Thanks to several people, we have confirmed that DOTT, Sam and Max and LoomCD are all completable with no 'major' bugs in the current code. On the other hand, several serious bugs with MI2 and Indy4 have been found, so the 0.2.0 release may take slightly longer than expected. To the coders out there, feel free to browse the bug list and take a shot at committing fixes for them. At the moment there is only one person regually working on ScummVM, so things are slow.
Yes, we are still alive. Unfortunately far from being ready for 0.2.0, several people have raised a large number of critical bugs we are working through. Stick with us, we'll get their eventually! Oh, and by the way.. if anyone knows the location of Sean Clark or any other person who scripted Sam and Max, please kidnap them and force them to explain an annoying script race in the Mystery Vortex which has kept several of us awake for the last 48 hours. Thanks, and enjoy ScummVM :)
The ScummVM team is still working hard on fixing all the remaining bugs so we can release our next milestone (0.2.0). In the meantime, here is some news regarding the project. Of particular interest may be the fact that Zak McKracken 256 (the enhanced graphics fmTowns version) will be officially supported in 0.2.0, and can currently be completed with only two major bugs in the current CVS. Also, we currently have someone working on a GBA port. This has been a popular request, and hopefully will be ready in time for 0.3.0. You can see proof of it's existence in [this development screenshot](http://www.bbrox.org/scummadv_by_ph0x_0427c.jpg). The port is currently too early to be placed in CVS, so just hang tight :) In other port news, LyonHrt has compiled an old CVS build of ScummVM for the Dreamcast, maintained by our team member Marcus Comstedt. They can be found listed below. Please note that as these are old builds they are not officially supported by the ScummVM team. Comments on this port should be posted on the ConsoleVision Dreamcast forum
Ladies, Gentleman, Three headed monkeys, and alien mindbenders... lend me your ears. Firstly, an update on our legal negotiations with LucasArts. We are hopefully very close to finalising our arrangement, and sometime in the next week hope to make an announcement regarding this. Of course, we had hoped to make an announcement a good month ago. Unfortunately things are rather busy at LucasArts, so it has taken a while to talk to the relevant people. On another note, I would like to address something that comes up at least once a week. No, ScummVM is not currently in any kind of position to start supporting OTHER non-SCUMM games. The inclusion of Simon support aside, the current team has far too much on their hands trying to complete support for existing LucasArts classic adventures. Although we may add support for other games in the future, we do not currently plan on it... and any requests to do so will be promply ignored. Unless it is accompanied by a donation of money over $2,000. Meanwhile, we would suggest asking for help at the wonderful [VOGONS](http://vogons.zetafleet.com/) (Very Old Games on New Systems) site if you require help with other games on modern operating systems. Anyway, that's all for the moment. Donations have been rather non-existant lately, so if you haven't already, please consider using the PayPal button under the menu on the left... and send us some cash. Currently we are using donations for legal costs, and purchasing software (such as a copy or three of [IDA Pro](http://www.datarescue.com/), as well as games some of our developers may not already have).
At 16:57 (GMT), on September 17th... I - ScummVM - will officially be a year old! Unfortunately, nobody told me when my birthday was, they told me I was an orphan! But I'm going to try and throw a party anyway. So everyone is invited to attend my IRC channel, #scummvm, on irc.freenode.net! If you're someone famous, or you like me, or whatever, and you want to pop in and say 'Hi!' to me and my [parents](http://www.scummvm.org/contact.php)... come on by! Or if you just want to send me a birthday card, or RSVP for the party, go over to the Contact page and e-mail Endy or someone else. Or post in my new shiny [Birthday Forum](https://sourceforge.net/forum/forum.php?forum_id=210596). We should be around pretty much all day. If you want to actually meet a ScummVM developer in real life, and buy him (I don't have a mummy! Wahh!) a beer or something.... you can always drop a post in the [Birthday Forum](https://sourceforge.net/forum/forum.php?forum_id=210596) and see if there's anyone else in your area. I'm sure they would appreciate it! Oh, and I lost a small, fleece sweater with three blue roses on it. If you see it, please commit it to CVS for me!
**No!**, it's ScummVM 0.3.0b, our first official release since LucasArts decided to go after us! *Small update, we've also added a few links to our Links page that you might want to check out. Especially VOGONS, please stop asking us if we're going to do things like add support for Beneath a Steel Sky :)* That's right, since the many many months since LucasArts first issued us with a DMCA notice (and wisely decided after the subsequent slashdotting and fan backlash from you, our users, to negotiate a deal :), we have been waiting for a settlement with LucasArts before releasing a long awaited new version. The wait is over. No, we haven't reached a settlement, we just got tired of waiting to release this gem. There have been hundreds, if not thousands, of bugfixes since our last 0.2.0 release... not to mention support for at least three new games (The VGA version of Indiana Jones and the Last Crusade, and support for The Dig and Simon the Sorcerer 2)... and new features such as a vastly improved in-game gui and a built-in launcher to make it even easier for you to add, configure, and run your classic LucasArts (and AdventureSoft) games. Experimental support for Full Throttle is here, as well as many bugfixes for the games introduced in our last version... such as the FmTowns 256 color version of Zak McKracken, and the VGA floppy version of Monkey Island. For a short summary of changes, check out the [Release Notes](https://downloads.scummvm.org/frs/scummvm/0.3.0b/ReleaseNotes), or even better... just head over and [download the dang thing](/downloads/). Hopefully we will be able to come at you with new releases more often from now on, hopefully at least monthly. Please enjoy this release as much as we've became frustrated making it, and remember - if you give all your money to LucreArts, maybe they'll let us live instead of abandoning us on... on.... Monkey Island! (Ugh, Bananas... I hate Bananas). For those interested in the boring news, here's both a summary and an update on our legal situation, for those users who are just now discovering ScummVM. * * * *We've been at a deadlock with LucasArts for some time now. LucasArts simply do not like our current license, the GPL (General Public License). While we do not think it necessary, we have agreed to change the license to something more LucasArts-'friendly'. However, LucasArts wish us to include distribution terms which are against section one of both the [Debian Free Software Guidelines (DFSG)](http://www.debian.org/social_contract#guidelines) and the [Open Source Definition](http://www.opensource.org/docs/definition.html). We cannot agree to this, nor the condition they wish to require (no commercial distribution)... because it conflicts with the DFSG and OSD, which we require, and it is something we legally cannot be sure of enforcing - several Linux and BSD distributions already include ScummVM packages, and we cannot be certain they will notice a license change. Oh, and we WANT distributions to be able to include our software :) To date, LucasArts has not been able to give us any firm complaints regarding ScummVM, besides some vague claims that if they didn't enforce these conditions on us, it would effectively give up their rights to their own Intellectual Property. We do not believe this, there certainly have not been any documented cases of the GPL leading to such a challenge in the past, and far more important properties have been licensed under the GPL in the past, such as the Quake titles from [id software](http://www.idsoftware.com/). LucasArts isn't releasing any of their own code under the GPL, and we really do not believe that they should require us to change our license - all we want them to do is leave us alone to create our emulator. Sanction us, if it makes them feel safer legally. But if they are going to require such a major step on our part of changing our license, they at least have to capitulate on the point of OSD/DFSG compliance. We here at the ScummVM team would like to thank the people at LucasArts who are supporting us, and attempting to help us come to an arrangement. But guys, we're your fans. All we are doing is updating the engine for games, in a form of an emulator... because you haven't - although we've asked you to for years. We've even made more money for you, as quite a number of us have went out and BOUGHT your classic bundle packs, just to play it with ScummVM.* **These last few paragraphs have been brought to you by the "Please don't sue us for making a new release" department.**
Version 0.5.0 of ScummVM, the classic adventure game interpreter, has just been released. This is our most tested version yet, thanks to everybody who answered our call for testing. Thanks! So what's new? Well, besides the usual bugfixes and improvements are: *Extensive overhaul of the music subsystem, more games now support music *Support for the Enhanced (V2) versions of Maniac Mansion and Zak McKracken *Support for Beneath a Steel Sky, made possible thanks to Revolution Software supplying us with the original assembly source code! *Aspect Ratio correction added, by popular request A link to the release notes and a more detailed list of changes can be found over on the [downloads page](/downloads/), along with the downloads... and our special (worst kept secret :) surprise! As an extra SPECIAL bonus, the really really wonderful people at [Revolution Software Ltd.](http://www.revgames.com) have decided to allow us to make Beneath a Steel Sky \*freeware!\* You can download either the CD version (70M, includes speech) or the smaller Floppy version (8M), along with ScummVM 0.5.0, from the [downloads page](/downloads/). Enjoy! Oh, and there is that little donate button down there on the left. We need to buy our Dreamcast porter a copy of Simon the Sorcerer :)
Since version 1.0.0 ScummVM supports the original cutscenes in smacker format for Broken Sword 1 and the cutscene pack below is not needed. When using older versions of ScummVM you need to get the cutscene pack below (provided with the kind permission of Revolution Software) to replace the original smacker files. It contains video in DXA format and audio in FLAC format. The audio files are also available in OGG format as a separate download to replace FLAC files when using ScummVM on platforms that do not support FLAC audio. Audio files are available in several languages and to use them you just need to replace the English FLAC files from the cutscene pack with the files from your chosen language and format. You may want to get the Subtitles AddOn though as it adds subtitles not present in the original game to the cutscenes.
Just a quick news post to let everybody know that ScummVM 0.6.0 is still in-progress. Unfortunately, recent downtime and other issues with SourceForge.net have delayed the branching and final testing of this release, but we're still hoping to get it out as soon as we can! On another note, continuing the current rash of computer problems, all scummvm.org e-mail addresses are currently broken. We hope to fix this within the next few days, and no messages should be lost. If however you want to discuss something important with us, we really suggest talking to us in real-time on our IRC channel (#scummvm, on irc.freenode.net).
ScummVM is a program which allows you to run certain classic graphical adventure and role-playing games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed! ScummVM is a complete rewrite of these games' executables and is not an emulator.
ScummVM supports an extensive library of over 325 adventure games, including classic titles from iconic studios such as *LucasArts*, *Sierra On-Line*, *Revolution Software*, *Cyan, Inc.* and *Westwood Studios*. Alongside groundbreaking games like the *Monkey Island* series, *Broken Sword*, *Myst*, *Blade Runner* and numerous well-known titles, you can experience truly obscure adventures and discover hidden gems.
This is just a quick update to let everybody know we're still alive. Work on ScummVM is progressing as per usual, and we intend to release ScummVM 0.6.1 shortly. ScummVM 0.6.1 will contain several bugfixes for various games, as well as several sound and music enhancements for later SCUMM games (Full Throttle, The Dig, Curse of Monkey Island). Also, followers of CVS may have noticed that support for Another World was recently added. This provoked quite a bit of argument within the ScummVM team as to whether this is considered an adventure and within ScummVMs goals. After much debate, the engine author (cyx) decided that it would be more convenient to continue the project separate from ScummVM. It has now been removed, and future information and development will occur as part of the [RAW](http://membres.lycos.fr/cyxdown/raw/) project. To prevent any doomsday predictions, I should also point out that he remains a member of the ScummVM team.
Well, this is just to let you know we are not dead. There has been some amazing work happening in the last few weeks - with ScummVMs support for the HE SCUMM games improving in rapid bursts thanks to the combined talent of cyx, Kirben and Sev. And of course, there has been more development than just this. And now we would like to bring up the point that our side-projects Residual and ScummEX both need developers and contributors. We welcome patches from other programmers very much. With the help of ScummVM developers joostp and aquadran, salty-horse (a regular #scummvm'er) today submitted a patch for lipsync animations in Residual. Please see our 'subprojects' page and the 'Coding Guidelines' in our Documentation section. If you are interested in pursuing a particular problem, please e-mail the "-devel" mailing list or pop on IRC if you need advice or help.
Anybody wishing to enter the Website Revamp contest better get their entries in, only two days left! So far we have only five entries. That's not too bad, but I was hoping for at least another five more. So if you're still sitting on an entry, SEND IT IN! Please send all contest entries to [contest@scummvm.org](mailto:contest@scummvm.org). Further information on this contest is available a couple of posts down.
It's been almost two months since we started our website design contest, and I know some of you have been eagerly awaiting the outcome. Since the team couldn't quite decide on who should be winner, we let you, our dear users, have a word in the outcome of this epic battle. And finally, we are happy to let it be known that after about 1400 votes we do have a clear winner! And it is... [draven](http://www.scummvm.org/poll/draven.jpg), with a strong majority of 55% of all votes! Congratulations, draven! So what now? We'll be settling the issue of the prize(s) for the winning entry in the next few days, and start working on implementing the new design. We consider doing some further tweaks to it (like, some people suggested to actually use the logo of jeanm's submission; and we have some other ideas up our sleeves). This may take some time, partially because it's a holiday time for a lot of us. So I am afraid you'll have to be a bit more patient. Good things need time :-).