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Difference between revisions of "SCUMM"

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{{EngineDescription|
{{EngineDescription|
         name=SCUMM|
         name=SCUMM|
         developer=[[User:eriktorbjorn|eriktorbjorn]], [[User:ender|ender]], [[User:khalek|khalek]], [[User:Fingolfin|Fingolfin]],<br> [[User:Kirben|Kirben]], [[User:aquadran|aquadran]], [[User:sev|sev]], [[User:cyx|cyx]], [[User:yazoo|yazoo]], [[User:ludde|ludde]]|
         developer=[[User:eriktorbjorn|eriktorbjorn]], [[User:ender|ender]], [[User:khalek|khalek]], [[User:Fingolfin|Fingolfin]],<br> [[User:Kirben|Kirben]], [[User:aquadran|aquadran]], [[User:sev|sev]], [[User:cyx|cyx]], [[User:yaz0r|yaz0r]], [[User:ludde|ludde]]|
         companies=[[LucasArts]] and [[Humongous Entertainment]]|
         companies=[[LucasArts]] and [[Humongous Entertainment]]|
         usedBy=Numerous [[SCUMM#Which games use SCUMM?|LucasArts]] and [[Humongous Entertainment/Games|HE Games]]|
         usedBy=Numerous [[SCUMM#Which games use SCUMM?|LucasArts]] and [[Humongous Entertainment/Games|HE Games]]|
         dateAdded=October 9, 2001|
         dateAdded=October 8, 2001|
         release=0.0.1|
         release=0.0.1|
}}
}}


== About ==
== What is SCUMM? ==
'''SCUMM''' stands for "'''S'''cript '''C'''reation '''U'''tility for '''''M'''aniac '''M'''ansion''".
'''SCUMM''' stands for "'''S'''cript '''C'''reation '''U'''tility for '''''M'''aniac '''M'''ansion''".


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The SCUMM language is a [[LucasArts]] in-house standard, but was also used by [[Humongous Entertainment/Games| numerous]] [[Humongous Entertainment]] games. The format was never designed to be public and so would change unpredictably from game to game to suit the task at hand. Therefore, many different [[SCUMM/Versions|SCUMM Versions]] exist today.
The SCUMM language is a [[LucasArts]] in-house standard, but was also used by [[Humongous Entertainment/Games| numerous]] [[Humongous Entertainment]] games. The format was never designed to be public and so would change unpredictably from game to game to suit the task at hand. Therefore, many different [[SCUMM/Versions|SCUMM Versions]] exist today.


It was initially created in 1987 by Aric Wilmunder and [http://www.grumpygamer.com Ron Gilbert] for the game [[Maniac Mansion]] and was used later, with some modifications, for [[Zak McKracken and the Alien Mindbenders]].
It 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]].


Aric Wilmunder and Ron Gilbert's original SCUMM has been expanded a bit since 1988, of course. Every time a game required some feature that SCUMM had not previously supported, the interpreter was extended and the data file format expanded. The whole system was redesigned from scratch twice. With [[Indiana Jones and the Last Crusade]], LucasArts developed a modular file format based loosely on the standard IFF format. 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. 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]].
Aric Wilmunder and Ron Gilbert's original SCUMM has been expanded a bit since 1988, of course. Every time a game required some feature that SCUMM had not previously supported, the interpreter was extended and the data file format expanded. The whole system was redesigned from scratch twice. With [[Indiana Jones and the Last Crusade]], LucasArts developed a modular file format based loosely on the standard IFF format. 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. 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]].
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; MMUCAS : The memory allocation system used in The Curse of Monkey Island. V8 only.
; MMUCAS : The memory allocation system used in The Curse of Monkey Island. V8 only.


== Games using this engine ==
== Which games use SCUMM? ==


[[LucasArts]] games
[[LucasArts]] games
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* [[Humongous Entertainment/Progress|HE Progress]]: Progress of the support for Humongous Entertainment games
* [[Humongous Entertainment/Progress|HE Progress]]: Progress of the support for Humongous Entertainment games
* [[Humongous Entertainment/Games|HE Games List]]: List of all known HE games. Both supported and unsupported
* [[Humongous Entertainment/Games|HE Games List]]: List of all known HE games. Both supported and unsupported
==External links==
* [http://en.wikipedia.org/wiki/SCUMM Wikipedia on SCUMM]


[[Category:Engines]]
[[Category:Engines]]
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