[HN Gopher] ScummVM on the App Store
       ___________________________________________________________________
        
       ScummVM on the App Store
        
       Author : galapago
       Score  : 195 points
       Date   : 2023-12-30 15:37 UTC (7 hours ago)
        
 (HTM) web link (apps.apple.com)
 (TXT) w3m dump (apps.apple.com)
        
       | m463 wrote:
       | hmmm I suspect this is because it is GPLv2 which doesn't require
       | the freedom to RUN the program (which apple doesn't give you)
       | 
       | apple seems to ship software with gplv2 (old bash, etc) but no
       | GPLv3 software.
       | 
       | ...even though they are technically in violation of the GPL by
       | modifying and shipping bash binaries without full source - it is
       | missing rootless.h (not the X11 file)
        
         | rafram wrote:
         | GPLv3's anti-Tivoization clause specifically targets software
         | bundled with a device, which this is not. There's plenty of
         | GPLv3 software distributed by its developers on the App Store
         | and nothing in the text of the GPL forbids distribution in a
         | proprietary marketplace.
        
           | gunapologist99 wrote:
           | In that case, I wonder why Google is so highly allergic to
           | GPLv3 in its GCP marketplace.
        
             | jraph wrote:
             | Is it GPLv3 or AGPL?
             | 
             | Their reasons (their excuses? At this point I'm not
             | convinced at all) to ban AGPL are documented at [1].
             | 
             | [1] https://opensource.google/documentation/reference/using
             | /agpl...
        
               | orangecat wrote:
               | What doesn't make sense? They don't want AGPL code to
               | accidentally end up anywhere that's publicly accessible,
               | and a lot of the code in their monolith is used across
               | many different products, so a blanket ban seems entirely
               | reasonable.
               | 
               | What motivation do you think they have to lie about this?
        
               | jraph wrote:
               | Not speaking about code, they ban _use_ of AGPL software.
               | This does not make sense to me.
               | 
               | Software you _use_ does not magically [1] end up in your
               | code base, or you are doing something horribly wrong, I
               | can 't even begin to imagine how. Like, "Whoops, I
               | downloaded and executed this AGPL-licensed binary, and
               | now this Google process running on my laptop (or
               | _phone_!) has automatically fetched its source code and
               | put it to prod and linked it to our software, and now oh
               | no, all our code are belong to GNU! ". This is
               | ridiculous. This is some massive, solid bullshit we have
               | here.
               | 
               | You can use AGPL software for any purpose within the law,
               | _no strings attached_. You never need to touch the code,
               | and if you do, you never need to link your product to it.
               | It does not take a lawyer to understand this simple
               | concept. Proprietary software have more restrictions than
               | that, you 'd better not have third party proprietary code
               | ending up in your product, although it's not banned at
               | Google. I hope they do check license compliance on their
               | code base anyway, there are automatic scanners for this.
               | So the chances of some AGPL code ending in their
               | repositories seem vanishingly small.
               | 
               | As for why Google would be dishonest, of course we have
               | no proof and we can't know for sure AFAIK. By default I
               | side with Drew DeVault [2], to me this is anti-AGPL
               | propaganda and their goal is to discourage people from
               | licensing their software under AGPL so they have a bigger
               | pool of open source projects they can potentially reuse
               | without having to contribute back, and it works because
               | now people are afraid to license their stuff under AGPL
               | because "businesses" "often" have an AGPL ban. I know of
               | exactly two companies banning AGPL: Google and Apple.
               | Apple already did that with GPLv3 (AGPLv3 being GPLv3 + a
               | clause). Again, does please the big company (and come on,
               | outdated bash and GNU tools on Mac does not make any kind
               | of sense, the GPL never restricted stuff at the process
               | level interface). I'm sure there are smaller businesses
               | thinking that if Google and Apple ban those licenses,
               | they must be bad and they should do too to be safe, while
               | not having a business model where it even makes sense,
               | playing Google and Apple's game.
               | 
               | If I'm to license software under AGPL, I'm giving Google
               | the right to use this software. That they don't want to
               | use it is their loss. They are doing this to themselves.
               | 
               | [1] https://en.wikipedia.org/wiki/Magical_thinking
               | 
               | [2] https://drewdevault.com/2020/07/27/Anti-AGPL-
               | propaganda.html
               | 
               | > they want to discourage people from using the AGPL,
               | because they cannot productize such software effectively
               | [...]
               | 
               | > By discouraging the use of AGPL in the broader
               | community, Google hopes to create a larger set of free-
               | and open-source software that they can take for their own
               | needs without any obligations to upstream
        
           | m463 wrote:
           | hmmm. I thought that software loaded on an apple device is
           | DRM'd, meaning it cannot be installed or run without an apple
           | id (basically you must ask apple permission to run the
           | program).
           | 
           | GPLv2 didn't prevent this, but I thought GPLv3 conferred
           | additional rights to the user.
           | 
           | I remember RMS saying, "I realized I had to explicitly say
           | the freedom to RUN the program" I believe about revising
           | GPLv2 to GPLv3
        
         | jraph wrote:
         | > GPLv2 which doesn't require the freedom to RUN the program
         | 
         | It does. This is the first freedom of free software. I'm not
         | sure the issues with distributing GPL software on the App store
         | are specific to the GPLv3. I don't fully understand things on
         | this, but [1] seems to be a good entry point.
         | 
         | > apple seems to ship software with gplv2 (old bash, etc) but
         | no GPLv3 software.
         | 
         | This is an Apple policy / a choice that they make. They could
         | decide to distribute GPLv3 software with Mac legally, but chose
         | not to.
         | 
         | > by modifying and shipping bash binaries without full source -
         | it is missing rootless.h (not the X11 file)
         | 
         | I would be interested in knowing more about this. I'm surprised
         | they've not been already sued if they violate bash's license.
         | 
         | [1] https://opensource.stackexchange.com/questions/9500/is-
         | apple...
        
           | saagarjha wrote:
           | Sued by whom? The bash people seem like they have better
           | things to do than sue Apple.
        
             | jraph wrote:
             | The Free Software Foundation.
             | 
             | Bash is part of the GNU project. As a consequence, I
             | believe contributors assign their copyright to the FSF. I
             | downloaded a random release of bash 3 (3.0.16) and opened a
             | random C file from it and it is indeed "Copyright (C)
             | 1993-2004 Free Software Foundation, Inc."
             | 
             | I appreciate that individual developers might not have the
             | time & energy to engage in a lawsuit against Apple, but the
             | FSF is bigger, and has all the incentive to be firm with
             | the terms of the GPL licenses for the licenses to look
             | strong. Developers can also certainly request help from the
             | Software Freedom Conservancy [1] or the Software Freedom
             | Law Center [2] (which has helped BusyBox win several
             | lawsuits) for this kind of stuff. Apparently the SFLC has
             | helped the FSF in the past, against Cisco, if I'm to
             | believe [2].
             | 
             | [1] https://sfconservancy.org/
             | 
             | [2]
             | https://en.wikipedia.org/wiki/Software_Freedom_Law_Center
        
           | m463 wrote:
           | > It does. This is the first freedom of free software.
           | 
           | I don't think so:
           | 
           |  _The Free Software Foundation explicitly forbade tivoization
           | in version 3 of the GNU General Public License._
           | 
           | https://en.wikipedia.org/wiki/Tivoization
           | 
           | I think this is one of the reasons GPLv3 came along.
        
             | jraph wrote:
             | Forbidding tivoization does not forbid running the program,
             | it forbids embedding the program in some piece of hardware
             | and then not providing a means for the end user to run
             | their own modified version on this same hardware. If a TV
             | is to use some GPLv3 program, then it must allow the user
             | to replace the program with their own version.
             | 
             | And yes, tivoization is a major reason why GPLv3 was
             | written indeed, it was seen as a loophole to fix by the
             | FSF.
        
         | xmodem wrote:
         | It's been a hot minute since I had to dig into the code Apple
         | publishes for anything and since then they seem to have moved
         | it all to Github. I don't have my mac handy to try building it,
         | but I don't see any references to a rootless.h in the code
         | they're publishing. I'm curious to know a bit more about what's
         | missing.
        
           | saagarjha wrote:
           | They inlined the code here: https://github.com/apple-oss-
           | distributions/bash/commit/9817a...
        
             | Turing_Machine wrote:
             | That would be perfectly legal under the GPL, right?
             | 
             | It doesn't say you're not allowed to modify the code, just
             | that you have to distribute the modified code in its
             | entirety. If what Apple is distributing is sufficient to
             | build (their version of) bash, it's perfectly fine.
        
               | saagarjha wrote:
               | If the code is what Apple used to build what they're
               | distributing, then yes this is valid. (For this case at
               | least, they have a tendency of doing this a lot and I
               | suspect the change to bash was made just to address this
               | specific complaint while missing every other place they
               | strip out code.)
        
               | m463 wrote:
               | I tried to rebuild bash a while back on macos and
               | couldn't do it because the source code was not available
               | for rootless.h. I guess someones complaint finally got
               | some action from apple.
               | 
               | I remember doing macos kernel debugging (in the non-gpl
               | code apple distributes) and it was pretty evident that
               | the code they distribute like xnu is NOT the code that is
               | in the OS. Stack traces had lots of functions apple keeps
               | to itself. Looking in the distributed code shows
               | suspicious blank lines where automated tools must remove
               | apple-only source.
        
               | saagarjha wrote:
               | Yes, XNU is missing a lot of stuff. But it's not (L)GPL,
               | so it's not really required for them to provide that
               | code.
        
       | Ecco wrote:
       | Curious as to why it took so long. Anybody around knows?
        
         | peddling-brink wrote:
         | I'm surprised it's allowed at all. To my knowledge, Apple has
         | never allowed general purpose virtualization software.
        
           | madmoose wrote:
           | There's no general purpose virtualization involved in
           | ScummVM. It's a collection of game engines derived mostly
           | from reverse engineering old games.
        
             | peddling-brink wrote:
             | Oh, well I stand corrected.
        
         | amlib wrote:
         | Isn't Apple very restrictive about apps that allow running
         | arbitrary code like emulators? I'm also a bit perplexed, unless
         | they have changed their policy recently.
        
           | dangus wrote:
           | I wonder if it was determined that the code isn't arbitrary,
           | and nothing is being emulated. It's more like a content
           | engine.
           | 
           | Perhaps ScummVM is closer in concept to something like Super
           | Mario Maker than to a full blown programming environment. You
           | could argue that the custom content is "code" but it's more
           | like a limited set of actions accompanied with content.
        
           | lxgr wrote:
           | That ship has long sailed. There's an x86 Linux user space
           | emulator capable of running unmodified Alpine Linux, a shell
           | running WASM/WASI binaries...
           | 
           | It seems like the current bar is something like "can it
           | plausibly run something other than pirated Nintendo ROMs".
        
             | simonw wrote:
             | What's that x86 Linux emulator app?
        
               | Exonym wrote:
               | [iSH](https://ish.app).
        
               | haunter wrote:
               | a-shell
               | 
               | https://holzschu.github.io/a-Shell_iOS/
        
               | lxgr wrote:
               | That one runs WASM binaries interfacing (via WASI) with
               | the native iOS AArch64 environment and some clever built-
               | in bindings that make iOS look not entirely unlike a
               | normal POSIX.
               | 
               | Very impressive (and faster than emulation, since WASM
               | can be JIT compiled by iOS!), but not Linux :)
        
         | wk_end wrote:
         | It's got interpreters that lets it execute arbitrary (?) code,
         | which I thought was verboten. TBH I'm not sure how this got
         | through Apple's censors...?
        
           | madmoose wrote:
           | Most game engines have scripting languages built in.
        
             | wk_end wrote:
             | Yes, but those game engines are - on iOS especially -
             | locked in to running bundled scripts that drive the
             | specific game you've purchased from the App Store. ScummVM
             | is running externally provided scripts.
        
         | truegoric wrote:
         | I'd say it's curious it happened at all. As others have
         | mentioned Apple doesn't allow emulators at all in their store,
         | perhaps they are afraid of losing too much of the market after
         | EU forces them to allow side-loading?
         | 
         | EDIT: I just checked the App Store listing for this app - I
         | find it pretty hilarious (and for more than one reason) that
         | it's listed in the Adventure category which has a pirate flag
         | for an icon.
        
           | simonw wrote:
           | I wonder if this is a case of an individual AppStore reviewer
           | not actually understanding what the thing they are reviewing
           | does.
        
             | DaiPlusPlus wrote:
             | I understand that new app launches need approval by someone
             | who actually knows the rules, whereas new updates for
             | already-published apps are run-by the rank-and-file
             | reviewers.
        
               | saagarjha wrote:
               | This isn't necessarily true.
        
           | madmoose wrote:
           | ScummVM isn't an emulator, it's a collection of game engines
           | based on reverse engineering and, on occasion, original
           | source code donations.
        
             | truegoric wrote:
             | I stand corrected, although from a policy-making
             | perspective ScummVM allows users to run software acquired
             | through ways not sanctioned by Apple (or owners of the
             | original IPs), which I believe is the major part of why
             | emulators are not allowed on App Store and thus bears a
             | similarity to them in that particular aspect.
        
               | karolist wrote:
               | Is there any philosophical difference in playing your
               | game using ScummVM versus playing a JavaScript game on
               | some website using Safari for iOS?
        
               | geraldwhen wrote:
               | Since there are literal emulators written in JavaScript,
               | the answer must be no.
        
               | wk_end wrote:
               | Apple controls the JS sandbox in Safari, whereas they
               | don't control the ScummVM scripting sandbox. In theory
               | it'd allow the execution of arbitrary scripts that can do
               | anything native code can do, although I don't know -
               | maybe ScummVM checksums the games you load into it and
               | will only run code it recognizes (and if so, maybe that's
               | why it's allowed).
        
               | myko wrote:
               | It's trivial to purchase the games legally on GOG & Steam
               | so this does not seem particularly relevant
        
       | adrianN wrote:
       | Is there a place where I can legally obtain images to run on the
       | vm?
        
         | sspiff wrote:
         | Steam. I bought a ton of these on Steam and just copied the
         | data files over to my sons tablet. Works perfectly, including
         | localisation.
        
           | toasteros wrote:
           | To add to this, the commercially available versions of the
           | first two Monkey Island games are not ScummVM compatible
           | without some hackery. The games are perfectly playable,
           | indeed, but a lot of people don't have much fondness for the
           | visual style choices.
           | 
           | Luckily, the original game data files are included in the
           | homogeneous .pak files for the games, and Monkey Island
           | Explorer[0] can unpack them.
           | 
           | For both games the files are MONKEY.000 and MONKEY.001
           | (MONKEY2.00{0,1} for Monkey 2) and the explorer program can
           | filter for file types making it easy. Just unpack them, add
           | to ScummVM and away you go.
           | 
           | Caveat is that these are the CD versions of the games. The
           | Secret of Monkey Island was actually "remastered" previously!
           | The colour palette is altered slightly and the UI includes an
           | updated inventory, with images instead of just words for
           | items. The stump joke is removed, too (partly due to the
           | LucasArts hintline getting calls about a missing disk #131!).
           | 
           | Monkey Island Ultimate Talkie Edition[1] is another project
           | that can extract the data from the Special Editions, as well
           | as the music and voice files. The resulting build is
           | compatible with ScummVM, meaning you can play the original
           | games with the updated audio.
           | 
           | [0]: https://quickandeasysoftware.net/software/monkey-island-
           | expl...
           | 
           | [1]: http://gratissaugen.de/ultimatetalkies/monkey1.html
        
         | Zetobal wrote:
         | gog
        
         | unixhero wrote:
         | Steam gog
         | 
         | And archive.org some of the games are abandonware and free.
        
           | toasteros wrote:
           | Just note that abandonware is not a legal term, and the
           | ScummVM team consider it piracy/warez. You don't get
           | supported with problems by ScummVM if you play an
           | illegitimately acquired copy of a game.
           | 
           | There ARE some games which are released by the original
           | developers for free. Beneath a Steel Sky can even be found in
           | the Debian and Arch repositories, for example.
        
           | Dalewyn wrote:
           | For anyone who cares about legality, do not touch Internet
           | Archive (archive.org) with a 10 foot pole. That place is one
           | of the biggest collections of warez known to man today.
        
         | galapago wrote:
         | https://wiki.scummvm.org/index.php/Where_to_get_the_games
        
         | o11c wrote:
         | https://wiki.scummvm.org/index.php?title=Category:Freeware_G...
         | 
         | but hm, that category is larger than the category of supported
         | games ... clicking through to the "where to get" link gives a
         | more curated list.
         | 
         | There are 4 shipped in most Linux distros (probably more a
         | matter of exact license than quality alone):
         | Flight of the Amazon Queen - everything you'd expect from a
         | fantasy adventure; play this if nothing else         Beneath a
         | Steel Sky - a good game, just not a happy one         Lure of
         | the Temptress - this was buggy when I played it, managing to
         | crash/freeze the VM         Drascula: The Vampire Strikes Back
         | - cringe
        
           | justsomehnguy wrote:
           | > probably more a matter of exact license
           | 
           | Yep, they were _freewared_.
           | 
           | > quality
           | 
           | I have the experience with Flight and Steel Sky only, but
           | they are good.
        
         | nu11ptr wrote:
         | Gog is ideal. I own several of them, and if you are patient,
         | they run great sales throughout the year making them very cheap
         | to obtain (and there isn't any DRM).
        
       | sspiff wrote:
       | Interesting.
       | 
       | My 5 year old sons favourite app on his Android tablet is
       | ScummVM.
       | 
       | I bought all the Putt Putt, Freddy Fish, and Spy Fox games on
       | Steam, and after copying the data files over to ScummVM on
       | Android, my son has been enjoying them a lot.
       | 
       | I'd much prefer him spending his time with these rather than
       | these toxic mobile games that target young kids with repetitive
       | loops locked behind countdown timers and in app purchases.
        
         | hedora wrote:
         | Those games are infinitely better than anything I could find in
         | the app store, and the whole collection was (is?) $50.
        
           | jurgenkesker wrote:
           | Currently around that price indeed on Steam Sale, and lower
           | if you only look for Spy Fox bundle or Put Put or whatever
           | you want. Very nice.
        
         | BSDobelix wrote:
         | And in 5 years when your for example on a long roadtrip you can
         | buy him "The Longest journey" (don't forget the HD patches
         | https://tljhd.github.io/)
        
         | whazor wrote:
         | They are also sold as games on the App Store, but I think they
         | use an older version of ScummVM and it was really broken for
         | us.
         | 
         | I am hoping some more iOS improvements/fixes could be done.
         | These games are amazing (still are very funny to my 4yo!). I
         | would like to see a bigger touch area and proper touch dragging
         | support.
         | 
         | While I also think they don't make games like these anymore
         | nowadays. Please comment below with examples to proof us wrong.
        
       | anotherhue wrote:
       | First person to write a browser that can run under Scumm wins an
       | EU prize.
        
         | aspenmayer wrote:
         | You could probably run lynx under iSH.app
        
       | bossyTeacher wrote:
       | What is the appeal with games that are this old? Is the audience
       | people that played them in their childhood? I struggle to see
       | kids (who are used to super colourful, hyper interactive,
       | animated games) play GBC games let alone something like this. Any
       | ideas?
        
         | ethbr1 wrote:
         | Plot. Story. Humor. Thinking.
        
           | bmacho wrote:
           | Visuals. Music. Challenge.
        
         | unixhero wrote:
         | Story, charm, fun
        
         | kemayo wrote:
         | A lot of the audience probably is the nostalgic. But also,
         | there's quite a few genuinely good games in there, and also
         | some very foundational ones. The tendency towards cartoony
         | graphics and a plot/humor focus means that in some ways they've
         | aged a lot better than other games from a similar era.
         | 
         | In a way it's like asking why people read old fashioned novels,
         | even though they're out of step with modern language and
         | culture.
        
         | alberth wrote:
         | It's the same reason why Nintendo does so well relative to
         | PS/XBox.
         | 
         | It doesn't have to be all about high-end graphics.
         | 
         | Plot, game play, fun is what's most important for a large
         | segment of gamers.
        
           | bossyTeacher wrote:
           | Does that mean that you would be happy to pay a premium
           | (think PS5 prices) to play new games that are in that format?
        
         | Hugsun wrote:
         | I'd be surprised if many youngsters would seek these out
         | themselves but nostalgia drives many people and they're likely
         | to push younger people to try this out.
         | 
         | I have a hard time finding the appeal for myself.
        
         | chongli wrote:
         | To turn it around on you: what's wrong with old games? Does
         | anyone ask the same about books?:
         | 
         | "What is the appeal with books that are this old?"
         | 
         | Not very often from what I can tell. I do see the sentiment
         | you've expressed regarding games much more often. Why is that?
         | I'm not sure. Perhaps it's just a sign of the immaturity of
         | games as a medium (compared to books, anyway).
        
           | kemayo wrote:
           | There's a lot of user interface issues in playing an older
           | game. Not so much the graphics -- people like "pixel" styling
           | in modern games, though generally at much higher resolutions
           | and with better color palettes than in old games -- but
           | rather in how you interact with the games.
           | 
           | There's a lot of experimentation in old games about how to
           | approach certain concepts, where _eventually_ something won
           | out and became the way we do it. So it 's very strange to go
           | back to e.g. an old first-person game and realize that WASD
           | controls aren't used.
           | 
           | I recently saw this YouTube video ("How System Shock's Reboot
           | Wrestles With Adapting Its Legacy" by Errant Signal) that
           | talks a bit about this take on the issue, which might
           | interest you: https://www.youtube.com/watch?v=YDQ24iAkh90
        
             | wavemode wrote:
             | That's sort of tangential though. A game can have user
             | interface problems and still be fun. A game can be outdated
             | and still be fun.
             | 
             | I would argue the age of a game is entirely orthogonal to
             | whether it is possible to still enjoy playing it.
             | 
             | Will EVERYONE enjoy playing it? Probably not. But some
             | people do. And that's enough to give projects like ScummVM
             | a valuable purpose.
        
           | carlhjerpe wrote:
           | Well, technology has progressed quite far while humans are
           | still humans with the same (but slightly better maintained)
           | brain. I have a hard time watching old movies where the FX is
           | crap
        
             | jonhohle wrote:
             | And many of us who like practical effects feel the
             | opposite. If a movie hasn't engaged you enough to see past
             | the puppet, makeup, and rigging, there's probably something
             | else missing.
        
           | bossyTeacher wrote:
           | Books and games are different. Books is just text (mostly) so
           | there is no expectation of anything else. It is art.
           | 
           | Games are entertainment. So they are supposed to have higher
           | levels of engagement over time
        
         | yjftsjthsd-h wrote:
         | They're still fun.
        
         | jonhohle wrote:
         | While I don't share the sentiment, I have an anecdote that
         | might be relatable.
         | 
         | Some time around 2014 I finally got around to playing
         | Castlevania: symphony of the Night. It was almost 20 years old,
         | casykevania had long since moved to 3D graphics and stages.
         | Even when it was released in the 90s it could have been
         | considered outdated due to its small, sprite-based graphics.
         | 
         | It turns out, the game is a masterpiece. The control, the level
         | design, the progression, the exploration, the freedom of item
         | choice are all exceptional. Even the graphics are beautiful for
         | what they are without needing a RTX 4090 and 4K display. I've
         | replayed it several times since then and it opened up a new
         | genre of games that I hadn't previously considered liking.
         | 
         | Many of the Lucas Arts point and click adventures may or may
         | not soar the same interest. They're quirky, funny, clever games
         | that can be played casually.
         | 
         | For kids who like games, the gameplay is enough. They might say
         | how dopey it looks at the start, but if it hooks them, that
         | reaction will fade away.
        
       | ethbr1 wrote:
       | For those who don't recognize Scumm (since it's getting pretty
       | old now...), it was an adventure game engine. Widely used for
       | classic Lucasfilm Games/LucasArts titles. _(edit fixed! See below
       | comment)_
       | 
       | Here's the list of supported games:
       | https://wiki.scummvm.org/index.php?title=Category:Supported_...
       | 
       | If you're looking for recommendations...
       | 
       | - Zork (the OG, and sequels):
       | https://wiki.scummvm.org/index.php?title=Zork
       | 
       | - Beneath a Steel Sky:
       | https://wiki.scummvm.org/index.php?title=Beneath_a_Steel_Sky
       | 
       | - Blade Runner:
       | https://wiki.scummvm.org/index.php?title=Blade_Runner
       | 
       | - The Castle of Dr. Brain (and sequels):
       | https://wiki.scummvm.org/index.php?title=Castle_of_Dr._Brain
       | 
       | - Maniac Mansion / Day of the Tentacle:
       | https://wiki.scummvm.org/index.php?title=Maniac_Mansion
       | https://wiki.scummvm.org/index.php?title=Day_of_the_Tentacle
       | 
       | - The Dig: https://wiki.scummvm.org/index.php?title=The_Dig
       | 
       | - Full Throttle:
       | https://wiki.scummvm.org/index.php?title=Full_Throttle
       | 
       | - Gabriel Knight (and sequels):
       | https://wiki.scummvm.org/index.php?title=Gabriel_Knight
       | 
       | - Grim Fandango:
       | https://wiki.scummvm.org/index.php?title=Grim_Fandango
       | 
       | - Indiana Jones and the Fate of Atlantis:
       | https://wiki.scummvm.org/index.php?title=Indiana_Jones_and_t...
       | 
       | - Kings Quest (and sequels):
       | https://wiki.scummvm.org/index.php?title=King%27s_Quest
       | 
       | - Leather Goddesses from Phobos (and sequel):
       | https://wiki.scummvm.org/index.php?title=Leather_Goddesses_o...
       | 
       | - Leisure Suit Larry (and sequels):
       | https://wiki.scummvm.org/index.php?title=Leisure_Suit_Larry
       | 
       | - The Longest Journey:
       | https://wiki.scummvm.org/index.php?title=The_Longest_Journey
       | 
       | - Police Quest (and sequels):
       | https://wiki.scummvm.org/index.php?title=Police_Quest
       | 
       | - Riven: The Sequel to Myst:
       | https://wiki.scummvm.org/index.php?title=Riven:_The_Sequel_t...
       | 
       | - Sam and Max Hit the Road:
       | https://wiki.scummvm.org/index.php?title=Sam_%26_Max_Hit_the...
       | 
       | - The Secret of Monkey Island (and sequels):
       | https://wiki.scummvm.org/index.php?title=The_Secret_of_Monke...
       | 
       | - Space Quest:
       | https://wiki.scummvm.org/index.php?title=Space_Quest
       | 
       | - Syberia: https://wiki.scummvm.org/index.php?title=Syberia
        
         | kemayo wrote:
         | To pedantically correct a thing you said, _SCUMM_ (Script
         | Creation Utility for Maniac Mansion) was an adventure game
         | engine, and was used for early LucasArts titles (absolutely no
         | Sierra games!).
         | 
         |  _ScummVM_ is a program that bundles a lot of reimplementations
         | of different game engines together, such that you can play
         | pretty much any game in the  "point and click adventure"
         | category from the late 80s through early 2000s on modern
         | platforms so long as you provide the data-files for it
         | yourself. As you might guess from the name, some scope creep
         | has happened since its origin.
        
           | ethbr1 wrote:
           | Thanks for the correction! Fixed above. Early morning. :)
           | 
           | FM/YI, here's the mapping of games to engines:
           | https://wiki.scummvm.org/index.php?title=Engines
           | 
           | Apparently the Sierra engines were AGI and then SCI.
           | https://wiki.scummvm.org/index.php?title=AGI
           | https://wiki.scummvm.org/index.php?title=SCI
        
         | RajT88 wrote:
         | For anyone who still hasn't seen the new Indiana Jones movie,
         | but is thinking about it some time: Go play Fate of Atlantis
         | instead.
        
           | paozac wrote:
           | I've always wondered why they didn't use the Fate of Atlantis
           | script instead of the awful crystal skull
        
             | RajT88 wrote:
             | Same. It is arguably a paint by numbers Indy romp. Which of
             | course the 2 newer films are not.
        
             | jl6 wrote:
             | I've often pondered this and I have concluded that there
             | are a number of factors:
             | 
             | 1. Licensing. While it might appear that the Indiana Jones
             | IP is fully in the hands of Disney, it's plausible that
             | there are nuances behind the scenes. For example, Paramount
             | owns the distribution rights to the first four films.
             | That's a different issue, but I mention it as an example of
             | how rights can become fragmented over time over multiple
             | contracts. I wouldn't be at all surprised if the rights to
             | Fate of Atlantis are more complex than we see from the
             | outside. Having said that, I've no evidence of this.
             | 
             | 2. It was a good game, but does that make for a good movie?
             | FoA had some great game features: multiple paths, fun
             | puzzles, classic adventure game exploration and
             | interactivity, awesome pixel art - but none of these are
             | useful to a movie.
             | 
             | 3. The script was... OK. It doesn't have any standout
             | quotable lines like the first three films did. Its comedy
             | is more slapstick than witty, and there are more than a few
             | video-game in-jokes. It's also highly derivative, written,
             | I suspect, to make players think "This is cinematic! This
             | is just like a real Indiana Jones movie!" To that end, it
             | worked brilliantly. But in the 90s, games were still a
             | sideshow compared to Hollywood, and were written in a
             | parodic style, not yet having found their own space as a
             | unique medium. To an extent, this is still true today.
             | 
             | 4. An aging Harrison Ford is tough to reconcile with a
             | story set in the 1930s. I expect this alone was a big
             | driver in the studio wanting new scripts set in the 50s and
             | 60s for the last two films.
             | 
             | 5. Movies based on games have an abysmal track record, and
             | I'm sure Hollywood producers get an allergic reaction
             | whenever someone suggests another one.
             | 
             | And yet, despite all the above, FoA is still fantastic raw
             | material for a movie. The plot, mythology, locations, set-
             | pieces, and even the music, are all perfect for being
             | reimagined on the big screen. Which leads me to the final
             | reason why I think it hasn't happened:
             | 
             | 5. Nobody took games seriously in the 90s, Lucas was in
             | control in the 00s for Crystal Skull and wanted his own
             | story not somebody else's, Disney was distracted by Star
             | Wars and Marvel in the 10s, and by the time we get to Dial
             | of Destiny in the 20s, Disney has become so risk averse
             | that the idea of pulling ideas from a video game seems far
             | outside what they are creatively capable of. Sadly, with
             | Dial of Destiny bombing, the franchise is probably dead
             | until the 30s.
             | 
             | Still, the fact that Disney lawyers shut down the recent
             | fan-remastered version of the FoA game gives me hope that
             | they still recognize how much value that IP has. They've
             | strip-mined every other IP, so it's possible they will
             | eventually realize they've been digging in the wrong place,
             | let go of Harrison Ford (in either live, de-aged, or
             | posthumous generative form), and get their top men working
             | on it.
        
       | unixhero wrote:
       | There is also Dreamm https://aarongiles.com/dreamm/
        
         | toasteros wrote:
         | DREAMM is a pretty significant project, and differs from
         | ScummVM in a few ways. Primarily, ScummVM is an engine rewrite.
         | They write new code that copies the behaviour of the original
         | games.
         | 
         | Aaron Giles worked at LucasArts and was instrumental in porting
         | SCUMM to Windows (for Full Throttle and Curse of Monkey
         | Island). DREAMM is a full x86 emulator that takes the original
         | game code and runs it directly.[0]
         | 
         | Amusingly enough, I guess that makes DREAMM more of a virtual
         | machine than ScummVM is.
         | 
         | [0]: https://aarongiles.com/dreamm/docs/v21/#faq-scummvm
        
       | awill wrote:
       | This is fantastic. I consider iOS far superior in so many ways
       | over Android. Except that it is locked down so much. If iOS
       | becomes more open, there will be nearly no reason to get an
       | Android.
        
         | loloquwowndueo wrote:
         | Downloadable or installable game content is hardly any
         | indication that iOS is about to become more open. Plenty of
         | other apps do that.
        
         | asylteltine wrote:
         | Locked downness is a non issue coming from a previous android
         | fanboy. iOS is just superior in every way. No I don't care that
         | you can change some font on your android phone.
        
           | wavemode wrote:
           | Can you specify some examples of how "iOS is just superior in
           | every way"?
        
             | asylteltine wrote:
             | Smoothness
             | 
             | Security
             | 
             | Updates for even ancient phones
             | 
             | Massively integrated ecosystem
             | 
             | Higher quality apps, even googles own
             | 
             | Best hardware
        
         | nikolay wrote:
         | It's not superior in any way. I have both an Android phone
         | (Samsung) and an iPhone. Android rules except in one aspect -
         | battery life.
        
           | pixelpoet wrote:
           | > Android rules except in one aspect - battery life.
           | 
           | This is like saying Windows is better than Linux for battery
           | life, which is obviously ridiculous because it's primarily
           | about the hardware, not software. Put Android on Apple's
           | excellent silicon and watch how suddenly "Android" has really
           | good battery life.
           | 
           | Anyway, both are disgusting passive consumption oriented
           | walled gardens, and phones in general are terrible computers
           | as software goes.
        
       | tempodox wrote:
       | Yum, must get this for my iPad. I'm curious to see what games cam
       | be installed with it.
        
       | toasteros wrote:
       | ScummVM 2.8.0 is a pretty big release overall, with the App Store
       | release just being the icing on the cake. The full notes are
       | pretty long![0]
       | 
       | The list of supported games has grown a lot. ScummVM is capable
       | of running the Adibou series now, as well as the first Might &
       | Magic game and Muppet Treasure Island!
       | 
       | A hefty review of the Broken Sword engine has also restored a lot
       | of small missing features.
       | 
       | If you have even a _passing_ interest in classic adventure games,
       | you owe it to yourself to check it out.
       | 
       | [0]:
       | https://downloads.scummvm.org/frs/scummvm/2.8.0/ReleaseNotes...
        
         | galapago wrote:
         | There is another HN thread to discuss that release here:
         | https://news.ycombinator.com/item?id=38816506
        
       | mig39 wrote:
       | unfortunately it doesn't work on Apple Silicon Macs (opens then
       | crashes). Is it available as a Mac version?
        
         | throwaway5959 wrote:
         | Yes just go to the SCUMMVM site.
        
       | wronglebowski wrote:
       | How'd this get past app review? Apple has allowed zero emulators
       | of any type on the App Store. I bet this gets crushed.
        
         | DaiPlusPlus wrote:
         | Well... it's not an "emulator", I suppose - it's an execution-
         | engine.
        
         | kmeisthax wrote:
         | Apple is very weird with how they interpret that part of their
         | rules. iSH is allowed but not iDOS, etc.
        
           | KMnO4 wrote:
           | iSH has compiled the binaries for arm64 so they actually run
           | natively. When they do a syscall to malloc they are actually
           | doing a syscall to malloc.
           | 
           | iDOS is interpreting the bytecode and wrapping the
           | unavailable things with its own implementation. When a DOS
           | application runs malloc, the memory is assigned by iDOS
           | instead.
           | 
           | I'm not saying Apple is consistent, but your example doesn't
           | show that well.
        
             | jmah wrote:
             | Though it doesn't invalidate the gist of your saying,
             | malloc is a user-space function not a syscall. (Its
             | implementation will occasionally do a syscall, such as to
             | sbrk or vmmap.)
        
             | basique wrote:
             | Isn't iSH literally an x86 emulator?
        
             | meindnoch wrote:
             | False. iSH is an x86 "bytecode" emulator.
             | 
             | "Possibly the most interesting thing I wrote as part of iSH
             | is the JIT. It's not actually a JIT since it doesn't target
             | machine code. Instead it generates an array of pointers to
             | functions called gadgets, and each gadget ends with a
             | tailcall to the next function; like the threaded code
             | technique used by some Forth interpreters."
             | 
             | https://github.com/ish-app/ish
        
         | fragmede wrote:
         | > 2.5.2 Apps should be self-contained in their bundles, and may
         | not read or write data outside the designated container area,
         | nor may they download, install, or execute code which
         | introduces or changes features or functionality of the app,
         | including other apps. Educational apps designed to teach,
         | develop, or allow students to test executable code may, in
         | limited circumstances, download code provided that such code is
         | not used for other purposes. Such apps must make the source
         | code provided by the app completely viewable and editable by
         | the user.
         | 
         | https://developer.apple.com/app-store/review/guidelines/#phy...
        
           | kevingadd wrote:
           | Yeah, ScummVM runs the original game scripts, doesn't it? And
           | the original games aren't bundled with it (they can't be).
           | Kind of surprising they got away with violating that rule.
        
         | Turing_Machine wrote:
         | ScummVM explicitly denies being any kind of emulator.
         | 
         | It doesn't run the original source code of the games. Rather,
         | it's a complete rewrite of the game that uses the original
         | assets (images, sounds, internal scripts, etc.)
        
         | tannhaeuser wrote:
         | "[Apple's codex] is more what you'd call 'guidelines' than
         | actual rules."
        
           | wronglebowski wrote:
           | Exactly, which is why if this gets any traction I believe
           | it'll be removed. Apple does not allow you to consume your
           | own content on their platforms without a tax or at least a
           | little roughing up.
        
             | wharvle wrote:
             | VLC's doing fine. It's how our kids watch movies on road
             | trips (download to iPad from Jellyfin's web interface, play
             | in VLC).
             | 
             | Almost every book I've read in Books is from libgen.
             | Download, open-in, and it's on all my devices. Reading
             | progress syncs and everything.
             | 
             | The best electronic comic book experience I've seen is from
             | a free app (optional one-off IAP that does nothing--I wish
             | it had higher tiers, the author is doing god's work and I'd
             | have given them $50 or something, no question). I put
             | related cbr and cbz files in a directory _in icloud_ , they
             | show up seconds later in this app, it quickly figures out
             | what they are (no clue how it's as accurate as it is) and
             | organizes them, and I get to reading two pages at a time in
             | landscape on a 12.9" iPad.
             | 
             | The only Apple content I pay for is Apple Music, because
             | it's so damn convenient and I listen to way more music when
             | I have it. I used to put my own music files in _the exact
             | same app_ , though, and that worked fine.
        
               | Cenk wrote:
               | Which app do you use for comics?
        
               | wharvle wrote:
               | Yeah, I was gonna plug it since it's great, but didn't
               | have it on my phone (it's iPad only, which makes sense)
               | and forgot the name.
               | 
               | Looks like it's Chunky:
               | 
               | https://apps.apple.com/us/app/chunky-comic-
               | reader/id66356762...
        
               | skydhash wrote:
               | Chunky is good, you have multiple ways to import content,
               | even straight from calibre.
        
               | ElCapitanMarkla wrote:
               | Check out iComics by Tim Oliver. It works really well
        
           | hinkley wrote:
           | I decline to acquiesce to your request.
           | 
           | That means 'no'.
        
           | lm411 wrote:
           | Indeed, "Guidelines" is also how Apple refers to them.
           | 
           | For good or bad, they are flexible - and that is frustrating
           | at times trying to get Apps approved.
           | 
           | https://developer.apple.com/app-store/review/guidelines/
        
         | nsajko wrote:
         | I don't think ScummVM features an emulator, rather it
         | reimplements game engines.
        
           | meibo wrote:
           | Yes, but those games contain scripting languages, like Lua
           | for Grim/Escape from Monkey Island. That isn't shipped with
           | the app, so it technically violates the rule. Hope they keep
           | it up though, or if not, hope they get their ass kicked into
           | allowing third-party app stores soon so that you don't need
           | to jump through massive hoops to use anything like this.
        
       | pimlottc wrote:
       | Is there a way to load games directly on mobile without using a
       | cloud storage provider?
       | 
       | There a bunch of freely downloaded games on the ScummVM page here
       | [0]. I can download a zip file in mobile but I can't figure out
       | how to get it into the app.
       | 
       | 0: https://www.scummvm.org/games/
        
         | pimlottc wrote:
         | Ah, figured it out:
         | 
         | 1. In mobile Safari, tap the file to download and tap ok
         | 
         | 2. When it's finished, tap the blue circle with a down arrow
         | next to the address bar to open downloads
         | 
         | 3. Tap the file you just downloaded to switch to the Files app
         | 
         | 4. In the Files app, tap the zip file you just downloaded to
         | uncompress it
         | 
         | 5. Tap and hold the directory and select "Move"
         | 
         | 6. Navigate to or search for the "ScummVM" folder
         | 
         | 7. Tap "Move" in the upper right hand corner
         | 
         | Now the game should show up in the file browser within ScummVM
         | to be added
         | 
         | 1. In the ScummVM launcher, tap "Add Game"
         | 
         | 2. Select the folder and tap "Choose"
        
       | johnwalkr wrote:
       | This reminded me of the fact that excellent remasters of monkey
       | island were released on the iPhone (and a few other paltforms)
       | but were removed from the App Store after a few years. It's a
       | shame, they had great new artwork and sound/music but you could
       | switch back and forth with the old art and it was cool to see the
       | difference in each scene.
        
         | CharlesW wrote:
         | Sadly, the developer never updated them for compatibility with
         | 64-bit-only versions of iOS (iOS 11+).
        
           | DennisL123 wrote:
           | Happy to sign all the necessary NDAs and to port them to 64
           | bit, newer iOS versions and devices for free.
        
             | smoldesu wrote:
             | If they got depreciated once, it's gonna happen again.
             | Apple should invest in Microsoft-tier backwards
             | compatibility if they want to avoid publishers abandoning
             | their software.
        
               | FirmwareBurner wrote:
               | That was never Apple's thing. Apple always changes things
               | as it pleases and expects the developers to suck it up.
               | 
               | https://www.youtube.com/watch?v=oeqPrUmVz-o
        
               | smoldesu wrote:
               | Maybe they should look into it then, asking developers if
               | you can update their codebase on HN probably won't help
               | users very much.
        
               | turquoisevar wrote:
               | Not sure if you linked the wrong video, but the one you
               | linked to barely supports your comment.
               | 
               | Setting aside that abandoning OpenDoc turned out to be
               | the right call, I see a dude trying to get a rise out of
               | Jobs and Jobs handling it in a very respectful way, going
               | as far as admitting they make mistakes and that he is
               | flawed, but that ultimately the decisions are made with
               | the end user (and sales) in mind and less with what kind
               | of nifty technology is behind it.
               | 
               | Specifically on the matter of 32-bit support, not
               | dropping it would've meant not being able to make the
               | leaps forward that they were able to make, which led to a
               | better user experience.
               | 
               | From the developer side of things, as a developer for
               | Apple platforms, it's a silly discussion to begin with
               | because in 99% of the cases it just meant recompiling it
               | against the latest SDK.
               | 
               | So I have no lost love for devs that couldn't be arsed,
               | even ignoring the fact that the entire ecosystem is known
               | for rapid improvements and continuous maintenance. In
               | fact that's what most indie devs love about it.
        
               | devbent wrote:
               | > So I have no lost love for devs that couldn't be arsed,
               | 
               | How are teams that no longer exist supposed to recompile
               | anything? Plenty of source is laying around where the
               | last person who knew how to compile it left the company
               | years ago and no one even knows how to check the software
               | out from the source repo anymore.
               | 
               | (Pre Git, it wasn't always obvious how to even pull
               | software down from repos, tools like perforce allow for
               | fancy remapping of folders so you cannot necessarily just
               | pull source down, also I've worked in repos where you
               | needed specially modified scripts that weren't in the
               | repo so you could actually build things!)
               | 
               | Microsoft's MO has been that once the end user has
               | acquired an executable, that program will keep working
               | damn nearly forever.
               | 
               | 16bit support was the only time they ever dropped
               | anything, and people are still upset about that.
        
               | incrudible wrote:
               | > just recompile it bro
               | 
               | This assumes you have all the source code for everything
               | available, the person to do it ready, and that no
               | compiler errors anywhere have crept in through the many
               | revisions of the SDK. None of these assumptions hold for
               | iOS ports that sold poorly (as most did), that were done
               | by some team (likely defunct) as a one-off, that probably
               | used a bunch of middleware they didn't own. It's just not
               | worth it, otherwise it would've happened.
        
               | dwaite wrote:
               | I suspect Apple considers developers ignoring a five(?)
               | year notice period that 32 bit compatibility will be
               | dropped a sign that the publisher has already abandoned
               | their software.
        
               | incrudible wrote:
               | A "notice" doesn't pay bills. If the cost of porting over
               | is expected to exceed future revenue, the publisher can
               | not be expected to foot the bill.
        
               | turquoisevar wrote:
               | God no.
               | 
               | As an end user it's already annoying how, mainly big
               | devs, are extremely slow in adopting the latest APIs,
               | this would only motivate them more to just sit on their
               | laurels.
               | 
               | As a dev for Apple platforms it would become a buggy mess
               | and would lead to less bumping of target OS versions,
               | which in turn leads to needing to reinvent wheels and
               | coming up with time consuming workarounds.
               | 
               | Just one look at the gazillion ways Windows 11 has
               | implemented configuration apps, from as far back as the
               | XP era, has me shudder. You start out with Win 11 stuff
               | but oh, you want to use that one thing? Now you're lopped
               | into Windows 7 stuff oh you want this other thing, enjoy
               | this XP app, etc, etc. All in the name of backwards
               | compatibility, no thank you.
               | 
               | Hell, the fact that they had to skip Windows 9 because of
               | so many devs checking for a 9 to detect 95/98 is another
               | such messy nonsense.
               | 
               | If I had to choose between that experience or Apple
               | forcing me every year to learn an entirely new
               | programming language + UI framework + persistent storage
               | framework I'll happily become a polyglot because the MS
               | way of doing things is ridiculous.
        
           | ndiddy wrote:
           | This is an example of the value provided by ScummVM, it means
           | that fans are able to keep playing the games without having
           | to deal with rightsholders who don't want to maintain them.
        
       | dang wrote:
       | Related:
       | 
       |  _ScummVM_ - https://news.ycombinator.com/item?id=33701378 - Nov
       | 2022 (2 comments)
       | 
       |  _ScummVM 2.5 "Twenty years ago today"_ -
       | https://news.ycombinator.com/item?id=28812403 - Oct 2021 (43
       | comments)
       | 
       |  _ScummVM "Interactive Fantasy" 2.2.0 Sees the Light_ -
       | https://news.ycombinator.com/item?id=24619533 - Sept 2020 (52
       | comments)
       | 
       |  _ScummVM 2.1.0_ - https://news.ycombinator.com/item?id=21231840
       | - Oct 2019 (38 comments)
       | 
       |  _ScummVM 2.0 released_ -
       | https://news.ycombinator.com/item?id=15946692 - Dec 2017 (31
       | comments)
       | 
       |  _ScummVM ported to HTML5 - play old games in your browser_ -
       | https://news.ycombinator.com/item?id=5861429 - June 2013 (34
       | comments)
       | 
       |  _Maniac Tentacle Mindbenders: ScummVM 's unpaid coders keep
       | adventure gaming alive_ -
       | https://news.ycombinator.com/item?id=3508909 - Jan 2012 (7
       | comments)
       | 
       |  _GPL, ScummVM and violations_ -
       | https://news.ycombinator.com/item?id=2108237 - Jan 2011 (11
       | comments)
       | 
       |  _Atari violates the ScummVM 's license_ -
       | https://news.ycombinator.com/item?id=675418 - June 2009 (11
       | comments)
        
       | debacle wrote:
       | "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."
       | 
       | For those (like me) who didn't know what ScummVM was.
       | 
       | https://www.scummvm.org/compatibility/
        
       | macco wrote:
       | Some Free Software projects are simply to good to be true.
       | ScummVM is one of them.
       | 
       | I remember fondly replaying Monkey Island on my Linux machine
       | thanks to it.
        
       | riffraff wrote:
       | IIRC, some time ago I purchased The Secret of Monkey Island from
       | GOG, and discovered it actually packages ScummVM. I wonder if
       | they "give back" to the community somehow.
        
         | galapago wrote:
         | Not any more: https://www.scummvm.org/news/20231206/
        
       | av3csr wrote:
       | Been playing Might and Magic IV & V (Worlds of Xeen) on ScummVM
       | lately, probably the best way to play them.
        
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