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→‎About ScummVM: Modified wording. As this is our intro statement, text should flow with as little hickups as possible (I hope)
== About ScummVM ==
The ScummVM project aims to allow users to run many old (and not so old) commercial on modern hardware a variety of commercially available graphical point-and-click adventure games (e.g. including Monkey Island, Simon the Sorcerer, Space Quest, and many more), provided you already own their data files. To this end, ScummVM features a complete reimplementation of each supported game engine (Virtual Machine - VM) in a structured fashion using the C++ language. The development team works either by either reverse engineering game executables (, usually with the permission of creators of the game), or by using the original source code of the games (provided by the creators of the games, after negotiations with the team). The number of engines is constantly growing thanks to a very agile and diversified development team.
One of the corner stones of The VM approach followed by ScummVM's success is its extreme portabilityresults in efficient code, which has been ported to numerous Operating Systems. Besides running on all mainstream desktop environments, be it namely Windows, Mac OS X or most Unix variants (Linux, *BSD, Solaris, ...), it ScummVM works on popular game consoles (Nintendo DS, PlayStation 2, PlayStation Portable and more), smart phones and PDAs (WinCE, PalmOS or Symbian based), and even on many not-so-mainstream systems (like BeOS, AmigaOS or OS/2).
This ScummVM's high portability is made possible by a direct consequence of the flexible and modular structure of the ScummVM internalsits architecture, which more or less fall can be roughly divided into the following three major categories: # Backends, which are responsible for support of supporting specific target devices, like PalmOS or WinCE, etc.# Engines (sometimes dubbed , also called front ends) containing internally, contain the actual game specific (VM) code, and# Infrastructure code, providing which provides easy and portable baseline functionality, such as access to audio (including MIDI), graphics, user input, data access, a custom graphical user interface, and more.
The structure large team of developers is split in groups which focus in different aspects of the team reflects this structurearchitecture, in so far as developers can be roughly grouped into a manner derived from the following categories (with some people being above mentioned categorization. The team members are often not strictly confined to their respective group. Developers may assume different roles in more than oneseveral teams. Currently, or being multiple times the developers are split in a single category)the following subteams:* Porters -- responsible : Responsible for a specific ScummVM port.* Engine authors -- responsible : Responsible for a specific game engine (includes being responsible for handling users and its associated bug reports, i.e. (support).* Infrastructure development -- e.g. people : Includes for example developers working on MIDI code, on the built-in custom GUI, etc.* Packagers -- not : Not all ports require dedicated backends (e.g., we have one built around the For example our SDL library, which itself backend is highly portable), but they it still require requires somebody to test and compile them, which is where porters come init. Packagers execute this function.
* Documentation / web site management
* Project leads -- we : There are currently have three, and they project leads. They all are also represented in one of the above categories, but besides this they organize and coordinate things, make decisions, solve disputes etc. (as one would expect)
This structure All of this enables us to be highly productive in a team of about 30 currently active developers (out of an all time pool of well over 60), who work together on a codebase exceeding 600,000 LOC. In addition we have many non-developer contributors, and a huge and highly active community. We are among the most active projects hosted on -- with well over 100,000 monthly downloads and ~9 millions project web hits per month speak for themselves, we think.
== What we hope to gain ==


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