20020409.content | ||
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.
English
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. |
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20020501.content | ||
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 :)
English
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 :) |
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20020829.content | ||
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).
English
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). |
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20020915.content | ||
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 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 appre 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!
English
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! |
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20021207.content | ||
**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. E 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.**
English
**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.** |
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20040130.content | ||
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).
English
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). |
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20040510.content | ||
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 sep
English
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. |
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20040911.content | ||
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 p
English
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. |
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20041019.content | ||
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 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.
English
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. |
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20050511.content | ||
English
On the downside, we really need to post news more regularly. On the upside, we have accumulated a lot to tell you about:
**New Ports** * Ports are important for us -- that much we have in common with the good ol' pirates from Monkey Island. Of course in our case it's not the wet kind (with ships and stuff), but rather ports of ScummVM to different architectures. On that front, we have some pretty nice things coming up for the next ScummVM release, including an official PlayStation 2 port, as well as the AmigaOS port now being official, too. And with some luck maybe even the often requested EPOC/Symbian port will finally be a regular part of ScummVM (take a look at the relevant [patch tracker item](https://sourceforge.net/tracker/index.php?func=detail&aid=1188433&group_id=37116&atid=418822) if you are curious). **New games** * We added a new game engine, this time for Coktel's Gobliiins series. So far, Gobliiins 1 is completable. Work on the other parts (Gobliins 2, Goblins 3, and "The Bizarre Adventures of Woodruff and the Schnibble") has not yet begun, but at least Gobliins 2 seems to be similar to part 1, so we hope to have that in the foreseeable future, too. Regarding the other parts, we'll see... * Thanks to the hard work of some dedicated people we also finally support the (in)famous NES version of Maniac Mansion. Wow, that should be about the last LucasArts SCUMM game we were not supporting ... ;-) * Support for Humongous Entertainment's kids games is progressing well, the following titles can be completed with the current development version of ScummVM: * Freddi Fish 1 - 4 * Pajama Sam 1 & 2 * Putt-Putt (several titles) * Spy Fox 1 & 2 * Several arcade titles **New thumbs** * No, I didn't undergo plastic surgery (although another pair of thumbs sounds tempting...). Rather, we added support for thumbnails in SCUMM savegames. Pretty cool stuff, click [here for a screenshot](/data/news/20050511.png). Not too shabby, we think. And we actually have more really cool stuff in the works, stay tuned. |
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20050804.title | ||
English
Time is only a word. A pretty short one.
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20050804.content | ||
English
Due to a local space/time vortex which will in the future be located near Earth, the meaning of 'regularly' may be in flux. Stay tuned for further updates.
And now, to current news: We're happy to report that Ron Gilbert, co-creator of Maniac Mansion and SCUMM, made a nice reference to ScummVM on his website ([Grumpy Gamer](http://grumpygamer.com/). Or so we hear from [Slashdot](http://games.slashdot.org/games/05/08/03/1641224.shtml?tid=207&tid=202&tid=203), which seems to have brought his site to its knees :) Please note, however, that the Nintendo DS port mentioned is not yet an official or supported port. So please don't contact us about it, because we can't help :) The contents of Rons latest post has been quoted in [this blogspot post](http://humaninbox.blogspot.com/2005/08/ron-gilbert-supports-illegitimate.html). For the record, we've given Ron the nod in our readme.txt since Wed Apr 17 17:31:05 2002 (UTC). We're also calling for testers to report problems with ['Inherit the Earth'](http://www.wyrmkeep.com/ite/) (details and purchase information behind the link!). Please use the bug tracker, and set the correct game under Group. Please only test with the **latest** CVS version. Thanks! |
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20050830.content | ||
English
If you like screenshots as much as we do, you can play an integral role in demonstrating the capabilities of ScummVM with merely single still-frame image.
Basically, we need you to submit screenshots for our screenshots gallery. We have an explanation of the proper way to do so [here](http://wiki.scummvm.org/index.php/Screenshots) in our wiki. So, if you've got a few minutes, an interesting save in the middle of a game, and you want to help, please feel free to take and submit a screenshot of it. As the wiki states, ScummVM should be in HQ2x mode with aspect ratio correction ON. |
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20050909.title | ||
English
Screenshots are not needed anymore.
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20050909.content | ||
English
The last bastion of the screenshots camp has fallen. We have just received Zak v1 shots and that means that all is done. Thanks a lot to you, our fellow users, who took part in this saga. There are too many of you to mention, but you know who you are.
We also need to test another couple of newly supported games. These are Maniac Mansion NES version and Zak McKracken Commodore 64. See sections 3.8 and 3.9 in our README on how to run these. We need to know whether these games are completable or not. |
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20051011.title | ||
English
A great call of testers.
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20051011.content | ||
English
Hello, fellow users. Now it's time to help the ScummVM team bring out a new release of err... ScummVM. Ta-da!
We have a large amount of changes, new features and bugfixes. Almost every aspect of the program was touched, tuned, altered. So we once again need to ask for testers of every game we support. We'd like to mention two completely new titles we support now. They are Inherit the Earth and Gobliiins (first one in the series). Please, pay attention to those too. Instructions on how to do the testing are located at our [Wiki page](http://wiki.scummvm.org/index.php/Release_Testing). Please, stick to those and report on our mailing list, on #scummvm or in our forums. |
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20051030.content | ||
English
We are pleased to announce a long-awaited ScummVM 0.8.0 release. We, the ScummVM Team, have prepared a big pack of new features for you. Most outstanding amongst these are:
* New improved launcher and in-game GUI * Support for [Inherit the Earth](http://www.wyrmkeep.com/ite/) and Gobliiins * Playstation Portable, Playstation 2 and EPOC/SymbianOS ports * CGA and Hercules rendering modes for some games * Preliminary support for NES and C64 LucasArts games * Much improved support for Humongous Entertainment children games (Freddi Fish, Pajama Sam, Putt-Putt, Spy Fox, Fatty Bear, Backyard Sports and Buzzy) You may find a more detailed list of changes as well as files to download at our [downloads page](/downloads/). We encourage you to update to this latest and best ScummVM version as soon as possible. Along with this release, we are also pleased to announce the launch of our [new forums](http://forums.scummvm.org/). Located at the easy to remember address of [http://forums.scummvm.org/](http://forums.scummvm.org/), the new forums feature individual sub-forums for Ports, and many new functions for both the users and moderators alike. Please note that the SourceForge.net forums will be closed and archived within the next 48 hours. These archives will be available from the bottom of the forums' Main Index page. |
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20051101.content | ||
English
In light of the 0.8.0 release, which requires the additional SKY.CPT file to run Beneath a Steel Sky, we've updated the archive of the freeware CD version to include this file, and while we were at it, updated the data files to the last-known released version of BASS, which should fix some text issues that appear when playing the game in non-english languages.
You can download it from the [downloads page](/downloads/) (whenever the SourceForge mirrors pick it up), or download the SKY.CPT file separately [here](https://github.com/scummvm/scummvm/raw/master/dists/engine-data/sky.cpt). |
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20051109.title | ||
English
PlayStation 2 Release Candidate added
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