Difference between revisions of "SCUMM"

Jump to navigation Jump to search
705 bytes added ,  15:43, 24 April 2006
m
move sub engines glossary in
m (correct typo and add link to Brass Lantern)
m (move sub engines glossary in)
Line 18: Line 18:
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? ==

Navigation menu