(Pour info, je ne lui avais que demandé si il comptait adapter Scumm sur GP2x, et si des jeux comme Full trottle, The Dig, Monkey Island 3 ou Grim Fandango seraient jouables, bien que j'avais très très peu d'espoir en Grim Fandango)
ScummVM for the GP32 is not dead, that's the 1st thing worth mentioning. The
main problem is ScummVM has got so big and complex it is almost unusable on
the GP32, there are some patches going into ScummVM with the 8.0.0 released
that should help modularise it so the unnecessary bits can be left out.
This will also benefit other low end ports like the Zaurus, WinCE etc. etc.
If you had noticed my ScummVM site you would not see it says "ScummVM for
the GP32/GP2X" :-). I fully intend to port ScummVM over to the 2X (I have a
dev-kit already and am working on this and quite a few other 2X projects)
but initially it will be no more sophisticated then the GP32 version however
as I start to get a handle on things like the hardware scalar engine and the
2nd CPU core in the 2X I would hope to do some quite cool things.
Full Throttle will most lightly be very slow but playable on the GP2X, The
Dig was playable on the GP32 but you had to remove all the music, speech,
movies and more to fit it on a 128MB SMC card so it was hardly fun :-).
Games like Monkey Island 3 etc. use a resolution higher then the 320*240
provided by the GP2X LCD. This will most lightly never be playable but I am
playing with some ideas so you never know.
Grim Fandango whilst a very cool game is not in fact built with the Scumm
engine (and hence not supported by ScummVM), there is an Open Source engine
written by some of the ScummVM team (Residual) but it requires hardware 3D
(Full OpenGL) and is not yet in a playable state.
PS: GPScumm was never my port of ScummVM but rather a port done by Ph0x
based on ScummVM 0.3.1 (so very, very old). My port was always called
ScummVM for the GP32 ;-).