I sometimes like to say that the Linux kernel is the world's largest collection of open source drivers, with a decent kernel attached; ScummVM is like that for old video game engines.
Really, this is an incredibly valuable thing not just in practical terms for enabling people to play these games on different systems and with open source code, but as I see it this is a significant culture and heritage preservation effort too. Having these open source reimplementations ensures these games remain available to future generations.
I also think it's pretty interesting to consider just how many of these engines had to be completely reverse engineered, and the time investment that implies. The effort to develop the engine in the first place probably took multiple people much effort when these games were first developed, and those programmers were paid; reverse engineering is harder and requires more effort and tenacity, and yet we still see a seeming overabundance of fully-functional complete reimplementations.
One of the things I find fascinating about this is how the original programmers effectively cause the creation of the subsequent project, and their design decisions determine how successful that project is. The reimplementation project is like a weird "echo" through history, echoing off the original engine, caused by it yet done by wholly separate people, who are reduced to piecing through the original binaries like some act of software archeology, yet are motivated to do so by the merits of the original game. In other words, suppose you wrote a random engine for a company many decades ago, complete with assorted warts, retrospectively questionable design decisions, and kludges that were ultimately put in just to ship on time. It must be pretty weird to find, decades later, that random hobbyists have rebuilt every piece of that architecture, painstakingly replicating every aspect of the original architecture, reproducing it as some verbatim gospel, even if it was something you barely put any thought into at the time.
Cheers from the board of the KDE foundation. Incidentally we have a (25th) birthday coming up as well this month. :-)
The counter point to this is you are reimplementing the solution. The initial implementation was solving a problem. Which means it took a lot of tries before coming to the solution that you don’t have to deal with when reverse engineering
‘Bug compatibility’: https://en.wikipedia.org/wiki/Bug_compatibility
It is enjoyable in its own right!
So that's three impactful programs from the same person.
I was on a puzzle team with him and he was our secret weapon, programming brute force "scripts" to find the solution before anyone could solve it logically, winning us the competition handily. And I also remember (wrongly) discouraging him from making µTorrent because I felt it was already a saturated field. Luckily he did not pay attention to my suggestion.
The spiritual successor for µtorrent is picotorrent.
As the predecessor, it also works on wine.
[1]: https://open.spotify.com/show/3L9tzrt0CthF6hNkxYIeSB?si=h7Z1...
You can even use a virtual code wheel here: https://www.oldgames.sk/codewheel/secret-of-monkey-island-di...
But did you know they also often times will additionally fix existing bugs in these games. Bugs that are now decades old!
These classic titles are now even better to play than when they originally came out.
I second the adventure game recommendations people have been listing, and for those with young children I'll add the Living Books series as an amazing set of experiences to enjoy together for early reading exposure. The Tortoise and the Hare [0] and Arthur's Teacher Trouble [1] are absolute masterpieces of kid-friendly humor.
[0] https://archive.org/details/TORTOISE1993
[1] https://archive.org/details/LivingBooks-ArthursTeacherTroubl...
Oh YES one of, if not the best adventure game ever!! (HD patches strongly advised)
Thanks Residual and ScummVM Devs!!!
You can buy the old games on eBay and use DOSBOX to play them or use the data files for ScrummVM.
I remember playing that on ScummVM years ago. Maybe I'm reading it wrong.
But 20 years later, Residual has been merged back into the main parent ScummvM codebase! This is thanks to both targetted devices being more powerful this generation, and a decision to increase the scope of ScummVM.
See - back in the day there was a more strict scope and titles that were not 'pure' 2D point-and-click adventures were generally not eligible or considered. However 'adventure games' are not aways so easily defined, sometimes leading to arguments, debates and disappointment.
But in the last few years, the project has gradually widened it's scope and begun to accept contributions to engines that may previously have been rejected (for example: being classified as a 'RPG' instead of an 'Adventure', or having non-traditional elements like FMV or pseudo-3D).
... and that - along with lots of hard work from the engine developers and other contributors - is partially why there are so many new engines and games supported in the massive 20th Anniversary release :D
Happy Days!
- Ender, a (long) retired former ScummVM co-lead from the early years
I would much prefer if it was possible to package a game into a standalone executable.
Since ScummVM is not emulation, it is essentially a framework for implementing games, this should be possible?
Weird choice for ScummVM.
Now, if somebody got a strong itch to remake the MacVenture engine, and I could get through the second Déjà Vu without fumbling with half-baked mobile Mac emulators...
MacVenture support has been tinkered with over a couple of GSoC terms. It's not ready but there's interest and a foundation to build on: https://wiki.scummvm.org/index.php?title=MacVenture
I googled the phrase to make sure we quoted Maniac Mansion correctly and that’s when I realized it was probably a Beatles reference originally.