccionista, pero la mera inclusión de la compatibilidad con Windows no merece la pena por sí misma. No obstante, si lo compráis, estaréis animando a LucasArts para que actualice más clásicos en el futuro... aunque esperamos que ScummVM haga que esa necesidad se vuelva obsoleta en breve. Sugerimos a LucasArts que dedique sus costes de desarrollo a reeditar sus clásicos perdidos más raros, como la versión a 256 colores de Zak Mckracken para FmTowns. Para los que estén interesados, las versiones actualizadas fueron compiladas el 2 de octubre en el caso de Full Throttle y el 24 de octubre en el caso de Sam and Max.

Cambiando a noticias sobre el desarrollo, varios desarrolladores de ScummVM se han estado aburriendo muchísimo y se han puesto a programar en navidad, consiguiendo en solo unos días las bases para dar un soporte básico a Curse of Monkey Island. Seguro que a nuestros usuarios de Macintosh les alegrará saber que en poco menos de un mes por fin podrán jugarlo. Las versiones compatibles están en los últimos CVS y compilaciones diarias, pero NO MANDÉIS informes de fallos, porque sabemos que no funciona o no hace nada en estos momentos. La compatibilidad total llegará «cuando esté terminada»... o cuando salga Duke Nukem. Lo que llegue primero.

¡Jo, jo, jo!

14 dic. 2002: Bombardeo mediático
Publicado por ender

Olvidé comentarlo al publicar la versión 0.3.0b, pero ScummVM ha aparecido recientemente en una revista británica: PC Zone mencionó a ScummVM en un análisis del iPAQ 3870. Tenéis disponible un escaneado de la página. Además, la revista alemana de informática c't publicó un artículo sobre juegos para PDAs que también mencionó a Pocket Scumm (lo siento, pero no hay fotos por el momento).

¿Llevar Monkey Island en el bolsillo? Desde luego.

Si alguien más descubre que ScummVM ha salido en prensa, agradeceríamos que nos dejéis el recado en press_stuff@scummvmNOSPAM.org. Quitad la parte NOSPAM de la dirección, evidentemente. Y, si es posible, enviad también un escaneo de la página.

Si trabajas para una revista que quiera mencionar a ScummVM, quizás en un artículo sobre retrogaming (*guiño, guiño...*), también puedes escribirnos tranquilamente. Tal vez podamos organizar una entrevista, enviar capturas de pantalla, prestar ayuda... o un soborno a base de grandes cantidades de plátanos.

7 dic. 2002: ¿Es real? ¿Es un pájaro? ¿Es un avión...?
Publicado por ender

¡No! ¡Es ScummVM 0.3.0b, nuestra primera versión oficial desde que LucasArts viniera a por nosotros!

Pequeña actualización: también hemos añadido unos cuántos enlaces en la página correspondiente que tal vez os interesen. Sobre todo VOGONS, por favor, dejad de preguntarnos si vamos a hacer cosas como dar soporte a Beneath a Steel Sky :)

Efectivamente, desde hace muchos, muchos meses, cuando LucasArts nos envió un aviso DMCA (y decidimos sabiamente, tras el posterior efecto slashdot y el clamor popular por vuestra parte, negociar con ellos :), hemos estado esperando a llegar a un acuerdo con LucasArts antes de publicar la esperada versión nueva. La espera ha terminado. No, no hemos llegado a un acuerdo, solo nos hartamos de esperar a publicar esta joyita.

Ha habido cientos o miles de correcciones desde nuestra última versión, la 0.2.0... por no mencionar la compatibilidad con, al menos, tres juegos nuevos (la versión VGA de Indiana Jones and the Last Crusade y soporte para The Dig y Simon the Sorcerer 2)... y nuevas características, como una interfaz ingame muy mejorada y un lanzador integrado para que os sea mucho más fácil añadir, configurar y ejecutar vuestros juegos clásicos de (y AdventureSoft). También tenemos soporte experimental para Full Throttle y muchísimas correcciones para los juegos que introducimos en la última versión... como la versión a 256 colores de Zak McKracken para FmTowns y la versión VGA en disquetes de Monkey Island.

Para ver un resumen breve de los cambios, pasaos por las notas de la versión, o mejor aún... descargadla directamente.

Con suerte, podremos ofreceros versiones nuevas con mayor frecuencia a partir de ahora, con suerte, una vez al mes. Esperamos que disfrutéis de esta versión tanto como nosotros nos hemos frustrado haciéndola, y recordad: ¡si le dais todo vuestro dinero a LucasArts, a lo mejor nos dejarán vivir y no nos abandonarán en... en... Monkey Island! (Agh, plátanos... Odio los plátanos).

Para aquellos interesados en las noticias aburridas, aquí tenéis un resumen y una actualización sobre nuestra situación jurídica para los usuarios que acaban de descubrir ScummVM.


*Llevamos una temporada en un punto muerto con LucasArts. Simplemente, a LucasArts no les gusta nuestra licencia actual, la GPL (Licencia Pública General). Aunque no nos parecía necesario, hemos acordado cambiar la licencia a algo más «apetecible» para LucasArts. No obstante, LucasArts quiere que incluyamos términos de distribución que van en contra de la sección uno de las Directrices de software libre de Debian (DFSG) y la definición de código abierto. No podemos aceptar ni esto ni la condición que nos quieren exigir (que no haya distribución comercial)... porque entra en conflicto con la DFSG y la OSD, que necesitamos, y es algo que no estamos totalmente seguros de que podamos imponer legalmente: varias distribuciones de Linux y BSD ya incluyen paquetes de ScummVM y no podemos estar totalmente seguros de que se den cuenta de que ha cambiado la licencia. Ah, y nosotros QUEREMOS que las distribuciones puedan incluir nuestro software :)

Hasta la fecha, LucasArts no ha sido capaz de presentar una queja en firme sobre ScummVM, más allá de varias declaraciones imprecisas de que si ellos no podían obligarnos a cumplir estas condiciones, estarían cediendo los derechos de sus propiedades intelectuales. A nosotros no nos parece que sea así, desde luego, no hay ningún caso documentado de que la GPL haya provocado este desafío en el pasado y hay propiedades mucho más importantes licenciadas bajo la GPL, como los juegos de Quake de id software. LucasArts no va a publicar ninguna línea de su código bajo la GPL y nosotros no creemos que deberían obligarnos a cambiar nuestra licencia: solo queremos que nos dejen hacer nuestro emulador tranquilos. Si se quieren sentir más seguros desde un punto de vista jurídico, pueden autorizarnos, pero si van a pedir un paso tan importante por nuestra parte, como es cambiar la licencia, ellos tendrán que capitular como mínimo en la parte del cumplimiento con las OSD/DFSG.

Desde el equipo de ScummVM queremos dar las gracias a aquellos dentro de LucasArts que nos están apoyando y que intentan ayudarnos a llegar a un acuerdo. Solo estamos actualizando el motor de los juegos mediante un emulador... porque vosotros no lo habéis hecho, aunque llevamos años pidiéndolo. Hasta os hemos dado dinero, ya que un gran número de nuestro grupo ha COMPRADO vuestros lotes de juegos solo para poder jugarlos con ScummVM.*

Estos últimos párrafos han sido presentados por el departamento de «no nos demandéis por publicar una versión nueva».

8 nov. 2002: Aviso de inactividad
Publicado por ender

¡Saludos, aventureros!

Nuestro hosting, SourceForge, va a trasladar su hardware entre el 14 y el 17 de noviembre. Durante estas fechas habrá varios cortes en el servicio:

  • 14 de noviembre: Las descargas y listas de correo de ScummVM no estarán disponibles entre, aproximadamente, las 16:00, hora del Pacífico (GMT-8) y las 19:00.
  • 17 de noviembre: La página web de ScummVM y el árbol CVS no estarán disponibles a partir de las 10:00, hora del Pacífico. Este corte puede durar hasta doce horas, ¡pero ojalá sean menos!

¡Gracias y volved a Snuckeys pronto!

5 nov. 2002: Designios ineSCUMMtrables...
Publicado por ender

Bueno, parece que hemos perdido el contacto con LucasArts, ya que hace semanas que no sabemos de ellos. Así que asumiendo que no nos manden un email de repente en contra de esto, vamos a preparar el lanzamiento de la versión 0.3.0.

Lo primero de todo, ScummVM 0.3.0 será compatible con:

  • Zak McKracken (versión a 256 colores para FmTowns)
  • Monkey Island (versión VGA en disquetes y versión en CD mejorada)
  • Monkey Island II
  • Loom (Versión talkie en CD)
  • Indiana Jones and the Fate of Atlantis
  • Day of the Tentacle
  • Sam and Max Hit the Road
  • The Dig
  • Simon The Sorcerer 1

La próxima versión importante, 0.4.0, será compatible con:

  • Simon The Sorcerer 2
  • Full Throttle
  • Indiana Jones and Last Crusade (versión a 256 colores)

¿Y qué podéis hacer para ayudarnos? Bueno, ahora mismo necesitamos gente que pruebe todos los juegos compatibles y nos avise de si hay fallos de importancia que los conviertan en injugables. Para saber más, leed la información de la versión 0.3.0 de ScummVM.

17 oct. 2002: Estado del SCUMM
Publicado por ender

Recientemente se ha publicado un mensaje en la lista de desarrollo de scummvm que detalla la situación actual de ScummVM, incluyendo detalles sobre nuestros objetivos para la próxima versión y una actualización sobre el asunto jurídico.

Aquí está el enlace del email del Estado de SCUMM.

4 oct. 2002: No está muerto, Murray, solo está maldito.
Publicado por ender

¡Aquí tenéis nuestra noticia semianual!

El asunto jurídico sigue en el aire mientras esperamos una respuesta de LucasArts a nuestro último email.

En cuanto a avances, quienes estén siguiendo las compilaciones diarias habrán visto la nueva interfaz ingame que hemos implementado. Sigue estando bajo desarrollo, así que podéis esperar que pasen cosas raras.
Algunos de nuestros encantadores desarrolladores están trabajando en mejorar la compatibilidad con The Dig y Full Throttle, ya que parece que podríamos tener uno de los dos jugable de principio a fin para cuando se haya resuelto el asunto jurídico y podamos publicar una nueva versión.

Mientras tanto, el árbol CVS y las compilaciones diarias se encuentran en un estado un tanto experimental.

Cambiando de tema, buscamos mercenarios para secuestrar a dos personas y torturarlas para que nos revelen las dos «partes problemáticas» que tiene ScummVM actualmente.

Necesitamos al principal responsable de extender el sistema iMUSE en Sam and Max Hit The Road. Prácticamente todos los fallos que quedan en ScummVM relacionados con el soporte de ese juego tienen que ver con el sistema iMUSE, así que si alguien puede «procurar» a alguna persona o información sobre este subsistema, por favor, que contacte con Ender para organizar una entrega discreta del... paquete.
Segundo, necesitamos a Vince Lee para interrogarlo sobre el motor de escenas INSANE utilizado en juegos como Full Throttle. Nuestra falta de información respecto a este sistema ha dejado los avances de este juego en un punto muerto. Si podéis encontrar a esta persona o cualquier información relacionada con INSANE, seréis recompensados debidamente. Se respetará el anonimato en caso de que el «facilitador» lo solicite.
Como alternativa, podemos llegar a un acuerdo si alguien está dispuesto a irrumpir en la sede central de LucasArts y convencer a sus ocupantes de que ofrezcan el código o información sobre ambos casos. Nuestros intentos de infiltrarnos en el edificio han fracasado por culpa de un ente misterioso llamado «directiva».

Ahora, en serio, si alguien tiene cualquier información sobre estos quebraderos de cabeza, que por favor se ponga en contacto con Ender. Si has trabajado para LucasArts y deseas ayudar de forma anónima, respetaremos esa decisión. Yo no tendría mucho miedo a prestar ayuda, ya que nuestras negociaciones han demostrado que están bastante dispuestos a dejarnos existir, lo único que no quieren («por el momento») es compartir cualquier información o código fuente.

Gracias por jugar y recordad: ¡«Nunca pagues más de veinte duros por un videojuego»!

15 sept. 2002: ¡Hip, hip, Murray!
Publicado por ender

A las 16:57 (GMT) del 17 de septiembre... ¡yo, ScummVM, habré cumplido un año oficialmente!
Por desgracia, ¡nadie me dijo que yo era huérfano! Pero voy a hacer una fiesta de todos modos. ¡Así que estáis todos invitados a asistir a mi canal de IRC, #scummvm, en irc.freenode.net!

Si eres famoso o te gusto y quieres saludarme a mí y a mis padres... ¡pásate! O si solo quieres enviarme una tarjeta de cumpleaños, o confirmar tu asistencia, pásate por la página de Contacto y escríbele a Endy o a alguien. O escribe en mi flamante foro por el cumpleaños. Deberíamos estar todo el día por ahí.

Si quieres conocer a un desarrollador de ScummVM en la vida real y comprarle algo (¡Yo no tengo mamá! ¡Buaaa...!) o invitarle a una cerveza... siempre puedes dejar un mensaje en el foro por el cumpleaños y ver si hay alguien por tu zona. ¡Seguro que te lo agradecerán!

Ah, y he perdido una sudadera de lana con tres rositas. ¡Si la ves, envíamela al CVS, por favor!

29 ago. 2002: No pagues más de veinte duros por un videojuego...
Publicado por ender

Señoras, señores, monos con tres cabezas y mindbenders... Presten atención.

Antes de nada, una actualización sobre nuestras negociaciones legales con LucasArts. Estamos cerca, con suerte muy cerca, de completar nuestro acuerdo, y esperamos poder hacer un anuncio al respecto a lo largo de la semana que viene. Por supuesto, teníamos la esperanza de haberlo hecho hace un mes. Por desgracia, LucasArts está bastante ocupada y ha llevado un tiempo hablar con las personas pertinentes.

En otro orden de cosas, me gustaría comentar algo que asoma, como mínimo, una vez por semana. No, ScummVM no está en posición de dar soporte a OTROS juegos ajenos a SCUMM. Sin contar el añadido de Simon, el equipo actual ha estado demasiado ocupado intentando terminar el soporte para las aventuras clásicas de LucasArts ya existentes. Aunque tal vez demos soporte a otros juegos en el futuro, ahora mismo no pretendemos hacerlo... y toda petición al respecto será ignorada directamente.

A menos que incluya un donativo de más de 2.000 dólares.

Entretanto, os sugerimos que pidáis ayuda a la maravillosa web VOGONS (Juegos Muy Antiguos en Sistemas Modernos) si necesitáis ayuda para usar otros juegos en sistemas operativos modernos.

En fin, eso es todo por el momento. Últimamente los donativos han brillado por su ausencia, así que si no lo habéis hecho, plantearos la idea de utilizar el botón de PayPal que está bajo el menú de la izquierda... y enviadnos algo de dinero. Últimamente estamos empleando los donativos en los costes jurídicos y la compra de software (como una copia, o tres, de IDA Pro y juegos que algunos de nuestros desarrolladores no tienen aún).

12 ago. 2002: Se busca: Pastilla de jabón
Publicado por ender

Buenas tardes, gente. Sé que hace mucho tiempo que no tenéis noticias mías y os estaréis preguntando por qué os he convocado aquí hoy.

He oído rumores de que el proyecto está muerto y quiero asegurar a todo el mundo que no es así. Hemos estado trabajando duro últimamente, corrigiendo muchos fallos de varios juegos. De hecho, estamos casi listos para lanzar otra versión... pero estamos esperando una resolución a nuestros dramas jurídicos antes de seguir adelante.

¿Y qué está pasando en el frente legal? Bueno, nuestro antiguo líder del proyecto (James 'Ender' Brown) ha tenido muchas conversaciones telefónicas con LucasArts y deberíamos poder anunciar en breve un acuerdo que contentará a ambas partes. Quisiera dar las gracias a LEC por estar abiertos a la idea de mantener el proyecto con vida y no forzarnos a cerrarlo.

Con suerte, en la próxima semana, se anunciará la noticia sobre nuestro futuro. Hasta entonces, seguid donando y contando a todos lo mucho que os encanta ScummVM. Recordad: los que vayan por ahí diciendo «LucasArts es un asco» no serán los que los convenzan para ayudar al proyecto... ¡sino los que digan «ScummVM es lo mejor»!

1 jul. 2002: ¡Tenemos más vidas que LeChuck!
Publicado por ender

Señores, por ahora seguimos vivos. Actualmente estamos hablando con LucasArts para ver si llegamos a un acuerdo. Sinceramente, aunque esperamos que sea posible, dudamos que el acuerdo que pueda ofrecer LucasArts nos otorgue ciertas libertades que necesitamos para seguir desarrollando. Una de las cosas que más temen la mayoría de las empresas es la GPL (Licencia Pública General). Algunas empresas creen que esta licencia otorga a los usuarios demasiadas libertades en el uso de su software. Por desgracia, si LEC tiene esa opinión, es posible que rechacemos su oferta. Es casi imposible relicenciar un software GPL, ya que requeriría el permiso de todo aquel que haya escrito una sola línea de código existente en ScummVM.

Así que, hasta la fecha, nuestras comunicaciones han sido extraoficiales y de forma imprecisa, ¡pero estad seguros de que no hemos desaparecido y de que os informaremos a medida que vayan surgiendo las novedades!

También queremos dar las gracias a todos los que habéis donado. Actualmente hemos conseguido poco más de 100 dólares, que hemos reservado para comprar copias de juegos para hacer pruebas, pero también estamos ahorrando para nuestro objetivo de 300 dólares con el que comprar una copia de IDA Pro, el mejor desensamblador que existe en la faz de la Tierra. Seguid donando :)

25 jun. 2002: ¡Ay, la legalidad...!
Publicado por ender

Actualización: El texto de la carta y la respuesta del equipo pueden encontrarse en los archivos de la lista scummvm-devel
Hoy se ha cumplido un hito para el proyecto ScummVM, ya que por fin hemos recibido el esperado email del departamento jurídico de LucasArts en relación al proyecto.

Afortunadamente, parece que todavía no tienen una queja válida. Su petición de eliminar la página web se basa en la suposición de que estamos distribuyendo el motor de LucasArts a través de la web. Por supuesto, ScummVM es una obra completamente original, basada en ingeniería inversa y descifrado original, a partes iguales, realizados por muchas personas de la comunidad, así que esta petición no nos afecta.

Por el momento, ¡estamos a salvo y continuaremos trabajando para traeros los maravillosos clásicos de la casa LucasArts a vuestros sistemas durante, con suerte, mucho tiempo!

16 jun. 2002: Bis del informe sobre avances
Publicado por ender

Hay poco de lo que informar, pero tranquilos, no nos hemos muerto. La mayor parte del equipo de ScummVM está muy ocupado ahora mismo con sus estudios y trabajo, ¡pero esperamos que pase lo peor muy pronto y podamos ponernos a cerrar errores y publicar una versión nueva! Este es un primer borrador de lo que consideramos nuestros hitos para ScummVM:

  • 0.2.5: Soporte prácticamente perfecto de todos los juegos compatibles
  • 0.3.0: The Dig y MI1 para VGA en disquete compatibles
  • 0.4.0: Indiana Jones and The Last Crusade compatible, más correcciones de fallos
  • 0.5.0: Full Throttle compatible, soporte básico para CMI y Maniac Mansion
  • 0.6.0: Más trabajos en CMI, MM y correcciones de fallos
  • 0.7.0: Maniac Mansion superable de principio a fin, Zak McCracken y Loom16 jugables
  • 0.8.0: Zak McCracken y Loom16 superables de principio a fin
  • 0.9.0: Correcciones de errores y CMI superable de principio a fin
  • 1.0.0: El fin del principio

Evidentemente, es una escaleta muy verde y está sujeta a cambios en caso de que hagamos algún avance en algún juego, pero nos sirve para dar una idea básica de nuestros objetivos. El soporte para CMI será lo más difícil, ya que es radicalmente distinto a las versiones de SCUMMVM con las que hemos tratado hasta la fecha. ¡Felices aventuras!

27 may. 2002: Informe sobre avances
Publicado por ender

Las compilaciones diarias de Windows no tienen virus alguno, algún escáner antivirus tipo AntiVir está identificando erróneamente el reciente troyano con forma de emulador de XBOX (TR/XBoxEmu.2) en todos los archivos autoextraíbles creados con SFX Maker.

Los trabajos en ScummVM han ido bastante despacio últimamente, ya que el equipo de desarrollo principal está bastante ocupado con otros asuntos.

Sabemos que se han encontrado unos cuántos problemas en Zak256 y otros de mayor importancia en Simon dentro de la versión 0.2.0 y pretendemos hacer una versión intermedia (0.2.1) en cuanto hayan sido resueltos. Por supuesto, buscamos a más desarrolladores dispuestos a ayudarnos, ya que ahora mismo solo hay una persona trabajando en el intérprete de juegos (aunque hay varias trabajando en componentes más especializados del motor).

También sabemos de la existencia de una conversión a GP32 e instamos a todo aquel que conozca a su desarrollador que le diga que contacte con contact Ender. Más allá del hecho de que estemos muy interesados en su trabajo y que nos interesaría invitarle a que se una al equipo... ¡Nos fastidia bastante que haya publicado los binarios, pero que no haya forma aparente de contactarlo para que publique el código fuente de su conversión (ya que lo exige la licencia GPL que utiliza ScummVM)!

Hasta la próxima actualización... ¡No puedo coger eso! ¡En serio! Lee mis labios: ¡No... puedo... coger... eso!

14 may. 2002: ¡ScummVM 0.2.0 publicado!
Publicado por ender

Tras una larga espera, ¡ScummVM 0.2.0 ha sido lanzado! Pasaos por la página de descargas y coged la versión para vuestra plataforma favorita.

Actualmente tenemos descargas para i386 Debian Woody, Windows, Dreamcast, MacOSX, Familiar/Intimate y Windows CE. En los próximos días incluiremos descargas para MorphOS, RPMs y a lo mejor para BeOS.

Además de corregir varios fallos importantes, ScummVM es ahora compatible con varios juegos nuevos, como la versión a 256 colores de Zak McKracken, la versión en CD de Loom, ¡y (curiosamente) Simon the Sorcerer! Varios juegos que eran solo compatibles en la versión 0.1.0 ahora son jugables de principio a fin en la versión 0.2.0, como Sam and Max.

El lanzamiento de ScummVM 0.2.0 también incluye a varias plataformas nuevas, un mejor soporte para diversas arquitecturas de CPU y endians, muchas más opciones para la línea de comando, ¡y soporte experimental (es decir, ¡no informéis de fallo!) para Full Throttle, The Dig, la versión VGA de Indiana Jones and the Last Crusade y la versión VGA de Monkey Island (en disquetes)!

Así que no esperéis más. Descargadlo ahora y si os gusta mucho, haced clic en el botoncito de PayPal que hay bajo el menú para donar dinero y ayudar al equipo de ScummVM para poder comprar herramientas y software con el que continuar este proyecto.

11 may. 2002: Las últimas noticias.
Publicado por ender

El equipo de ScummVM todavía está trabajando duro para corregir los fallos que quedan y poder publicar nuestro próximo hito (la versión 0.2.0). Mientras tanto, aquí tenéis algunas noticias sobre el proyecto.

Algo especialmente interesante es que Zak McKracken 256 (la versión para fmTowns con gráficos mejorados) tendrá soporte oficial en la versión 0.2.0 y puede ser jugado de principio a fin con solo dos fallos de importancia en el CVS actual.

Además, ahora mismo tenemos a alguien trabajando en una conversión para GBA. Esta ha sido una petición popular y, con suerte, estará lista a tiempo para la versión 0.3.0. Podéis ver las pruebas de su existencia en esta captura de pantalla de su desarrollo. La conversión está demasiado verde como para entrar al CVS, así que aguantad :)

En otras noticias sobre conversiones, LyonHrt ha compilado una vieja versión del CVS de ScummVM para Dreamcast, mantenida por nuestro compañero Marcus Comstedt. La podéis encontrar más abajo. Tened en cuenta que son compilaciones antiguas y sin soporte oficial del equipo de ScummVM. Cualquier comentario sobre esta conversión debe ir al foro de Dreamcast en ConsoleVision.

1 may. 2002: Actualización sobre el lanzamiento: toma dos
Publicado por ender

Sí, seguimos vivos. Por desgracia, no estamos para nada listos para estrenar la versión 0.2.0, varias personas han visto un gran número de fallos graves que estamos resolviendo. ¡Seguid con nosotros, tarde o temprano los resolveremos!

Ah, y por cierto... Si alguien conoce el paradero de Sean Clark o de cualquier otra persona que hiciera los scripts de Sam and Max, por favor, secuestradlos y obligadles a explicar por qué hay un molesto fallo de carreras de scripting en el vórtice del misterio, que nos ha tenido despiertos las últimas 48 horas.

Gracias y disfrutad de ScummVM :)

14 abr. 2002: Actualización de estado
Publicado por ender

El lanzamiento de la versión 0.2.0 ha sido pospuesto por un tiempo mientras el motor de ScummVM vuelve a ser reorganizado. Sin embargo, como apunte interesante, ¡la versión 0.2.0 también dará soporte a un juego que no utiliza SCUMM! Simon The Sorcerer. Así que compartid y disfrutad la última versión del CVS, amigos.

Algunos también os habréis fijado en que ha aparecido un botón de PayPal en la parte inferior de la barra de navegación. Si habéis disfrutado de ScummVM, por favor, donad algo para que podamos comprar software que nos ayude en el desarrollo. ¡Gracias!

9 abr. 2002: Actualización sobre el lanzamiento
Publicado por ender

Gracias a varias personas hemos confirmado que DOTT, Sam and Max y LoomCD pueden jugarse de principio a fin sin fallos «graves» con el código actual. Por otro lado, se han encontrado varios fallos de importancia en MI2 e Indy4, así que el lanzamiento de la versión 0.2.0 podría llevar más tiempo del esperado.

Los programadores que nos lean pueden leer la lista de fallos y probar suerte con los arreglos. Ahora mismo solo hay una persona trabajando de forma regular en ScummVM, así que el progreso va despacio.

6 abr. 2002: Loom y la versión 0.2.0
Publicado por ender

Después de cierto esfuerzo, la versión de Loom en CD con voces y 256 colores ya es jugable de principio a fin! Con esto hemos empezado a prepararnos para publicar la versión 0.2.0. ¡Os pedimos a vosotros, nuestros jugadores, que nos ayudéis probando las últimas compilaciones diarias y del CVS y que juguéis a vuestros juegos favoritos!
Tenemos que asegurarnos de que los siguientes juegos sean jugables de principio a fin sin fallos importantes (por ejemplo: cierres, cuelgues, etc. Los fallos menores, como la sincronía del sonido, no cuentan):

  • Loom CD
  • Monkey Island 1 (CD)
  • Monkey Island 2
  • Indy 4: Fate of atlantis
  • Sam and Max
  • Day of the Tentacle

Muchas gracias, ¡y esperamos que todo vaya bien para que podamos publicar por fin una versión nueva! Además, a petición popular, ¡la versión 0.2.0 incluirá una nueva función de autoguardado para que no perdáis más horas de vuestro esfuerzo porque no os hayáis acordado de guardar la partida y os hayáis cruzado con un bug!

4 abr. 2002: Código desparalizado
Publicado por ender

Tras unas pocas semanas, el código de ScummVM ha sido desparalizado oficialmente y se reanuda el trabajo de compatibilidad con juegos. Como aperitivo, se han arreglado varios fallos en Zak256 y el juego es mucho más jugable... ¡aunque aún le falta!

20 mar. 2002: Código paralizado
Publicado por ender

ScummVM acaba de paralizar su código. Esto significa que no se actualizará el CVS con nuevas correcciones, ya que estamos haciendo una gran reestructuración del motor. Esperamos que, al reescribir muchas partes de ScummVM al lenguaje C++, podamos arreglar un gran número de fallos inherentes en el motor y hacer que el código sea más fácil de manipular, tanto para nosotros como para cualquier desarrollador que desee unirse al proyecto en el futuro. Esto significa que los informes de fallos y parches que se encuentren actualmente en el sistema serán ignorados hasta que termine la paralización. Nuestra idea es hacerlo durante una semana, pero podría llevar más tiempo.

8 mar. 2002: Actualizaciones de cierta importancia
Publicado por laxdragon

Full Throttle BBrox, Endy y Yazoo han pasado la semana trabajando a todo trapo (¡Gracias, chicos!). Estas son las novedades en el desarrollo de ScummVM:

  • ¡Sam and Max ya puede jugarse de principio a fin!
  • El motor de vídeos inSane funciona. Se usa en The Dig y Full Throttle
  • Más opciones por línea de comandos para más control. Mirad el archivo readme.txt
  • Han comenzado las tareas preliminares para Curse of Monkey Island
  • Mutle ha enviado la conversión para Mac al árbol CVS
  • Corrección de muchos, muchos fallos.
20 feb. 2002: Compilaciones diarias para Windows ya disponibles
Publicado por laxdragon

Travis Howell está generando compilaciones diarias de ScummVM para Windows que ya están disponibles para su descarga. También hay un enlace para una versión de ScummVM para Windows que utiliza SDL. Esta versión no necesita la dll de Cygwin.
También hemos habilitado una página de compatibilidad para responder a la pregunta más habitual: «¿Qué juegos funcionan?» Iremos actualizando esta página a medida que avance el desarrollo.

14 feb. 2002: Más ocupados que un mono con un sarpullido
Publicado por laxdragon

Zak256 El equipo de ScummVM está ocupado trabajando para hacer que más de vuestros juegos favoritos de LucasArts funcionen. Echad un vistazo a esta capturilla para ir calentando motores. Habrá más capturas de pantalla e información a medida que vayan surgiendo.

21 ene. 2002: Nuevo diseño de la página web
Publicado por laxdragon

Gracias a Jeremy Newman (laxdragon) por diseñar y mantener nuestra nueva página web. No dudéis en darle un toque si tenéis comentarios o sugerencias sobre la misma.

22 nov. 2001: Bienvenido a ScummVM
Publicado por laxdragon

¡Bienvenido a ScummVM! ScummVM es un intérprete SCUMM (Script Creation Utility For Maniac Mansion) para Linux y Windows.