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Topic: SCUMM


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In the News (Mon 30 Nov 09)

  
  SCUMM - ScummVM
The SCUMM language is a LucasArts in-house standard, but was also used by numerous Humongous Entertainment games.
The new format was used from then on, and even now that LucasArts has finally retired SCUMM for their latest games, the interpreter/data file philosophy is still in use and you can see SCUMM design decisions in the data files of the latest LucasArts games such as Grim Fandango.
SCUMM Versions: A list of SCUMM versions, and which games they were used for.
wiki.scummvm.org /index.php/SCUMM   (654 words)

  
 YourArt.com >> Encyclopedia >> SCUMM   (Site not responding. Last check: )
SCUMM stands for Script Creation Utility for Maniac Mansion and is a scripting language developed at LucasArts (known at the time as Lucasfilm Games) to ease development of the graphical adventure game Maniac Mansion.
SCUMM is also a host for embedded game engines such as iMUSE (standing for Interactive MUsic Streaming Engine), INSANE (standing for INteractive Streaming ANimation Engine), CYST (in-game animation engine), FLEM (places and names object inside a room), MMUCUS.
The SCUMM bar in The Secret of Monkey Island is named after the SCUMM scripting language.
www.yourart.com /research/encyclopedia.cgi?subject=/SCUMM   (666 words)

  
 SCUMM: Adventure--LucasArts Style
Whether SCUMM is actually a game engine or just the language is debatable; at any rate, it is obviously a script creation utility.
Though the details of the internal workings of SCUMM are a little sketchy, it is known that the scripts are compiled in a low-level format, comparable to Java bytecode.
SCUMM allowed several scripts to be run at once--the script could control background information, sounds at random, etc., without causing any disturbance to the console commands.
www.justadventure.com /articles/Engines/SCUMM/SCUMM.shtm   (0 words)

  
 LucasHacks! - Serving SCUMM since 1998
Oh, and I should also mention that some stuff that used to be on the old SCUMM Revisited site (RIP) has been transferred to this site, including the secrets and articles.
That is of course great but at the same time it kind of killed the old "SCUMM community", there's not really anything left to figure out by now.
At least for me, that would be the ultimate proof of the SCUMM system being 100% figured out.
scumm.mixnmojo.com   (0 words)

  
 The Monkey Island SCUMM Bar - If we're good enough for Schafer & Ackley, we're good enough for you
And good for them, but The SCUMM Bar isn't in that race anymore, as none of that bowls us over with excitement.
While the data will be replicated to Mojo, and probably be updated too, The SCUMM Bar as it exists today will be as browsable as ever.
Like The SCUMM Bar it will remain on the Internet, beautiful but essentially lifeless like a little fairy that drowned in a pot of honey.
www.scummbar.com   (0 words)

  
 LucasHacks! - Serving SCUMM since 1998
What SCUMM Revisited basically does is allowing you to go explore in the world of SCUMM resource files - the files containing all the scripts, music, images, animations, dialogue etc. of the SCUMM adventure games.
Note that in order to for lflview to be able to read from the data-files you first need to decrypt them with the scummx tool which is also included in the ZIP-package, which also includes the source code as well as very brief specifications of the file format.
SCUMM Viewer is basically a primitive version of SCUMM Revisited and is actually the program which SCUMMRev is based on.
scumm.mixnmojo.com /?page=utils   (1070 words)

  
 ONLamp.com -- Humongous Python
While SCUMM had grown through the years, it was becoming a roadblock to game development for Humongous.
SCUMM was especially well-suited to adventure game scripting, and Humongous's first big hits were their adventure games, with characters like Freddi Fish, Putt Putt, and Pajama Sam.
He points out that SCUMM is a dead-end language that doesn't train you well for other languages, but Python and C++ are skills you can more easily build upon, and not a career dead-end.
www.onlamp.com /pub/a/python/2002/07/11/pythonnews.html   (863 words)

  
 ScummC: A Scumm Compiler
Up to now, version 6 of SCUMM was targeted, mainly because of its good support in ScummVM at the time ScummC started (more than a year ago).
Scumm 6 variables for a list of the engine variables in SCUMM 6.
Scumm scripts for an overview of the scripts used by the engine.
alban.dotsec.net /7.html   (393 words)

  
 IGN: Interview: SCUMM of the Earth
SCUMM streamlined the process for coding these intensive, epic games and greatly decreased their development times.
SCUMM was his solution to simplify the coding process -- it allowed him to create the game's story, dialogue, items, and environments with built-in tools and saved him having to write scripts for each action.
SCUMM would go on to power almost all of LucasArts' adventure games, including Zak McKracken and the Alien Mind Benders, Indiana Jones and the Last Crusade: The Graphic Adventure, and Sam & Max Hit the Road.
pc.ign.com /articles/783/783847p1.html   (941 words)

  
 Games - SCUMM
SCUMM is also a host for embedded game engines such as iMUSE (standing for Interactive MUsic Streaming Engine), INSANE (standing for INteractive Streaming ANimation Engine), CYST (in-game animation engine), FLEM (places and names object inside a room), MMUCUS.
SCUMM was subsequently reused in many later LucasArts adventure games being both updated and rewritten several times.
There are at least 10 known versions of the SCUMM engine, numbered as "version 0" (for the original Commodore 64 version of Maniac Mansion), "version 1", "version 1.5" (for the NES version of Maniac Mansion), and "version 2" up through "version 8".
listing-index.ebay.com /games/SCUMM.html   (414 words)

  
 SCUMM History
S.C.U.M.M. cript Creation Utility for Maniac Mansion is a gaming engine (sort of) that was introduced in Lucasfilm Games' Maniac Mansion, the famous graphic adventure that we all know and love.
At one point Gilbert stated that he was put off by previous adventure games because of their rather user-unfriendly environments and because a character could easily die (Sierra games, though of great inspiration to future adventures, seemed to be the main culprits).
SCUMM is clearly an important part of gaming history, due mainly to its influence throughout the years.
members.fortunecity.com /harang/scumm.html   (976 words)

  
 ScummVM :: FAQ
Scumm comes from the fact that it was originally designed to run SCUMM games, like Monkey Island.
Development on the SCUMM system continued for some time, and was used in Loom, Indiana Jones and the Last Crusade, Indiana Jones and the Fate of Atlantis, Monkey Island 1,2,3, Sam and Max Hit the Road, Day of the Tentacle, The Dig and Full Throttle.
As well as SCUMM games, we also include virtual machines for the first two Simon the Sorcerer games (by Adventure Soft), Broken Sword 1/2 and Beneath a Steel Sky (by Revolution), Flight of the Amazon Queen, Gobliiins 1 (by Coktel Vision) as well as Inherit the Earth (by The Dreamers' Guild).
www.scummvm.org /faq.php   (2429 words)

  
 SCUMM Makes a Comeback in Indie Indy Game - Kotaku
SCUMM, or "Script Creation Utility for Maniac Mansion", is a powerful scripting language by Grumpy Gamer Ron Gilbert.
It has long since entered its dotage and been replaced by upstarts like the GRIME system (created for Grim Fandango), but has found new life in the continuing efforts of independent adventure game developers who prefer their players to do exactly as they're told, with none of this "nonlinear" jibba-jabba.
"and tantrum-throwing frustration that those titles entailed." I don't think that was the case with SCUMM adventure games, the puzzles in them were rather logical (most of the time) until the genre entered 3D...
www.kotaku.com /gaming/indiana-jones/scumm-makes-a-comeback-in-indie-indy-game-176756.php   (602 words)

  
 Gamasutra - Features - "GDC 2002: Game Scripting in Python" [08.21.02]
SCUMM is a powerful adventure game creation language, but it has some limitations.
SCUMM was written more than a decade ago and it is missing some of the features found in more modern languages.
Despite continual patching and maintenance, SCUMM will never be as full featured and robust as the many other languages available.
www.gamasutra.com /features/20020821/dawson_01.htm   (1421 words)

  
 LinuxDevCenter.com -- Inside ScummVM: Classic Adventure Engine Overhaul
However, as we were trying to add support for many new games and platforms, the object inheritance properties of C++ do make the code a lot more readable.
Given that we are dealing quite often with strange compression codecs—which, while reasonably simple to reimplement, can be hard to actually comprehend—platform specific tweaks can become a great hurdle.
Each SCUMM game uses its own version of the interpreter and expects certain things to be in certain ways.
www.linuxdevcenter.com /pub/a/linux/2003/08/21/scummvm.html   (1372 words)

  
 Neil's World: How to: Compress Scumm games
However, the later Scumm games like Day of the Tentacle and Sam and Max Hit the Road come with ‘full voice talkie’ versions.
While this means you’ll be able to hear the characters talking in the game, it meant that, in the case of Day of the Tentacle, the size of the game shot up from around 12 MB to 270 MB.
You are reading a weblog entry entitled "How to: Compress Scumm games" on Neil's World, which was posted on 24 January 2006.
www.neilturner.me.uk /2006/Jan/24/how_to_compress_scumm_gam.html   (1073 words)

  
 All About Symbian Review: ScummVM
In honour of this auspicious occasion All About Symbian takes a look at the Symbian S60 version of ScummVM, which is an open source equivalent of SCUMM, the game engine used to write the most celebrated chronicles of buccaneering ever written: the Monkey Island games released on the PC during the early 1990s.
SCUMM was originally developed by Lucasfilm Games, now Lucasarts, as the basis for their hugely successful series of adventure game franchises including Maniac Mansion, Indiana Jones and of course Monkey Island.
For some reason there are two S60 3rd Edition versions of ScummVM, one for SCUMM games like Monkey Island, and one for non-SCUMM games like Beneath A Steel Sky and Amazon Queen, so make sure you get the one appropriate to the games you're intending to play.
www.allaboutsymbian.com /reviews/item/ScummVM_for_Series_60_3rd_Edition_Review.php   (2291 words)

  
 ScummVM - wiki.gp2x.org   (Site not responding. Last check: )
The clever part about this: ScummVM just replaces the executables shipped with the game, allowing you to play them on systems for which they were never designed!.
Note: Everything is saved to the SD card and the SD card must be read/write and have at least 1MB free, saves are stored in the saves folder (under the game folder), and the config file for ScummVM is stored in the same place as the executable (.gpe).
Ok, this is for Scumm engine games but the principle is the same for all.
wiki.gp2x.org /wiki/ScummVM   (589 words)

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