It's not like SCUMM is synonymous with the orginal Scumm instruction set emulator. It's more an umbrella term for "simulating old school adventures" (See here: http://wiki.scummvm.org/index.php/Engines). I don't see why this shouldn't work the other way around.
Lighten up. It's a forum post about a goofy project for a toy VM. It isn't a commercial product. Nobody's making money off it. Heck, the limitations of PICO-8 practically guarantee you won't be able to make a full-length game with this SCUMM engine.
Firstly, I'd like to thank you for taking the time to give feedback on my project (both positive and otherwise). :o)
With regards to the naming; I can see your point about the potential to "mislead" (which I attempted to negate right off the bat with my ReadMe).
However, the reason that I personally (and I understand this IS subjective) felt justified to incorporate the SCUMM name in the title is because I deliberately kept my API as identical as possible to the original SCUMM API (within reason - some functions/properties really needed modernising or weren't applicable).
There is also plans to be even closer to the original SCUMM design by distilling generated output (from a new Editor that I'm currently working on) to something akin, but not quite, OP-codes. If only to allow more game content to reside in the heavily-restricted space available in PICO-8 carts.
Again, thanks for all the valuable feedback (I have NO idea how my post got linked here), but I'm grateful all the same.
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[ 2.8 ms ] story [ 27.8 ms ] threadNot cool to use the name.
I would say it would need to run at least Manic Mansion and Monkey Island to be called a Scumm something.
With regards to the naming; I can see your point about the potential to "mislead" (which I attempted to negate right off the bat with my ReadMe).
However, the reason that I personally (and I understand this IS subjective) felt justified to incorporate the SCUMM name in the title is because I deliberately kept my API as identical as possible to the original SCUMM API (within reason - some functions/properties really needed modernising or weren't applicable).
There is also plans to be even closer to the original SCUMM design by distilling generated output (from a new Editor that I'm currently working on) to something akin, but not quite, OP-codes. If only to allow more game content to reside in the heavily-restricted space available in PICO-8 carts.
Again, thanks for all the valuable feedback (I have NO idea how my post got linked here), but I'm grateful all the same.
All the best,
Paul.