![]() ![]() We call the process of figuring it out 'mapping.'" all you're left with is taking an address from memory location X and use it as a pointer to another byte, and so on. Along the way you lose all the function names, all the variable names. "We take the original binary, and if you know the process of compilation, you'll know that turns high level programming code into assembly and then binary code. You want to run the Macintosh version of Indiana Jones, which was in black and white? We can do that in ScummVM. We have games based on SCUMM engines for Atari and Macintosh and Apple 2c and Amiga. ![]() Secondly of course, not all games were written for DOS or Windows. Something like DOSBox, you'd need about a gigahertz to run it. Something like Monkey Island was written in the CPC era, on slow machines, and our requirements for it are about the same. This is the major difference between emulators, like DOSBox and reimplementation, like ScummVM. "ScummVM started in 2001 and some of the platforms we were running on were only 25. "Well, the key words are ‘these days’!" Sandulenko points out. It does however mean development can look quite slow on the outside, especially since these days you can drop more or less anything into DOSBox and have it at least run acceptably. This hand-crafted approach has given ScummVM a well-deserved reputation for quality. ![]()
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