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 :)
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.**
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).
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.
[![Find out about EL/LAK](/data/news/20090607.png)](http://conf.ellak.gr) The 3rd free/open source software developers [conference](http://conf.ellak.gr) ([EL/LAK](http://www.ellak.gr)) is taking place in Athens, Greece on June 19 and 20. Among the various open source software and related talks, this year ScummVM will also be participating with a presentation on June 20th. The presentation initially aims to cover basic principles on how ScummVM works, its internal architecture and developer team layout. But we can also talk about adventure games in general, Google Summer of Code, open source gaming subjects or what ever else comes up! So if you're around and interested, go forth and [register](http://www.ellak.gr/index.php?option=com_comprofiler&task=registers) for the conference and come by for a meet & greet. See you there!
To coincide with the updated ScummVM logo, ScummVM t-shirts have also received a touch up. The shirts sport the verb list from Maniac Mansion on the chest, the updated logo on the upper back, and the scummvm.org url on the left sleeve. Shirts are now available in sizes small through 3XL. If you need a larger size, please contact sales\[at\]combobreaker\[dot\]com with a request. Shipping to the USA and Canada is free, and shipping elsewhere is offered at a discounted rate. Head over to [Combobreaker.com](http://combobreaker.com) to pick them up!
It's time once again to go out and test all your favorite ScummVM games as we gear up for another release of our humble little software. We have several new games announced as supported: **Blue's Art Time Activities* **Blue's Reading Time Activities* **Dragon History* **Freddi Fish 5: The Case of the Creature of Coral Cove* **Pajama Sam: Games to Play on Any Day* **Spy Fox 3: Operation Ozone* **TeenAgent* So, go grab your favorite games, and play through them using a [daily build](/downloads/#daily). If you find any bugs, report them on the [bug tracker](http://bugs.scummvm.org/). Once you've completed a game, please report it on [the forums](http://forums.scummvm.org/viewtopic.php?t=8495) so it can be added to the [release testing wiki page](http://wiki.scummvm.org/index.php/Release_Testing/1.1.0). When reporting, make sure you provide the version, language, and platform of the game you're testing. Any other questions? Go see the [Release Testing guidelines](http://wiki.scummvm.org/index.php/Release_Testing).
Yes! ScummVM has been accepted for the fourth time in a row to participate in GSoC, now in [Google Summer of Code 2010](http://socghop.appspot.com/gsoc/org/home/google/gsoc2010/scummvm)! This is a great privilege and honor for us, and we would like to share this with you, considering that you are: *A student (undergraduate, graduate, post-graduate, ...) *Like point and click adventures *Know some C++ *Looking forward to spending your summer with ScummVM, writing superb code for cool games full time for 12 weeks If you match all criteria, we would love to invite you to apply as a student. You will be rewarded, both financially by Google and with fame, gratitude, cherishing and adoration by the ScummVM Team upon completion of a successful project. Now run, pick some interesting task from our [Open Tasks page](http://wiki.scummvm.org/index.php/OpenTasks) or be creative and propose your own ideas and [apply](http://socghop.appspot.com). Make sure you read our requirements on the Open Tasks page. If you have any doubts or questions, feel free to e-mail to [scummvm-devel mailing list](https://lists.sourceforge.net/lists/listinfo/scummvm-devel) or come to #scummvm IRC channel at freenode.net.
Another 4 months passed, a lot of hard work done... and finally it is here: ScummVM 1.1.0 is available now on our [downloads page](/downloads/). There are some pretty exciting new features: We added support for 16bit graphics, which allowed us to add support for a whole bunch of newer Humongous Entertainment games for kids. We also added or improved support for the Amiga versions of *Monkey Island*, *Legend of Kyrandia* and *Future Wars*. Plus there are **two completely new engines** for the games *Dragon History* (available for free from [here](http://www.ucw.cz/draci-historie/index-en.html)) and *TeenAgent* (available for free from [GOG.com](http://www.gog.com/en/frontpage/?pp=22d200f8670dbdb3e253a90eee5098477c95c23d)). And finally there is now **a port for the Nintendo 64** game console! Take a look at the [release notes](https://downloads.scummvm.org/frs/scummvm/1.1.0/ReleaseNotes) if you want to know a bit more. There is one grain of salt, though: If you want to play *Nippon Safes Inc*, we recommend that you stick with your current ScummVM version for now, as there are some nasty regressions in there which may even make it impossible to complete the game. Also the background music in *Pajama Sam 1* isn't working correctly in the Kitchen and Mine areas anymore. We are not happy about that, but in the end decided that we should not let this hold up the other new cool stuff we added. Instead, we will follow up this release in about four weeks with a 1.1.1 release that should fix these issues. In fact, you can help us make 1.1.1 even better by [reporting any bugs](http://bugs.scummvm.org/) you might encounter in 1.1.0. And now go and get it while it's still hot from our [downloads page](/downloads/), grab a build for your favorite device and have fun :).
![GSoC 2010 Logo](/data/news/20100428.jpg) Google recently announced the list of students for this year's [Summer of Code](http://socghop.appspot.com) program. For ScummVM, the accepted students and their respective projects can be found at our [landing page](http://socghop.appspot.com/org/home/google/gsoc2010/scummvm) of the GSoC 2010 site. The ScummVM team and especially the mentors welcome our 4 students this year: [Neeraj](http://sud03r.wordpress.com/), [Tony](http://tonypuccinelli.blogspot.com/), [Michael](http://blog.birdiesoft.dk/) and [Alejandro](http://vgvgf.com.ar/gsoc/) who will be tackling a [range of interesting projects](http://wiki.scummvm.org/index.php/Summer_of_Code/GSoC2010). Congratulations, the best of luck and enjoy coding this summer :-) We would also like to take the time to thank everyone who applied for ScummVM GSoC places this year but was unsuccessful. We hope we can welcome many of you into our community.
Only four weeks since our last release and already ScummVM 1.1.1 is available on our [downloads page](/downloads/). This release concentrates primarily on fixing bugs, bugs, and even more bugs. As such, we strongly recommend all and every ScummVM user to update to this latest and greatest version. In particular, just as promised we fixed the issues affecting *Nippon Safes Inc* and *Pajama Sam 1* in 1.1.0. Take a look at the [release notes](https://downloads.scummvm.org/frs/scummvm/1.1.1/ReleaseNotes) if you want to know a bit more. And don't forget to visit our [downloads page](/downloads/) to get the best ScummVM ever!
It's been only six years and a few months since CABAL was [jokingly announced](/news/20040401/), and now the first round of Sierra's SCI games is going to be supported in ScummVM! However, we need *your* help in testing the SCI games. That's right, you, the loyal ScummVM user. Go grab your DOS or Windows SCI game (that is on [this list](http://wiki.scummvm.org/index.php/SCI/Testing#Full_Games)) and play through it with a ScummVM [daily build](/downloads/#daily). As you play through the game, try not to die too much, save often, and note down any bugs that you find so you can report them on the [bug tracker](http://bugs.scummvm.org/). Please do not report bugs on non-PC versions of SCI games; they are not supported yet. When you've finished going through a game, go report it on [the forums](http://forums.scummvm.org/viewtopic.php?t=9091). If you feel up to the challenge, move on to your next SCI game! And if you're really feeling the Sierra vibe, go test all your SCI games that are up for testing! Even if you don't have any SCI games, you can still help out. There are many SCI demos (only choose those on the supported [demo list](http://wiki.scummvm.org/index.php/SCI/Testing#Demos)) and [fan games](http://wiki.scummvm.org/index.php/SCI/Testing#Fan_Games) out there that are waiting for you to test them.