![]() The data files contain images, dialogue, details of object behavior, and so on. The way the SCUMM engine works is that there is a single executable program, called the interpreter, that operates on some data files. ![]() In the same way, two programmers at Lucasfilm Games back in 1988 decided that rather than write a single, complicated program for their new graphic adventure game, they should instead build a generic engine that would play any graphic adventure game, if given the proper data files this would let them concentrate on the game design, rather than the details of the programming. It is well known that the best way to perform some very complex tasks is to start out by building a tool to help you with that task. 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 later LucasArts games such as Grim Fandango. ![]() This was used several times in various forms until The Secret of Monkey Island, where the SCUMM engine and file format was redesigned again from scratch. With Indiana Jones and the Last Crusade, LucasArts developed a modular file format based loosely on the standard IFF format. The whole system was redesigned from scratch twice. Every time a game required some feature that SCUMM had not previously supported, the interpreter was extended and the data file format expanded. SCUMM was initially created in 1987 by Aric Wilmunder and Ron Gilbert for the game Maniac Mansion and was used later, with some modifications, for Zak McKracken and the Alien Mindbenders.Īric Wilmunder and Ron Gilbert's original SCUMM has been expanded a bit since 1988, of course. See the SCUMM TODO as well as our Compatibility page for details. This engine is mostly complete, with some exceptions for certain exotic game variants (for NES, FM-TOWNS, etc.), as well as some Humongous Entertainment games. Therefore, many different SCUMM Versions exist today. The format was never designed to be public and so would change unpredictably from game to game to suit the task at hand. The SCUMM language is a LucasArts in-house standard, but was also used by numerous Humongous Entertainment games. It is a utility used to create the famous LucasArts adventure games like the Monkey Island series and also gave ScummVM its name. ![]() SCUMM stands for " Script Creation Utility for Maniac Mansion". ![]()
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