[Marcus Comstedt](https://sourceforge.net/sendmessage.php?touser=446790) has recently committed the SEGA Dreamcast port of ScummVM to CVS. [Mark Thomas' Dreamcast Development](http://www.doc.ic.ac.uk/~mbt99/dcdev/) website has more info on, and binary images of this outstanding port. More information on Dreamcast emulation can be found at [DC Emulation](http://www.dcemulation.com/).
![Zak256](/data/news/20020214.png) The ScummVM team is busy scratching away getting more of your favorite classic LucasArts games to work. Take a gander at this little screenshot to wet your appetite. More screenshots and info will flow this way as it happens.
Travis Howell is making daily snapshots of ScummVM for Windows available for download. Kudos go out to Travis. Also, there is a link for a Windows SDL version of ScummVM. This version does not require the Cygwin dll. We have also placed a Compatibility Page online to help answer the most common question, "Which games work?". We will keep this page updated as development continues.
![Full Throttle](/data/news/20020308.png) BBrox, Endy and Yazoo have been in major crunch mode this week (Kudos guys!). Here is what's new in the development of ScummVM: *Sam and Max is now completable! **inSane* video engine working. Used in Dig and Full Throttle *More command line options for control. See the readme.txt *Preliminary work has begun on Curse of Monkey Island *Mutle has committed the Mac port to the CVS tree *Many many bugs have been fixed.
ScummVM is currently in a code freeze. This means the CVS will not be updated with any new bugfixes, as we are doing a major reorganisation of the engine. We hope that by rewriting many portions of ScummVM into proper C++, we can fix a large number of bugs inherant in the engine, as well as make the code easier to work with, for ourselves and developers wishing to join the project in the future. Note this means bug reports and patches currently in the system will not be looked at until after the freeze ends. We plan to freeze for a week, although it may take longer.
After a few weeks, the ScummVM code has officially been de-frozen and work on game support is proceeding. As a taster, several bugs with Zak256 have been fixed, and the game is now much more playable... although we're still a fair way off!
After some work, the 256 color CD Talkie version of Loom is completable! With this done, we are starting to gear up for a 0.2.0 release. To help us with this, we ask you - our game players - to take the latest Daily Builds and CVS snapshots and play through your favorite games! We need to make sure that the following games are completable with no major playability bugs (eg, crashes, freezes, etc - minor issues such as sound syncro do not count): *Loom CD *Monkey Island 1 (CD) *Monkey Island 2 *Indy 4: Fate of atlantis *Sam and Max *Day of the Tentacle Thanks a lot, and we hope everything will work just fine so we can finally get a new release out the door! Also, by popular demand, 0.2.0 will include a new 'auto-save' feature to ensure you'll never lose hours of hard work because you forgot to save and suddenly found a bug!
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.
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.