![]() Luckily, is surprisingly well stocked in this regard, but it's kind of sad that even with the games legally available, people are still left to turn to Warez sites if they want to pursue the option of running the games exactly as they did when they shipped. But because ScummVM functionally replaces those EXEs, it seems Lucasfilm saw no need to toss it in with the data files while they were at it. And now, here we are: they're all easily obtainable from GOG and Steam.bundled with ScummVM.* Which I don't object to, as it's free and a great way to ensure every game "just works" out the box for roughly every end user imaginable. I have mixed feelings because there was a time when I would have considered it a pipe dream to have all the LucasArts SCUMM games officially available again. You can't beat it for convenience or for the ability to play various wacky versions of titles that you may find yourself for totally innocent reasons not happening to possess the executable (or maybe even the platform) for.īut I think the quiet disregard of the native interpreters over time poses an archival issue. ![]() I don't want to rag too much on ScummVM because Lord knows it's been a godsend for as long as it has existed. I'm glad to see other people besides me are taking an interest in this the ScummVM project is.known for that. Even when Alt+F5 worked, ScummVM never had anything so intuitive or easy to use for SCUMM games - it was always relegated to an obscure keyboard command, which now doesn't even work. It's a clear example of the way SCUMM support has lagged behind games from Sierra etc. ScummVM's implementation of Sierra SCI and AGI games has a check-box option in the launcher menu to enable the original Save/Load GUI. So in at least one case actual game content is being lost as a result. This means, for instance, that you can't see the "enable 3D acceleration" joke in the CMI menu. This has stopped working in current builds (including one I just downloaded today). ScummVM used to have an Alt-F5 hotkey that would bring up the original Save/Load menu. NB: I'm having trouble getting a password-recovery email for my usual account (the problem seems likely to be on my email server's end) so I'm using this backup I created when the forums first came back online and the recovery of ancient accounts had issues. Note that folks who purchased CMI off of GOG/Steam will probably need to grab the latest dev build of ScummVM, as the version that comes bundled with the game almost surely predates the merge of this fix. CMI's iMUSE isn't faithfully replicated in ScummVM. It appears that local hero AndywinXp corrected this within the last year. That is done to bypass the copy protection - a "crack" which became part of the official executable when bundled with DOTT - but there was never copy protection in the NES version. ScummVM also makes it so that the steel security door is always open as it is in the PC versions. ![]() ![]() Maniac Mansion NES is rather graphically glitchy, most noticeably when characters climb thin air instead of the stairs to the third floor landing. Unlike the creepy teal/purple one for configuring sound on Fate of Atlantis and Day of the Tentacle, these GUIs were visually designed in the flavor of the game. Starting I think with Hit the Road, the games shipped with custom launchers that ScummVM bypasses. ScummVM lets you freely save your state in these final sequences. Hitting F5 at that point brought up this text: "The Meteor has control of your computer and he won't let you save the game." Last Crusade similarly wouldn't let you save once you hit the Grail Temple, as an in-game sign warns. In Maniac Mansion, saving was not allowed once you reached Dr. In several of the games, the save menus were pretty generic, but Maniac Mansion for example gave you a unique image (Syd running away from Green Tentacle in v1, Green Tentacle's band jamming out in v2), and Last Crusade had a graphic representation of your IQ score. Most obviously, ScummVM does not reproduce the original UI for things like pause state, "Are you sure you want to quit?" and Save/Load menus. I'm doing this mainly for my own benefit, as I get the impression certain folks are aware of more discrepancies than I am, but I'll kick things off with some that I know about: What with recent talk about CMI's music implementation being iffy in ScummVM, I thought it might be worth trying to compile some of the known behavioral differences in the SCUMM games when comparing the original executable (as run in an emulator like DOSBox or, for you nuts out there, an actual old IBM or Amiga) to ScummVM's interpretation. ![]()
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