Originally Posted by jotd
I also think that some games were not designed using an editor / data files for everything. Many things were code-driven, and they were not thinking about expansion packs when they were coding, but more about the deadline
(which certainly explains self modifying code in Gods for instance)
I read that the Bros developped ACS (adventure coding language) for Cadaver. Must be a kind of SCUMM VM stuff. Too bad the engine / src has not been made public.
Cadaver must be driven by a sophisticated framework yes. You can clearly see it even has scripted events built into it, especially in the later levels where complex puzzles are used. The fact that it supports data disks (and several demo levels were built for magazines) tells me it is not code driven, it must have some kind of editor behind it.