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A lesson many people have learnt. Infocom, creators of possibly the finest text adventure games of all time, did a very similar trick with their Z-machine; you can now get Z-machine interpreters for everything from a Cray Supercomputer to a Game Boy, all of which will play Infocom's games, encoded in the data files. See [http://www.brasslantern.org/ Brass Lantern] for more information. | A lesson many people have learnt. Infocom, creators of possibly the finest text adventure games of all time, did a very similar trick with their Z-machine; you can now get Z-machine interpreters for everything from a Cray Supercomputer to a Game Boy, all of which will play Infocom's games, encoded in the data files. See [http://www.brasslantern.org/ Brass Lantern] for more information. | ||
== Sub Engines of SCUMM == | |||
The SCUMM virtual machine is made up of a number of sub engines working together. Strictly, the term SCUMM only refers to the scripting language itself. The official term for the virtual machine as a whole is SPUTM --- but getting people to change is probably a lost cause. | |||
Here are all the engines used by the SCUMM virtual machine. | |||
; SPUTM : The 'real' name for the engine. | |||
; SCUMM : The actual scripting language. | |||
; IMUSE : The MIDI control system, allowing dynamic music. | |||
; SMUSH : A movie compression format and player. | |||
; INSANE : The event management system used in V7+ games. | |||
; MMUCAS : The memory allocation system used in The Curse of Monkey Island. V8 only. | |||
== Which games use SCUMM? == | == Which games use SCUMM? == |
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