But Strigeus was miles ahead, and soon after learning about the other project, Hamm dropped his own efforts and joined Strigeus-initially as a beta tester, then as a co-author. One of the earliest screenshots of ScummVM in existence-this one's from version 0.0.2 in November 2001.īefore Monkey Island 2 support was completed, Hamm grew interested in adding support for Indiana Jones and the Fate of Atlantis, which had a very similar engine. He got the game to work with the ScummVM project, but his code remained separate until Strigeus could review it. Hamm recalls that " early stages were completely dis-coordinated. We didn't even have a proper code repository." But then the team would have a "magic moment" when a game finally started working, and they were rejuvenated. In October 2001, the pair started using a CVS (Concurrent Versioning System) repository to store their code and its revisions. Strigeus worked on the "official" source tree while Hamm experimented on his own. Once Hamm's Indiana Jones work was playable, it was added to the official source tree. On November 3, 2001, ScummVM was picked up by popular tech news website Slashdot. The project immediately attracted developer attention. "This got a lot of people interested, and next thing I knew, there were developers working on all aspects of the project," said Hamm. ![]() ScummVM had shot its way into the big time.
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