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-rw-r--r--doc/about.tex26
-rw-r--r--doc/audio-adlib.tex11
-rw-r--r--doc/audio-compression.tex176
-rw-r--r--doc/audio-fluidsynth.tex23
-rw-r--r--doc/audio-midi-emulated.tex16
-rw-r--r--doc/audio-midi-native.tex42
-rw-r--r--doc/audio-midi-sequencer.tex87
-rw-r--r--doc/audio-mt32.tex23
-rw-r--r--doc/audio-samplerate.tex33
-rw-r--r--doc/audio.tex46
-rw-r--r--doc/bugs.tex33
-rw-r--r--doc/compiling.tex84
-rw-r--r--doc/config.tex146
-rw-r--r--doc/contact.tex16
-rw-r--r--doc/credits.tex407
-rw-r--r--doc/games-bass.tex15
-rw-r--r--doc/games-c64.tex14
-rw-r--r--doc/games-comi.tex15
-rw-r--r--doc/games-copyprot.tex33
-rw-r--r--doc/games-feeble.tex25
-rw-r--r--doc/games-gob.tex13
-rw-r--r--doc/games-ite.tex24
-rw-r--r--doc/games-kyra.tex10
-rw-r--r--doc/games-mac.tex24
-rw-r--r--doc/games-mmnes.tex32
-rw-r--r--doc/games-multicd.tex26
-rw-r--r--doc/games-problems.tex89
-rw-r--r--doc/games-queen.tex19
-rw-r--r--doc/games-simon.tex11
-rw-r--r--doc/games-sword.tex60
-rw-r--r--doc/games.tex135
-rw-r--r--doc/platforms.tex57
-rw-r--r--doc/readme.tex66
-rw-r--r--doc/running-graphics-filters.tex49
-rw-r--r--doc/running-hotkeys.tex121
-rw-r--r--doc/running-language.tex72
-rw-r--r--doc/running-options.tex99
-rw-r--r--doc/running.tex31
-rw-r--r--doc/saves.tex40
39 files changed, 0 insertions, 2249 deletions
diff --git a/doc/about.tex b/doc/about.tex
deleted file mode 100644
index e863f4d6e5..0000000000
--- a/doc/about.tex
+++ /dev/null
@@ -1,26 +0,0 @@
-\section{About}
-
-ScummVM is a collection of interpreters, capable of emulating several
-adventure game engines. ScummVM mainly supports games created using
-SCUMM (Script Creation Utility for Maniac Mansion), used in various
-LucasArts games such as Monkey Island and numerous Humongous Entertainment
-games.
-
-ScummVM also contains interpreters for several non-SCUMM games. Currently
-these are Beneath a Steel Sky, Broken Sword 1 and 2, Flight of the
-Amazon Queen, Gobliiins, Inherit the Earth: Quest for the Orb,
-Simon the Sorcerer 1 and 2, The Feeble Files and The Legend of Kyrandia.
-
-At this time ScummVM should be considered beta software, and is still
-under heavy development. Be aware that whilst we attempt to make sure
-that many games can be completed with few major bugs, crashes can happen.
-
-If you enjoy ScummVM feel free to donate using the PayPal button on the
-ScummVM homepage. This will help us buy utilities needed to develop ScummVM
-easier and quicker. If you cannot donate, help and contribute a patch!
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/audio-adlib.tex b/doc/audio-adlib.tex
deleted file mode 100644
index f3cb4bb255..0000000000
--- a/doc/audio-adlib.tex
+++ /dev/null
@@ -1,11 +0,0 @@
-\subsection{Playing sound with Adlib emulation}
-
-By default an Adlib card will be emulated and ScummVM will output the music
-as sampled waves. This is the default mode for most games, and offers the
-best compatibility between machines and games.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/audio-compression.tex b/doc/audio-compression.tex
deleted file mode 100644
index a9b9806111..0000000000
--- a/doc/audio-compression.tex
+++ /dev/null
@@ -1,176 +0,0 @@
-\subsection{Using compressed audiofiles (MP3, Ogg Vorbis, Flac)}
-\label{sect-compressing-audiofiles}
-
-
-\subsubsection{Using MP3 files for CD audio}
-
-Use LAME or some other MP3 encoder to rip the CD audio tracks to files. Name
-the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support
-to use this option. You'll need to rip the file from the CD as a WAV file,
-then encode the MP3 files in constant bit rate. This can be done with the
-following LAME command line:
-\begin{verbatim}
- lame -t -q 0 -b 96 track1.wav track1.mp3
-\end{verbatim}
-
-
-\subsubsection{Using Ogg Vorbis files for CD audio}
-
-Use oggenc or some other vorbis encoder to encode the audio tracks to files.
-Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis
-support to use this option. You'll need to rip the files from the CD as a WAV
-file, then encode the vorbis files. This can be done with the following oggenc
-command line with the value after q specifying the desired quality from 0 to 10:
-\begin{verbatim}
- oggenc -q 5 track1.wav
-\end{verbatim}
-
-
-\subsubsection{Using Flac files for CD audio}
-
-Use flac or some other flac encoder to encode the audio tracks to files.
-Name the files track1.flac track2.flac etc. In your filesystem only allows
-three letter extensions, name the files track1.fla track2.fla etc.
-ScummVM must be compiled with flac support to use this option. You'll need to
-rip the files from the CD as a WAV file, then encode the flac files. This can
-be done with the following flac command line:
-\begin{verbatim}
- flac --best track1.wav
-\end{verbatim}
-%
-Remember that the quality is always the same, varying encoder options will only
-affect the encoding time and resulting filesize.
-
-
-\subsubsection{Compressing MONSTER.SOU with MP3}
-
-You need LAME, and our compress\_scumm\_sou utility from the scummvm-tools
-package to perform this task, and ScummVM must be compiled with MAD support.
-\begin{verbatim}
- compress_scumm_sou monster.sou
-\end{verbatim}
-%
-Eventually you will have a much smaller monster.so3 file, copy this file
-to your game directory. You can safely remove the monster.sou file.
-
-
-\subsubsection{Compressing MONSTER.SOU with Ogg Vorbis}
-
-As above, but ScummVM must be compiled with OGG support. Run:
-\begin{verbatim}
- compress_scumm_sou --vorbis monster.sou
-\end{verbatim}
-%
-This should produce a smaller monster.sog file, which you should copy to your
-game directory. Ogg encoding may take a considerable longer amount of time
-than MP3, so have a good book handy.
-
-
-\subsubsection{Compressing MONSTER.SOU with Flac}
-
-As above, but ScummVM must be compiled with Flac support. Run:
-\begin{verbatim}
- compress_scumm_sou --flac --best -b 1152 monster.sou
-\end{verbatim}
-%
-This should produce a smaller monster.sof file, which you should copy to your
-game directory. Remember that the quality is always the same, varying encoder
-options will only affect the encoding time and resulting filesize. Playing
-with the blocksize (-b <value>), has the biggest impact on the resulting
-filesize -- 1152 seems to be a good value for those kind of soundfiles. Be sure
-to read the encoder documentation before you use other values.
-
-
-\subsubsection{Compressing sfx/speech in Simon the Sorcerer and The Feeble Files}
-
-Use our compress\_simon util from the scummvm-tools package to perform this task.
-You can choose between multiple target formats, but note that you can only use
-each if ScummVM was compiled with the respective decoder support enabled.
-
-\begin{tabular}[h]{ll}
- compress\_simon effects &(For Acorn CD version of Simon 1)\\
- compress\_simon simon &(For Acorn CD version of Simon 1)\\
- compress\_simon effects.voc&(For DOS CD version of Simon 1)\\
- compress\_simon simon.voc &(For DOS CD version of Simon 1)\\
- compress\_simon simon.wav &(For Windows CD version of Simon 1)\\
- compress\_simon simon2.voc &(For DOS CD version of Simon 2)\\
- compress\_simon simon2.wav &(For Windows CD version of Simon 2)\\
- compress\_simon mac &(For Macintosh version of Simon 2)\\
-
- compress\_simon voices1.wav&(For Windows 2CD/4CD version of Feeble)\\
- compress\_simon voices2.wav&(For Windows 2CD/4CD version of Feeble)\\
- compress\_simon voices3.wav&(For Windows 4CD version of Feeble)\\
- compress\_simon voices4.wav&(For Windows 4CD version of Feeble)\\
-\end{tabular}
-
-For Ogg Vorbis add --vorbis to the options, i.e.
-\begin{verbatim}
- compress_simon --vorbis
-\end{verbatim}
-%
-For Flac add --flac and optional parameters, i.e.
-\begin{verbatim}
- compress_simon --flac --best -b 1152
-\end{verbatim}
-%
-Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this
-file to your game directory. You can safely remove the old file.
-
-
-\subsubsection{Compressing speech/music in Broken Sword 1}
-
-The compress\_sword1 tool from the scummvm-tools package can encode music and
-speech to MP3 as well as Ogg Vorbis.
-The easiest way to encode the files is simply copying the executable into your
-BS1 directory (together with the lame encoder) and run it from there.
-This way, it'll automatically encode everything to MP3.
-Afterwards, you can manually remove the SPEECH?.CLU files and the wave music
-files.
-
-Running
-\begin{verbatim}
- compress_sword1 --vorbis
-\end{verbatim}
-%
-will compress the files using Ogg Vorbis instead of MP3.
-
-Use
-\begin{verbatim}
- compress_sword1 --help
-\end{verbatim}
-%
-to get a full list of the options.
-
-
-\subsubsection{Compressing speech/music in Broken Sword 2}
-
-Use our compress\_sword2 util from the scummvm-tools package to perform this
-task. You can choose between multiple target formats, but note that you can
-only use each if ScummVM was compiled with the respective decoder support
-enabled.
-
-\begin{verbatim}
- compress_sword2 speech1.clu
- compress_sword2 music1.clu
-\end{verbatim}
-%
-For Ogg Vorbis add --vorbis to the options, i.e.
-\begin{verbatim}
- compress_sword2 --vorbis
-\end{verbatim}
-%
-Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to
-your game directory. You can safely remove the old file.
-
-It is possible to use Flac compression by adding the --flac option. However,
-the resulting *.clf file will actually be larger than the original.
-
-Please note that compress\_sword2 will only work with the four speech/music
-files in Broken Sword 2. It will not work with any of the other *.clu files,
-nor will it work with the speech files from Broken Sword 1.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/audio-fluidsynth.tex b/doc/audio-fluidsynth.tex
deleted file mode 100644
index e2d990715a..0000000000
--- a/doc/audio-fluidsynth.tex
+++ /dev/null
@@ -1,23 +0,0 @@
-\subsection{Playing sound with FluidSynth MIDI emulation}
-
-If ScummVM was build with libfluidsynth support it will be able to play MIDI
-music through the FluidSynth driver. You will have to specify a SoundFont to
-use, however.
-
-Since the default output volume from FluidSynth can be fairly low, ScummVM will
-set the gain by default to get a stronger signal. This can be further adjusted
-using the --midi-gain command-line option, or the "midi\_gain" config file
-setting.
-
-The setting can take any value from 0 through 1000, with the default being 100.
-(This corresponds to FluidSynth's gain settings of 0.0 through 10.0, which are
-presumably measured in decibel.)
-
-\textbf{NOTE:} The processor requirements for FluidSynth can be fairly high in
-some cases. A fast CPU is recommended.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/audio-midi-emulated.tex b/doc/audio-midi-emulated.tex
deleted file mode 100644
index f911a7c907..0000000000
--- a/doc/audio-midi-emulated.tex
+++ /dev/null
@@ -1,16 +0,0 @@
-\subsection{Playing sound with MIDI emulation}
-
-Some games (such as Sam \& Max) only contain MIDI music data. This once
-prevented music for these games from working on platforms that do not support
-MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will
-not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled
-waves and Adlib, FluidSynth MIDI emulation or MT-32 emulation using the
--eadlib, -efluidsynth or -emt32 options respectively. However, if you are
-capable of using native MIDI, we recommend using one of the MIDI modes below
-for best sound.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/audio-midi-native.tex b/doc/audio-midi-native.tex
deleted file mode 100644
index 4d996601ed..0000000000
--- a/doc/audio-midi-native.tex
+++ /dev/null
@@ -1,42 +0,0 @@
-\subsection{Playing sound with Native MIDI}
-
-Use the appropriate -e$<$mode$>$ command line option from the list above to
-select your preferred MIDI device. For example, if you wish to use the
-Windows MIDI driver, use the -ewindows option.
-
-
-\subsubsection{Using MIDI options to customize Native MIDI output}
-
-ScummVM supports a variety of MIDI modes, depending on the capabilities
-of your MIDI device.
-
-If --native-mt32 is specified, ScummVM will treat your device as a real
-MT-32. Because the instrument mappings and system exclusive commands of
-the MT-32 vary from those of General MIDI devices, you should only
-enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
-CM-32L, CM-500, or GS device with an MT-32 map.
-
-If --enable-gs is specified, ScummVM will initialize your GS-compatible
-device with settings that mimic the MT-32's reverb, (lack of) chorus,
-pitch bend sensitivity, etc. If it is specified in conjunction with
---native-mt32, ScummVM will select the MT-32-compatible map and drumset on
-your GS device. This setting works better than default GM or GS emulation
-with games that do not have custom instrument mappings (Loom and Monkey1).
-You should only specify both settings if you are using a GS device that
-has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
-Please note that --enable-gs is automatically disabled in both DOTT and
-Samnmax, since they use General MIDI natively.
-
-If neither of the above settings is enabled, ScummVM will initialize your
-device in General MIDI mode and use GM emulation in games with MT-32
-soundtracks.
-
-Some games contain sound effects that are exclusive to the Adlib soundtrack.
-For these games, you may wish to specify --multi-midi in order to combine
-MIDI music with Adlib sound effects.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/audio-midi-sequencer.tex b/doc/audio-midi-sequencer.tex
deleted file mode 100644
index a12a006d81..0000000000
--- a/doc/audio-midi-sequencer.tex
+++ /dev/null
@@ -1,87 +0,0 @@
-\subsection{Playing sound with Sequencer MIDI}
-
-If your soundcard driver supports a sequencer, you may set the environment
-variable "SCUMMVM\_MIDI" to your sequencer device -- for example, to
-/dev/sequencer
-
-If you have problems with not hearing audio in this configuration, it is
-possible you will need to set the "SCUMMVM\_MIDIPORT" variable to 1 or 2. This
-selects the port on the selected sequencer to use. Then start scummvm with the
--eseq parameter. This should work on several cards, and may offer better
-performance and quality than Adlib emulation. However, for those systems where
-sequencer support does not work, you can always fall back on Adlib emulation.
-
-
-\subsubsection{Playing sound with ALSA sequencer}
-
-If you have installed the ALSA driver with the sequencer support, then
-set the environment variable SCUMMVM\_PORT or the config file parameter
-alsa\_port to your sequencer port. The default is "65:0".
-
-Here is a little howto on how to use the ALSA sequencer with your soundcard.
-In all cases, to have a list of all the sequencer ports you have, try the
-command
-\begin{verbatim}
- aconnect -o -l
-\end{verbatim}
-This should give output similar to:
-\begin{verbatim}
-client 64: 'External MIDI 0' [type=kernel]
- 0 'MIDI 0-0 '
-client 65: 'Emu10k1 WaveTable' [type=kernel]
- 0 'Emu10k1 Port 0 '
- 1 'Emu10k1 Port 1 '
- 2 'Emu10k1 Port 2 '
- 3 'Emu10k1 Port 3 '
-client 128: 'Client-128' [type=user]
- 0 'TiMidity port 0 '
- 1 'TiMidity port 1 '
-\end{verbatim}
-%
-This means the external MIDI output of the sound card is located on the
-port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2
-and 65:3, and two TiMidity ports, located at 128:0 and 128:1.
-
-If you have a FM-chip on your card, like the SB16, then you have to load
-the soundfonts using the sbiload software. \\
-Example:
-\begin{verbatim}
- sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
-\end{verbatim}
-%
-If you have a WaveTable capable sound card, you have to load a sbk or sf2
-soundfont using the sfxload software\\
-Example:
-\begin{verbatim}
- sfxload /path/to/8mbgmsfx.sf2
-\end{verbatim}
-%
-If you don't have a MIDI capable soundcard, there are two options: FluidSynth
-and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag'
-behind music. This is very noticeable in iMUSE-enabled games, which use fast
-and dynamic music transitions. Running TiMidity as root will allow it to
-setup real time priority, which may reduce music lag.
-
-Asking TiMidity to become an ALSA sequencer:
-\begin{verbatim}
- timidity -iAqqq -B2,8 -Os1S -s 44100 &
-\end{verbatim}
-If you get distorted output with this setting, you can try dropping the
--B2,8 or changing the value.
-
-Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
-\begin{verbatim}
- fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
-\end{verbatim}
-%
-Once either TiMidity or FluidSynth are running, use
-\begin{verbatim}
- aconnect -o -l
-\end{verbatim}
-as described earlier in this section.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/audio-mt32.tex b/doc/audio-mt32.tex
deleted file mode 100644
index 50651c140e..0000000000
--- a/doc/audio-mt32.tex
+++ /dev/null
@@ -1,23 +0,0 @@
-\subsection{Playing sound with MT-32 emulation}
-
-Some games which contain MIDI music data also have improved tracks designed
-for the MT-32 sound module. ScummVM can now emulate this device, however you
-must provide original MT-32 ROMs to make it work:
-
-MT32\_PCM.ROM - IC21 (512KB)\\
-MT32\_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise\\
-
-Place these ROMs in the game directory, in your extrapath, or in the directory
-where your ScummVM executable resides.
-
-You don't need to specify --native-mt32 with this driver, as it automatically
-gets turned on.
-
-\textbf{NOTE:} The processor requirements for the emulator are quite high; a fast CPU is
- strongly recommended.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/audio-samplerate.tex b/doc/audio-samplerate.tex
deleted file mode 100644
index 9b0162995e..0000000000
--- a/doc/audio-samplerate.tex
+++ /dev/null
@@ -1,33 +0,0 @@
-\subsection{Output sample rate}
-
-The output sample rate tells ScummVM how many sound samples to play per channel
-per second. There is much that could be said on this subject, but most of it
-would be irrelevant here. The short version is that for most games 22050 Hz is
-fine, but in some cases 44100 Hz is preferable. On extremely low-end systems
-you may want to use 11025 Hz, but it's unlikely that you have to worry about
-that.
-
-To elaborate, most of the sounds ScummVM has to play were sampled at either
-22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the
-quality of these sounds. Hence, 22050 Hz is fine.
-
-Some games use CD audio. If you use compressed files for this, they are
-probably sampled at 44100 Hz, so for these games that may be a better choice of
-sample rate.
-
-When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM
-is responsible for generating the samples. Usually 22050 Hz will be plenty for
-these, but there is at least one piece of Adlib music in Beneath a Steel Sky
-that will sound a lot better at 44100 Hz.
-
-Using frequencies in between is not recommended. For one thing, your sound card
-may not support it. In theory, ScummVM should fall back on a sensible frequency
-in that case, but don't count on it. More importantly, ScummVM has to resample
-all sounds to its output frequency. This is much easier to do well if the
-output frequency is a multiple of the original frequency.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/audio.tex b/doc/audio.tex
deleted file mode 100644
index 4642572587..0000000000
--- a/doc/audio.tex
+++ /dev/null
@@ -1,46 +0,0 @@
-\section{Music and Sound} \label{sect-music-and-sound}
-
-By default, on most operating systems, ScummVM will automatically use Adlib
-emulation. MIDI may not be available on all operating systems or may need
-manual configuration. If you ARE using MIDI, you have several different
-choices of output, depending on your operating system and configuration.
-
-\begin{tabular}[h]{ll}
- null & Null output. Don't play any music.\\
- & \\
- adlib & Uses internal Adlib Emulation (default)\\
- fluidsynth & Uses FluidSynth MIDI Emulation\\
- mt32 & Uses internal MT-32 Emulation\\
- pcjr & Uses internal PCjr Emulation \\
- pcspk & Uses internal PC Speaker Emulation\\
- towns & Uses FM-TOWNS YM2612 Emulation\\
- & \\
- alsa & Output using ALSA sequencer device. See below.\\
- core & CoreAudio sound, for Mac OS X users.\\
- coremidi & CoreMIDI sound, for Mac OS X users. Use only if you have a hardware MIDI synthesizer.\\
- qt & Quicktime sound, for Macintosh users.\\
- seq & Uses /dev/sequencer for MIDI, *nix users. See below.\\
- windows & Windows MIDI. Uses built-in sequencer, for Windows users\\
-\end{tabular}
-
-To select a sound driver, pass its name via the '-e' option to scummvm,
-for example:
-\begin{verbatim}
- scummvm -eadlib monkey2
-\end{verbatim}
-
-
-\input {audio-adlib.tex}
-\input {audio-fluidsynth.tex}
-\input {audio-mt32.tex}
-\input {audio-midi-emulated.tex}
-\input {audio-midi-native.tex}
-\input {audio-midi-sequencer.tex}
-\input {audio-compression.tex}
-\input {audio-samplerate.tex}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/bugs.tex b/doc/bugs.tex
deleted file mode 100644
index 426571e11c..0000000000
--- a/doc/bugs.tex
+++ /dev/null
@@ -1,33 +0,0 @@
-\subsection{Reporting Bugs} \label{sect-reporting-bugs}
-
-To report a bug, please create a SourceForge account and follow the bugs
-link from our homepage. Please make sure the bug is reproducible, and
-still occurs in the latest SVN/Daily build version. Also check the known
-problems list (below) and the compatibility list on our website for that
-game, to ensure the issue is not already known:
-
- \url{http://www.scummvm.org/compatibility_stable.php}
-
-Also do not report bugs on games that are not listed as being completable
-in the 'Supported Games' section, or compatibility list. We \textit{know} those
-games have bugs.
-
-Please include the following information:
-\begin{itemize}
-\item ScummVM version (PLEASE test the latest SVN/Daily build)
-\item Bug details, including instructions on reproducing
-\item Language of game (English, German, ...)
-\item Version of game (talkie, floppy, ...)
-\item Platform and Compiler (Win32, Linux, FreeBSD, ...)
-\item Attach a savegame if possible
-\item If this bug only occurred recently, please note the last
- version without the bug, and the first version including
- the bug. That way we can fix it quicker by looking at the
- changes made.
-\end{itemize}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/compiling.tex b/doc/compiling.tex
deleted file mode 100644
index 49bb8d3e4e..0000000000
--- a/doc/compiling.tex
+++ /dev/null
@@ -1,84 +0,0 @@
-\section{Compiling}
-
-You need SDL-1.2.2 or newer (older versions may work, but are unsupported), and
-a supported compiler. Several compilers, including GCC, mingw and Microsoft
-Visual C++ are supported. If you wish to use MP3-compressed CD tracks or
-.SOU files, you will need to install the MAD library and define
-USE\_MAD. Tools for compressing .SOU files to .SO3 files can be
-found in the 'tools' SVN module, or in the 'scummvm-tools' package.
-
-Some parts of ScummVM, particularly scalers, have highly optimized versions
-written in assembler. If you wish to use this option, you will need to install
-nasm assembler (see \url{http://nasm.sf.net}). Note, that currently we have only x86
-MMX optimized versions, and they will not compile on other processors.
-
-On Win9x/NT/XP you can define USE\_WINDBG and attach WinDbg to browse debug
-messages (see \url{http://www.sysinternals.com/ntw2k/freeware/debugview.shtml}).
-
-\subsection{GCC}
- \begin{itemize}
- \item Type \texttt{./configure}
- \item Type \texttt{make} (or \texttt{gmake}, or \texttt{gnumake}, depending
- on what GNU make is called on your system) and hopefully ScummVM will
- compile for you.
- \end{itemize}
-\subsection{Microsoft Visual C++ 6.0}
- \begin{itemize}
- \item Open the workspace, scummwm.dsw
- \item Enter the path to the needed libraries and includes in
- Tools|Options|Directories
- \item Now it should compile successfully.
- \end{itemize}
-\subsection{Microsoft Visual C++ 7.0}
- \begin{itemize}
- \item Open the solution file scummwm.sln
- \item Enter the path to the needed libraries and includes in
- Tools|Options|Directories
- \item Now it should compile successfully.
- \end{itemize}
-\subsection{Windows Mobile with Microsoft eMbedded Visual C++ 3 or 4}
- \begin{itemize}
- \item Download SDL with additional Windows Mobile tweaks:\\
- \url{http://arisme.free.fr/ports/SDL.php}
- \item Download additional third party libraries:\\
- \url{http://arisme.free.fr/ports}
- \item Modify your include and library paths accordingly in EVC3/EVC4.
- \item Open the ScummVM project dists$\backslash$msevc4$\backslash$PocketSCUMM.vcw
- \item Modify the libraries and config parameters if necessary.
- \item Now it should compile successfully.
- \end{itemize}
-\subsection{Debian GNU/Linux}
- \begin{itemize}
- \item Install the packages 'build-essential', 'fakeroot', 'debhelper',
- and 'libsdl1.2-dev' on your system.
- \item nstall any of these packages (optional): 'libvorbis-dev' (for Ogg
- Vorbis support), 'libasound2-dev' (for ALSA sequencer support),
- 'libmad0-dev' (for MAD MP3 support), 'zlib1g-dev' (for compressed
- saves support).
- \item Run 'make deb'
- \item Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done.
- \end{itemize}
-\subsection{Mac OS X}
-\begin{itemize}
-\item Make sure you have the developer tools installed.
-\item The SDL developer package for OS X available on the SDL web site is
- \textit{not} suitable. Rather, you require a unix-style build of SDL. One
- way to get that is to install SDL via Fink\\
- (\url{http://fink.sf.net}).
-
- Alternatively you could compile SDL manually from source using its
- unix build system\\
- (\texttt{configure \&\& make}).
-\item Type \texttt{./configure} in the ScummVM directory
-\item You can now type \texttt{make} to create a command line binary.
-\item To get a version you can run from Finder, type \texttt{make bundle} which
- will create ScummVM.app (this only works if you installed SDL
- etc. via Fink and into /sw. If you have installed SDL in another
- way, you'll have to edit the Makefile).
-\end{itemize}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/config.tex b/doc/config.tex
deleted file mode 100644
index aa8d73c70e..0000000000
--- a/doc/config.tex
+++ /dev/null
@@ -1,146 +0,0 @@
-\section{Configuration file}
-
-By default, the configuration file is saved in, and loaded from:
-%
-\begin{itemize}
-\item Windows: \verb#<windir>\scummvm.ini#
-\item Unix: \verb#~/.scummvmrc#
-\item Mac OS X: \verb#~/Library/Preferences/ScummVM Preferences#
-\item Others: \verb#scummvm.ini# in the current directory
-\end{itemize}
-%
-An example config file looks as follows:
-%
-\begin{verbatim}
- [scummvm]
- gfx_mode=supereagle
- fullscreen=true
- savepath=C:\saves\
-
- [sky]
- path=C:\games\SteelSky\
-
- [germansky]
- gameid=sky
- language=de
- path=C:\games\SteelSky\
- description=Beneath a Steel Sky w/ German subtitles
-
- [germandott]
- gameid=tentacle
- path=C:\german\tentacle\
- description=German version of DOTT
-
- [tentacle]
- path=C:\tentacle\
- subtitles=true
- music_volume=40
- sfx_volume=255
-
- [loomcd]
- cdrom=1
- path=C:\loom\
- talkspeed=5
- savepath=C:\loom\saves\
-
- [monkey2]
- path=C:\amiga_mi2\
- music_driver=windows
-\end{verbatim}
-%
-The following keywords are recognized:
-
-\begin{tabular}[hf]{lll}
- basename &string\\
- path &string The path to where a game's data files are\\
- autosave\_period &number The seconds between autosaving (default: 300)\\
- save\_slot &number The save game number to load on startup.\\
- savepath &string The path to where a game will store its\\
- & savegames.\\
- versioninfo &string The version of the ScummVM that created the\\
- & configuration file.\\
-\\
- gameid &string The real id of a game. Useful if you have\\
- & several versions of the same game, and want\\
- & different aliases for them. See the example.\\
- description &string The description of the game as it will appear\\
- & in the launcher.\\
-\\
- language &string Specify language (en, us, de, fr, it, pt, es, jp,\\
- & zh, kr, se, gb, hb, cz, ru)\\
- speech\_mute &bool If true, speech is muted\\
- subtitles &bool Set to true to enable subtitles.\\
- talkspeed &number Text speed\\
-\\
- fullscreen &bool Fullscreen mode\\
- aspect\_ratio &bool Enable aspect ratio correction\\
- gfx\_mode &string Graphics mode (normal, 2x, 3x, 2xsai,\\
- & super2xsai, supereagle, advmame2x, advmame3x,\\
- & hq2x, hq3x, tv2x, dotmatrix)\\
-\\
- cdrom &number Number of CD-ROM unit to use for audio. If\\
- & negative, don't even try to access the CD-ROM.\\
- joystick\_num &number Number of joystick device to use for input\\
- music\_driver &string The music engine to use.\\
- output\_rate &number The output sample rate to use, in Hz. Sensible\\
- & values are 11025, 22050 and 44100.\\
- alsa\_port &string Port to use for output when using the\\
- & ALSA music driver.\\
- music\_volume &number The music volume setting (0-255)\\
- multi\_midi &bool If true, enable combination Adlib and native\\
- & MIDI.\\
- soundfont &string The SoundFont to use for MIDI playback. (Only\\
- & supported by some MIDI drivers.)\\
- native\_mt32 &bool If true, disable GM emulation and assume that\\
- & there is a true Roland MT-32 available.\\
- enable\_gs &bool If true, enable Roland GS-specific features to\\
- & enhance GM emulation. If native\_mt32 is also\\
- & true, the GS device will select an MT-32 map\\
- & to play the correct instruments.\\
- sfx\_volume &number The sfx volume setting (0-255)\\
- tempo &number The music tempo (50-200) (default: 100)\\
- speech\_volume &number The speech volume setting (0-255)\\
- midi\_gain &number The MIDI gain (0-1000) (default: 100) (Only\\
- & supported by some MIDI drivers.)\\
-\\
- copy\_protection&bool Enable copy protection in SCUMM games, when\\
- & ScummVM disables it by default.\\
- demo\_mode &bool Start demo in Maniac Mansion\\
- alt\_intro &bool Use alternative intro for CD versions of \\
- & Beneath a Steel Sky and Flight of the Amazon\\
- & Queen
-\\
- boot\_param &number Pass this number to the boot script\\
-\end{tabular}
-
-Broken Sword 2 adds the following non-standard keywords:\\
-\begin{tabular}[h]{lll}
- gfx\_details &number &Graphics details setting (0-3)\\
- music\_mute &bool &If true, music is muted\\
- object\_labels &bool &If true, object labels are enabled\\
- reverse\_stereo &bool &If true, stereo channels are reversed\\
- sfx\_mute &bool &If true, sound effects are muted\\
-\end{tabular}
-
-Flight of the Amazon Queen adds the following non-standard keywords:\\
-\begin{tabular}[h]{lll}
- music\_mute &bool &If true, music is muted\\
- sfx\_mute &bool &If true, sound effects are muted\\
-\end{tabular}
-
-Simon the Sorcerer 1 and 2 add the following non-standard keywords:\\
-\begin{tabular}[h]{lll}
- music\_mute &bool &If true, music is muted\\
- sfx\_mute &bool &If true, sound effects are muted\\
-\end{tabular}
-
-The Legend of Kyrandia adds the following non-standard keyword:\\
-\begin{tabular}[h]{lll}
- walkspeed &int &The walk speed (0-4)\\
-\end{tabular}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/contact.tex b/doc/contact.tex
deleted file mode 100644
index 6f4e998731..0000000000
--- a/doc/contact.tex
+++ /dev/null
@@ -1,16 +0,0 @@
-\section{Contacting}
-
-The easiest way to contact the ScummVM team is by submitting bug reports or
-commenting in our forums. You can also join and e-mail the scummvm-devel
-mailing list, or chat with us on IRC (\#scummvm on irc.freenode.net)
-Please do not ask us to support an unsupported game -- read the FAQ on our
-web site first.
-
-
-\input {bugs.tex}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/credits.tex b/doc/credits.tex
deleted file mode 100644
index eb44a98060..0000000000
--- a/doc/credits.tex
+++ /dev/null
@@ -1,407 +0,0 @@
-% This file was generated by credits.pl. Do not edit by hand!
-\section{Credits}
-\begin{trivlist}
-\item \textbf{\LARGE ScummVM Team}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \textbf{\large Project Leaders}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- James Brown & \textit{}\\
- Max Horn & \textit{}\\
- Eugene Sandulenko & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{\large Engine Teams}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \textbf{ SCUMM}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Torbj\"orn Andersson & \textit{}\\
- James Brown & \textit{}\\
- Jonathan Gray & \textit{}\\
- Max Horn & \textit{}\\
- Travis Howell & \textit{}\\
- Pawe{\l} Ko{\l}odziejski & \textit{Codecs, iMUSE, Smush, etc.}\\
- Eugene Sandulenko & \textit{FT INSANE, MM NES, MM C64, game detection, Herc/CGA}\\
- \end{tabular}
-\end{list}
-\item \textbf{ HE}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Jonathan Gray & \textit{}\\
- Travis Howell & \textit{}\\
- Gregory Montoir & \textit{}\\
- Eugene Sandulenko & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ AGI}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Stuart George & \textit{}\\
- Pawe{\l} Ko{\l}odziejski & \textit{}\\
- Eugene Sandulenko & \textit{}\\
- David Symonds & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ AGOS}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Torbj\"orn Andersson & \textit{}\\
- Travis Howell & \textit{}\\
- Oliver Kiehl & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ BASS}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Robert G\"offringmann & \textit{}\\
- Oliver Kiehl & \textit{}\\
- Joost Peters & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Broken Sword 1}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Robert G\"offringmann & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Broken Sword 2}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Torbj\"orn Andersson & \textit{}\\
- Jonathan Gray & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Cinematique evo 1}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Pawe{\l} Ko{\l}odziejski & \textit{}\\
- Gregory Montoir & \textit{}\\
- Eugene Sandulenko & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ FOTAQ}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- David Eriksson & \textit{}\\
- Gregory Montoir & \textit{}\\
- Joost Peters & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Gob}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Torbj\"orn Andersson & \textit{}\\
- Sven Hesse & \textit{}\\
- Willem Jan Palenstijn & \textit{}\\
- Eugene Sandulenko & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Kyra}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Torbj\"orn Andersson & \textit{VQA Player}\\
- Oystein Eftevaag & \textit{}\\
- Gregory Montoir & \textit{}\\
- Johannes Schickel & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Lure}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Paul Gilbert & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ SAGA}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Torbj\"orn Andersson & \textit{}\\
- Andrew Kurushin & \textit{}\\
- Eugene Sandulenko & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Touch\'e}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Gregory Montoir & \textit{}\\
- \end{tabular}
-\end{list}
-\end{list}
-\item \textbf{\large Backend Teams}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \textbf{ Dreamcast}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Marcus Comstedt & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ GP2X}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- John Willis & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ GP32}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Won Star & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Nintendo DS}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Neil Millstone & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ PalmOS}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Chris Apers & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ PocketPC / WinCE}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Nicolas Bacca & \textit{}\\
- Kostas Nakos & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ PlayStation 2}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Robert G\"offringmann & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ PSP (PlayStation Portable)}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Joost Peters & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ SDL (Win/Linux/OS X/etc.)}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Max Horn & \textit{}\\
- Eugene Sandulenko & \textit{Asm routines, GFX layers}\\
- \end{tabular}
-\end{list}
-\item \textbf{ SymbianOS}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Jurgen Braam & \textit{}\\
- Lars Persson & \textit{}\\
- \end{tabular}
-\end{list}
-\end{list}
-\item \textbf{\large Other subsystems}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \textbf{ Infrastructure}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Max Horn & \textit{Backend \& Engine APIs, file API, sound mixer, audiostreams, data structures, etc.}\\
- Eugene Sandulenko & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ GUI}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Eugene Sandulenko & \textit{}\\
- Johannes Schickel & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Miscellaneous}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Jerome Fisher & \textit{MT-32 emulator}\\
- Jochen Hoenicke & \textit{Speaker \& PCjr sound support, Adlib work}\\
- \end{tabular}
-\end{list}
-\end{list}
-\item \textbf{\large Website (content)}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item
-All active team members
-\end{list}
-\item \textbf{\large Documentation}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Joachim Eberhard & \textit{Documentation manager}\\
- Matthew Hoops & \textit{Wiki editor}\\
- \end{tabular}
-\end{list}
-\item \textbf{\large Retired Team Members}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Tore Anderson & \textit{Former Debian GNU/Linux maintainer}\\
- Ralph Brorsen & \textit{Help with GUI implementation}\\
- Jamieson Christian & \textit{iMUSE, MIDI, all things musical}\\
- Vincent Hamm & \textit{Co-Founder, original CinE engine author}\\
- R\"udiger Hanke & \textit{Port: MorphOS}\\
- Felix Jakschitsch & \textit{Zak256 reverse engineering}\\
- Mutwin Kraus & \textit{Original MacOS porter}\\
- Peter Moraliyski & \textit{Port: GP32}\\
- Jeremy Newman & \textit{Former webmaster}\\
- Ludvig Strigeus & \textit{Original ScummVM and SimonVM author}\\
- Lionel Ulmer & \textit{Port: X11}\\
- \end{tabular}
-\end{list}
-\end{list}
-\item \textbf{\LARGE Other contributions}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \textbf{\large Packages}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \textbf{ AmigaOS 4}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Hans-J\"org Frieden & \textit{}\\
- Juha Niemim\"aki & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Atari/FreeMiNT}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Keith Scroggins & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ BeOS}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Stefan Parviainen & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Debian GNU/Linux}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- David Weinehall & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Fedora / RedHat}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Willem Jan Palenstijn & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Mac OS X}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Max Horn & \textit{}\\
- Oystein Eftevaag & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Mandriva}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Dominik Scherer & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ MorphOS}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Fabien Coeurjoly & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ OS/2}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Paul Smedley & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ SlackWare}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Robert Kelsen & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Solaris x86}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Laurent Blume & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Solaris SPARC}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Markus Strangl & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Win32}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Travis Howell & \textit{}\\
- \end{tabular}
-\end{list}
-\item \textbf{ Win64}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Chris Gray & \textit{}\\
- \end{tabular}
-\end{list}
-\end{list}
-\item \textbf{\large Websites (design)}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Dob\'o Bal\'azs & \textit{Website design}\\
- Yaroslav Fedevych & \textit{HTML/CSS for the website}\\
- David Jensen & \textit{SVG logo conversion}\\
- Jean Marc & \textit{ScummVM logo}\\
- Raina & \textit{ScummVM forum buttons}\\
- Clemens Steinhuber & \textit{ScummVM forum theme}\\
- \end{tabular}
-\end{list}
-\item \textbf{\large Code contributions}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Ori Avtalion & \textit{Subtitle control options in the GUI; BASS GUI fixes}\\
- Stuart Caie & \textit{Decoders for Simon 1 Amiga data files}\\
- Paolo Costabel & \textit{PSP port contributions}\\
- Thierry Crozat & \textit{Support for Broken Sword 1 Macintosh version}\\
- Thomas Fach-Pedersen & \textit{ProTracker module player}\\
- Benjamin Haisch & \textit{Heavily improved de-/encoder for DXA videos}\\
- Janne Huttunen & \textit{V3 actor mask support, Dig/FT SMUSH audio}\\
- Kov\'acs Endre J\'anos & \textit{Several fixes for Simon1}\\
- Jeroen Janssen & \textit{Numerous readability and bugfix patches}\\
- Florian Kagerer & \textit{Various Kyrandia 1 FM-Towns code contributions}\\
- Andreas Karlsson & \textit{Initial port for EPOC/SymbianOS}\\
- Claudio Matsuoka & \textit{Daily Linux builds}\\
- Thomas Mayer & \textit{PSP port contributions}\\
- Mikesch Nepomuk & \textit{MI1 VGA floppy patches}\\
- Nicolas Noble & \textit{Config file and ALSA support}\\
- Quietust & \textit{Sound support for Amiga SCUMM V2/V3 games, MM NES support}\\
- Andreas R\"over & \textit{Broken Sword 1/2 MPEG2 cutscene support}\\
- Edward Rudd & \textit{Fixes for playing MP3 versions of MI1/Loom audio}\\
- Daniel Schepler & \textit{Final MI1 CD music support, initial Ogg Vorbis support}\\
- Andr\'e Souza & \textit{SDL-based OpenGL renderer}\\
- Tim Phillips & \textit{Initial MI1 CD music support}\\
- \end{tabular}
-\end{list}
-\item
-And to all the contributors, users, and beta testers we've missed. Thanks!
-\end{list}
-\item \textbf{\LARGE Special thanks to}
-\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
-\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
- Sander Buskens & \textit{For his work on the initial reversing of Monkey2}\\
- Canadacow & \textit{For the original MT-32 emulator}\\
- Kevin Carnes & \textit{For Scumm16, the basis of ScummVM's older gfx codecs}\\
- Patrick Combet & \textit{For the original Gobliiins ADL player}\\
- Ivan Dubrov & \textit{For contributing the initial version of the Gobliiins engine}\\
- Jezar & \textit{For his freeverb filter implementation}\\
- Jim Leiterman & \textit{Various info on his FM-TOWNS/Marty SCUMM ports}\\
- lloyd & \textit{For deep tech details about C64 Zak \& MM}\\
- Sarien Team & \textit{Original AGI engine code}\\
- Jimmi Th{\o}gersen & \textit{For ScummRev, and much obscure code/documentation}\\
- Tristan & \textit{For additional work on the original MT-32 emulator}\\
- \end{tabular}
-\item
-Tony Warriner and everyone at Revolution Software Ltd. for sharing with us the source of some of their brilliant games, allowing us to release Beneath a Steel Sky as freeware... and generally being supportive above and beyond the call of duty.
-\item
-John Passfield and Steve Stamatiadis for sharing the source of their classic title, Flight of the Amazon Queen and also being incredibly supportive.
-\item
-Joe Pearce from The Wyrmkeep Entertainment Co. for sharing the source of their famous title Inherit the Earth and always prompt replies to our questions.
-\item
-Aric Wilmunder, Ron Gilbert, David Fox, Vince Lee, and all those at LucasFilm/LucasArts who made SCUMM the insane mess to reimplement that it is today. Feel free to drop us a line and tell us what you think, guys!
-\item
-Alan Bridgman, Simon Woodroffe and everyone at Adventure Soft for sharing the source code of The Feeble Files and Simon the Sorcerer's Puzzle Pack with us.
-\end{list}
-\end{trivlist}
-
diff --git a/doc/games-bass.tex b/doc/games-bass.tex
deleted file mode 100644
index 8b026aa074..0000000000
--- a/doc/games-bass.tex
+++ /dev/null
@@ -1,15 +0,0 @@
-\subsection{Beneath a Steel Sky notes}
-
-Starting with ScummVM 0.8.0 you need the additional 'SKY.CPT' file to run
-Beneath a Steel Sky.
-
-This file is available on the 'Compatibility' page of the ScummVM
-website, you can place it in either the directory containing the other
-game data files (SKY.DNR, SKY.DSK), in your extrapath, or in the directory
-where your ScummVM executable resides.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-c64.tex b/doc/games-c64.tex
deleted file mode 100644
index bc28bfbd00..0000000000
--- a/doc/games-c64.tex
+++ /dev/null
@@ -1,14 +0,0 @@
-\subsection{Commodore64 games notes}
-
-Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet
-playable. Either use extract\_mm\_c64 from the tools package (but then the
-game will not be autodetected by ScummVM) or name the D64 disks as
-"maniac1.d64", "maniac2.d64" and "zak1.d64", "zak2.d64" respectively.
-If you add the game manually, make sure that the platform is set to
-Commodore64.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-comi.tex b/doc/games-comi.tex
deleted file mode 100644
index 9d885aa889..0000000000
--- a/doc/games-comi.tex
+++ /dev/null
@@ -1,15 +0,0 @@
-\subsection{The Curse of Monkey Island notes}
-
-For this game, you'll need the comi.la0, comi.la1 and comi.la2 files. The
-comi.la0 file can be found on either CD, but since they are identical it
-doesn't matter which one of them you use.
-
-In addition, you'll need a resource subdirectory with all of the files from the
-resource subdirectories on both CDs. Some of the files appear on both CDs, but
-again they're identical.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-copyprot.tex b/doc/games-copyprot.tex
deleted file mode 100644
index f8aea67e07..0000000000
--- a/doc/games-copyprot.tex
+++ /dev/null
@@ -1,33 +0,0 @@
-\subsection{Copy Protection}
-
-The ScummVM team does not condone piracy. However, there are cases when
-LucasArts themselves bundled cracked interpreters with their own games --
-the data files still contain the copy protection scripts, but the interpreter
-bypasses them. There is no way for us to tell the difference between legitimate
-and pirated data files, so for the games where we know the original interpreter
-may have been cracked ScummVM will always have to bypass the copy protection.
-
-In some cases ScummVM will still show the copy protection screen. Try entering
-any answer. Chances are that it will work.
-
-ScummVM will skip copy protection in the following games:
-
-\begin{tabular}{l}
-Maniac Mansion\\
-Zak McKracken and the Alien Mindbenders\\
-Loom (EGA)\\
-The Secret of Monkey Island (VGA)\\
-Monkey Island 2: LeChuck's Revenge\\
-\end{tabular}
-
-Beneath a Steel Sky bypassed with kind permission from Revolution Software.
-
-Inherit the Earth: Quest for the Orb (Floppy version) bypassed with kind
-permission from Wyrmkeep Entertainment, since it was bypassed in all CD
-releases of the game.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-feeble.tex b/doc/games-feeble.tex
deleted file mode 100644
index 2d2de9544f..0000000000
--- a/doc/games-feeble.tex
+++ /dev/null
@@ -1,25 +0,0 @@
-\subsection{The Feeble Files notes}
-
-If you have the Windows version of The Feeble Files, there are several things
-to note.
-
-Many of the files necessary for the game are stored in an InstallShield file
-called data1.cab, which ScummVM is unable to unpack. You will need to use the
-original installer or i5comp to unpack the contents of this file.
-
-The game uses Smacker cutscenes extensively, which we can't support directly,
-due to reasons described above. The cutscenes have to be re-encoded to DXA,
-which is the format used by the cutscenes in the Amiga and Macintosh versions.
-See the tools README for a brief guide on converting the cutscenes.
-
-The original speech files will need to be renamed, to use with ScummVM.
-Rename voices.wav on CD1 to voices1.wav
-Rename voices.wav on CD2 to voices2.wav
-Rename voices.wav on CD3 to voices3.wav
-Rename voices.wav on CD4 to voices4.wav
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-gob.tex b/doc/games-gob.tex
deleted file mode 100644
index 36b9a849b1..0000000000
--- a/doc/games-gob.tex
+++ /dev/null
@@ -1,13 +0,0 @@
-\subsection{Gobliiins notes}
-
-The CD versions of the Gobliiins series contain one big audio track which you
-need to rip (See the section on using compressed audio files) and copy into
-the game directory if you want to have in-game music without the CD in the
-drive all the time. The speech is also in that track and its volume is
-therefore changed with the music volume control as well.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-ite.tex b/doc/games-ite.tex
deleted file mode 100644
index 4af6b0a46a..0000000000
--- a/doc/games-ite.tex
+++ /dev/null
@@ -1,24 +0,0 @@
-\subsection{Inherit the Earth: Quest for the Orb notes}
-
-In order to run the Mac OS X Wyrmkeep re-release of the game you will need to
-copy over data from the CD to your hard drive. If you're on a PC then consult:
-
- \url{http://wiki.scummvm.org/index.php/HOWTO-Mac_Games}
-
-Although it primarily talks about SCUMM games, it mentions the "HFVExplorer"
-utility which you need to extract the files.
-Note that you have to put the speech data "Inherit the Earth Voices" in the
-same directory as the game data which is stored in:
-
-\begin{verbatim}
- Inherit the Earth.app/Contents/Resources
-\end{verbatim}
-
-For the old Mac OS 9 release you need to copy the files in MacBinary format,
-as they should include both resource and data forks. Copy all 'ITE *' files.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-kyra.tex b/doc/games-kyra.tex
deleted file mode 100644
index da88be21d0..0000000000
--- a/doc/games-kyra.tex
+++ /dev/null
@@ -1,10 +0,0 @@
-\subsection{The Legend of Kyrandia notes}
-
-To run The Legend of Kyrandia under ScummVM you need the 'kyra.dat' file,
-which can be found in the downloads section of the ScummVM website.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-mac.tex b/doc/games-mac.tex
deleted file mode 100644
index 8d21e69955..0000000000
--- a/doc/games-mac.tex
+++ /dev/null
@@ -1,24 +0,0 @@
-\subsection{Macintosh games notes}
-
-All LucasArts SCUMM based adventures except COMI also exist in versions for the
-Macintosh. ScummVM can use most (all?) of them, however, in some cases some
-additional work is required. First off, if you are not using a Macintosh for
-this, accessing the CD/floppy data might be tricky, since the mac uses a
-special disk format called HFS which other systems usually do not support.
-However, there are various free tools on the net which allow reading such HFS
-volumes (for example "HFVExplorer" for Windows and "hfsutils" for Linux and
-other Unix-like operating systems).
-
-Secondly, most of the newer games shipped only with a single data file on the
-Macintosh. You used to have to manually convert that data file, but this is no
-longer necessary, as ScummVM can now open and understand the format natively.
-
-For further information on copying Macintosh game files to your hard disk see:
-
- \url{http://wiki.scummvm.org/index.php/HOWTO-Mac_Games}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-mmnes.tex b/doc/games-mmnes.tex
deleted file mode 100644
index 86311646e2..0000000000
--- a/doc/games-mmnes.tex
+++ /dev/null
@@ -1,32 +0,0 @@
-\subsection{Maniac Mansion NES notes}
-
-Supported versions are English GB (E), French (F), German (G), Swedish (SW)
-and English US (U).
-ScummVM requires just the PRG section to run and not the whole ROM.
-
-In order to get the game working, you will have to strip out the first
-16 bytes from the ROM you are trying to work with. Any hex editor will work
-as long as you are able to copy/paste. After you open the ROM with the
-hex editor, copy everything from the second row (17th byte) to the end.
-After you do this, paste it to a new hex file. Name the new file
-"Maniac Mansion (XX).prg" while XX stands for the version you are working
-with (E, F, G, SW, or U). The final size should be exactly 262144 bytes.
-
-If you add the game manually make sure that the platform is set to NES.
-
-Most common mistakes which prevents the game from running:
-
-\begin{itemize}
- \item Bad file
- \item ROM extracted with the 0.7.0 tools
- \item You try to feed ScummVM with the FULL ROM and not just the PRG section.
-\end{itemize}
-
-It is also possible to extract the separate LFL files from the PRG section.
-To do so use the extract\_mm\_nes utility from the tools package.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-multicd.tex b/doc/games-multicd.tex
deleted file mode 100644
index 37a9cbcbcf..0000000000
--- a/doc/games-multicd.tex
+++ /dev/null
@@ -1,26 +0,0 @@
-\subsection{Multi-CD games notes}
-
-In general, ScummVM does not deal very well with Multi-CD games. This is
-because ScummVM assumes everything about a game can be found in one directory.
-Even if ScummVM does make some provisions for asking the user to change CD, the
-original games usually install a small number of files to the hard disk. Unless
-these files can be found on all the CDs, ScummVM will be in trouble.
-
-Fortunately, ScummVM has no problems running the games entirely from hard disk,
-if you create a directory with the correct combination of files. Usually, when
-a file appears on more than one CD you can pick either of them.
-
-These instructions are written for the PC versions (which in some case is the
-only version) of the games. Windows and DOS use case-insensitive file systems,
-so if one CD has a file called MONKEY.DAT and another has a file called
-monkey.dat, they are the same files. These instructions give file names in all
-lower-case names, even if that's not always how they appear on the CDs. In
-fact, on case-sensitive file systems you will have to make sure that all
-filenames use either all upper- or all lower-case letters for ScummVM to be
-able to find the files.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-problems.tex b/doc/games-problems.tex
deleted file mode 100644
index 41cd7ee137..0000000000
--- a/doc/games-problems.tex
+++ /dev/null
@@ -1,89 +0,0 @@
-\subsection{Known Problems}
-
-This release has the following known problems. There is no need to report them,
-although patches to fix them are welcome. If you discover a bug that is not
-listed here, nor in the compatibility list on the web site, please see
-the section on reporting bugs. \ref{sect-reporting-bugs}.
-
-CD Audio Games:
- \begin{itemize}
- \item When playing games that use CD Audio (FM-TOWNS games, Loom CD, etc)
- users of Microsoft Windows 2000/XP may experience random crashes.
- This is due to a long-standing Windows bug, resulting in corrupt
- game files being read from the CD. Please copy the game data to
- your harddrive to avoid this.
- \end{itemize}
-FM-TOWNS Versions:
- \begin{itemize}
- \item The Kanji versions require the FM-TOWNS Font ROM
- \item ScummVM will crash randomly when using the FM-TOWNS Font ROM for
- the Kanji versions of the following games:
- The Secret of Monkey Island, Monkey Island 2: LeChuck's Revenge
- and Indiana Jones and the Fate of Atlantis
- \end{itemize}
-Loom (EGA):
-The Secret of Monkey Island (EGA):
- \begin{itemize}
- \item MIDI support requires the Roland update from LucasArts
- \end{itemize}
-Beneath a Steel Sky:
- \begin{itemize}
- \item Amiga versions aren't supported
- \item Floppy demos aren't supported
- \item Not a bug: CD version is missing speech for some dialogs, this is
- normal.
- \end{itemize}
-Broken Sword 1:
- \begin{itemize}
- \item PlayStation 1 version isn't supported
- \end{itemize}
-Broken Sword 2:
- \begin{itemize}
- \item PlayStation 1 version isn't supported
- \end{itemize}
-Flight of the Amazon Queen:
- \begin{itemize}
- \item Amiga versions aren't supported
- \end{itemize}
-Inherit the Earth:
- \begin{itemize}
- \item Amiga versions aren't supported
- \end{itemize}
-Simon the Sorcerer 1:
- \begin{itemize}
- \item Subtitles aren't available in the English and German CD versions
- as they are missing the majority of subtitles.
- \end{itemize}
-Simon the Sorcerer 2:
- \begin{itemize}
- \item Combined speech and subtitles will often cause speech to be
- cut off early, this is a limitation of the original game.
- \item Only default language (English) of data files is supported
- in Amiga and Macintosh versions.
- \end{itemize}
-Simon the Sorcerer's Puzzle Pack:
- \begin{itemize}
- \item No support for displaying, entering, loading or saving high scores.
- \item No support for displaying explanation, when clicking on items in
- Swampy Adventures.
- \end{itemize}
-The Feeble Files
- \begin{itemize}
- \item Subtitles are often incomplete, they were always disabled in the
- original game.
- \end{itemize}
-The Legend of Kyrandia:
- \begin{itemize}
- \item Amiga versions aren't supported
- \item FM-Towns version isn't supported
- \end{itemize}
-Humongous Entertainment Games
- \begin{itemize}
- \item No support for printing images
- \end{itemize}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-queen.tex b/doc/games-queen.tex
deleted file mode 100644
index d97cb0a100..0000000000
--- a/doc/games-queen.tex
+++ /dev/null
@@ -1,19 +0,0 @@
-\subsection{Flight of the Amazon Queen notes}
-
-In order to use a non-freeware version of Flight of the Amazon Queen (from
-original CD), you will need to place the 'queen.tbl' file (available from the
-Compatibility page on our website) in either the directory containing the
-'queen.1' game data file, in your extrapath, or in the directory where your
-ScummVM executable resides.
-
-Alternatively, you can use the 'compress\_queen' tool from the tools package to
-'rebuild' your FOTAQ data file to include the table for that specific version,
-and thus removing the run-time dependency on the 'queen.tbl' file.
-This tool also allows you to compress the speech and sound effects with MP3,
-OGG or FLAC.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-simon.tex b/doc/games-simon.tex
deleted file mode 100644
index 9cb4bafb62..0000000000
--- a/doc/games-simon.tex
+++ /dev/null
@@ -1,11 +0,0 @@
-\subsection{Simon the Sorcerer 1 and 2 notes}
-
-If you have the dual version of Simon the Sorcerer 1 or 2 on CD, you will
-find the Windows version in the main directory of the CD and the DOS version
-in the DOS directory of the CD.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games-sword.tex b/doc/games-sword.tex
deleted file mode 100644
index 22be33857f..0000000000
--- a/doc/games-sword.tex
+++ /dev/null
@@ -1,60 +0,0 @@
-\subsection{Broken Sword notes}
-
-Broken Sword 1 and 2 both come with in-game cutscenes compressed using
-RAD Game Tools legacy Smacker(tm) format. As RAD is unwilling to open
-the older legacy versions of this format to us, and have requested we not
-reverse engineer it, Revolution Software has kindly allowed us to provide
-re-encoded Broken Sword cutscenes for download on our website:
-
- \url{http://www.scummvm.org/downloads.php}
-
-These cutscenes are provided in MPEG2 format with OGG Vorbis audio.
-Viewing these cutscenes thus requires a version of ScummVM compiled
-with both libmpeg2 (preferably 0.4.0 or greater) and libVorbis support.
-
-The cutscenes should be placed in the main game data directory. Note that
-currently this requires either copying the game to hard disk or reburning
-customised versions of the game CDs.
-
-The instructions for the Broken Sword games are for the Sold-Out Software
-versions, which are the ones you are probably most likely to find in stores
-now.
-
-
-\subsubsection{Broken Sword 1}
-
-For this game, you'll need all of the files from the clusters directories on
-both CDs. You will also need the speech.clu files from the speech directories,
-but since they are not identical you'll need to rename them speech1.clu and
-speech2.clu for CD 1 and 2 respectively.
-
-In addition, you will need a music subdirectory with all of the files from the
-music subdirectories on both CDs. Some of these files appear on both CDs, but
-in these cases they are either identical or, in one case, so nearly identical
-that it makes little difference.
-
-ScummVM does not support the original cutscene files, so there is no need to
-copy them.
-
-
-\subsubsection{Broken Sword 2}
-
-For this game, you'll need all of the files from the clusters directories on
-both CDs. (Actually, a few of them may not be strictly necessary, but the ones
-that I'm uncertain about are all fairly small.) You will need to rename the
-speech.clu and music.clu files speech1.clu, speech2.clu, music1.clu and
-music2.clu so that ScummVM can tell which ones are from CD 1 and which ones are
-from CD 2. Any other files that appear in both cluster directories are
-identical. Use whichever you like.
-
-In addition, you will need the cd.inf and, optionally, startup.inf files from
-the sword2 directory on CD 1.
-
-ScummVM does not support the original cutscene files, so there is no need to
-copy them.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/games.tex b/doc/games.tex
deleted file mode 100644
index 6b0a6363a4..0000000000
--- a/doc/games.tex
+++ /dev/null
@@ -1,135 +0,0 @@
-\section{Supported Games}
-
-At the moment the following games have been reported to work, and should
-be playable to the end:
-
-\begin{itemize}
-\item SCUMM Games by LucasArts:\\
- \begin {tabular} [h] {ll}
- Maniac Mansion& [maniac]\\
- Zak McKracken and the Alien Mindbenders& [zak]\\
- Indiana Jones and the Last Crusade& [indy3]\\
- Loom& [loom]\\
- The Secret of Monkey Island& [monkey]\\
- Monkey Island 2: LeChuck's Revenge& [monkey2]\\
- Indiana Jones and the Fate of Atlantis& [atlantis]\\
- Day of the Tentacle& [tentacle]\\
- Sam \& Max Hit the Road& [samnmax]\\
- Full Throttle& [ft]\\
- The Dig& [dig]\\
- The Curse of Monkey Island& [comi]\\
- \end{tabular}
-\item Other Games:\\
- \begin{tabular}[h]{ll}
- Beneath a Steel Sky& [sky]\\
- Broken Sword 1: The Shadow of the Templars& [sword1]\\
- Broken Sword 2: The Smoking Mirror& [sword2]\\
- Flight of the Amazon Queen& [queen]\\
- Gobliiins& [gob1]\\
- Gobliins 2& [gob2]\\
- Inherit the Earth: Quest for the Orb& [ite]\\
- Simon the Sorcerer 1& [simon1]\\
- Simon the Sorcerer 2& [simon2]\\
- Simon the Sorcerer's Puzzle Pack
- - Demon In My Pocket& [dimp]\\
- Simon the Sorcerer's Puzzle Pack
- - Jumble& [jumble]\\
- Simon the Sorcerer's Puzzle Pack
- - NoPatience& [puzzle]\\
- Simon the Sorcerer's Puzzle Pack
- - Swampy Adventures& [swampy]\\
- The Feeble Files& [feeble]\\
- The Legend of Kyrandia& [kyra1]\\
- \end{tabular}
-\item SCUMM Games by Humongous Entertainment:\\
- \begin{tabular}[h]{ll}
- Backyard Football& [football]\\
- Big Thinkers First Grade& [thinker1]\\
- Big Thinkers Kindergarten& [thinkerk]\\
- Fatty Bear's Birthday Surprise& [fbear]\\
- Fatty Bear's Fun Pack& [fbpack]\\
- Freddi Fish 1: The Case of the Missing
- Kelp Seeds& [freddi]\\
- Freddi Fish 2: The Case of the Haunted
- Schoolhouse& [freddi2]\\
- Freddi Fish 3: The Case of the Stolen
- Conch Shell& [freddi3]\\
- Freddi Fish 4: The Case of the Hogfish
- Rustlers of Briny Gulch& [freddi4]\\
- Freddi Fish and Luther's Maze Madness& [maze]\\
- Freddi Fish and Luther's Water Worries& [water]\\
- Let's Explore the Airport with Buzzy& [airport]\\
- Let's Explore the Farm with Buzzy& [farm]\\
- Let's Explore the Jungle with Buzzy& [jungle]\\
- Pajama Sam 1: No Need to Hide When It's
- Dark Outside& [pajama]\\
- Pajama Sam 2: Thunder and Lightning
- Aren't so Frightening& [pajama2]\\
- Pajama Sam 3: You Are What You Eat
- From Your Head to Your Feet& [pajama3]\\
- Pajama Sam's Lost \& Found& [lost]\\
- Pajama Sam's Sock Works& [socks]\\
- Putt-Putt Enters the Race& [puttrace]\\
- Putt-Putt Goes to the Moon& [puttmoon]\\
- Putt-Putt Joins the Circus& [puttcircus]\\
- Putt-Putt Joins the Parade& [puttputt]\\
- Putt-Putt Saves the Zoo& [puttzoo]\\
- Putt-Putt Travels Through Time& [putttime]\\
- Putt-Putt and Pep's Balloon-O-Rama& [balloon]\\
- Putt-Putt and Pep's Dog on a Stick& [dog]\\
- Putt-Putt \& Fatty Bear's Activity Pack& [activity]\\
- Putt-Putt's Fun Pack& [funpack]\\
- SPY Fox 1: Dry Cereal& [spyfox]\\
- SPY Fox 2: Some Assembly Required& [spyfox2]\\
- SPY Fox in Cheese Chase& [chase]\\
- SPY Fox in Hold the Mustard& [mustard]\\
- \end{tabular}
-
-The following games should load, but are not yet fully playable. Play these at
-your own risk, and please do not file bug reports about them. If you want
-the latest updates on game compatibility, visit our web site and view the
-compatibility chart.
-
- \begin{tabular}{ll}
- Backyard Baseball& [baseball]\\
- Backyard Soccer& [soccer]\\
- Blue's ABC Time& [BluesABCTime]\\
- Blue's Birthday Adventure& [BluesBirthday]\\
- SPY Fox 3: Operation Ozone& [spyozon]\\
- \end{tabular}
-
-The following games are SCUMM engine, but NOT supported by ScummVM (yet):
-
- \begin{tabular}{ll}
- Other Humongous Entertainment titles\\
- \end{tabular}
-
-Please be aware that the engine may contain bugs and unimplemented features
-that sometimes make it impossible to finish the game. Save often, and please
-file a bug report (instructions on submitting bug reports are above) if you
-encounter such a bug in a 'supported' game.
-
-\end{itemize}
-
-
-\input {games-copyprot.tex}
-\input {games-c64.tex}
-\input {games-mmnes.tex}
-\input {games-mac.tex}
-\input {games-multicd.tex}
-\input {games-comi.tex}
-\input {games-sword.tex}
-\input {games-bass.tex}
-\input {games-queen.tex}
-\input {games-gob.tex}
-\input {games-ite.tex}
-\input {games-simon.tex}
-\input {games-feeble.tex}
-\input {games-kyra.tex}
-\input {games-problems.tex}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/platforms.tex b/doc/platforms.tex
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index 0b5781016f..0000000000
--- a/doc/platforms.tex
+++ /dev/null
@@ -1,57 +0,0 @@
-\section{Supported Platforms}
-
-ScummVM has been ported to run on many platforms and operating systems.
-Links to these ports can be found either on the ScummVM web page or by a
-Google search. Many thanks to the effort of porters. If you have a port of
-ScummVM and wish to commit it into the main SVN, feel free to contact us!
-
-Supported platforms include (but are not limited to):
-
-\begin{tabular}{ll}
-UNIX &(Linux, Solaris, IRIX, *BSD)\\
-Windows \\
-Windows Mobile &(iPAQ and other handheld devices)\\
-Mac OS X \\
-AmigaOS \\
-BeOS \\
-Dreamcast \\
-PalmOS \\
-Playstation 2 \\
-Playstation Portable\\
-RISC OS \\
-Symbian \\
-\end{tabular}
-
-The Dreamcast port does not support The Curse of Monkey Island, nor The Dig.
-The PalmOS port does not support The Curse of Monkey Island, Beneath a Steel
-Sky, nor either Simon the Sorcerer 1 or 2. The Dig will only work on some
-Palm devices (those with a large dynamic heap).
-
-In the Macintosh port, the right mouse button is emulated via Cmd-Click (that
-is, you click the mouse button while holding the Command/Apple/Propeller key).
-
-For the following platforms, custom backends were supported at one point
-but currently are not being maintained (usually due to lack of a qualified
-maintainer). In some cases (e.g. Linux), the standard SDL support works
-instead.
-
-\begin{tabular}{ll}
-Linux &(includes iPAQs running Linux)\\
-MorphOS\\
-GP32 \\
-\end{tabular}
-
-We have reports about unofficial ports to the following platforms. Please
-note that these are not made by us, so we neither endorse nor support them.
-Use at your own risk!
-
-\begin{tabular}{ll}
-Nintendo DS\\
-Xbox \\
-\end{tabular}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/readme.tex b/doc/readme.tex
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index 9185ad3a48..0000000000
--- a/doc/readme.tex
+++ /dev/null
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-\documentclass [a4paper]{article}
-%\author {The ScummVM Team}
-\title {ScummVM ReadMe}
-
-\usepackage{hyperref}
-\usepackage{times}
-\usepackage{fancyhdr}
-\usepackage[latin1] {inputenc}
-
- % mods for 10pt taken from the 'a4wide' style
- % for a better page-usage
- \oddsidemargin 0.15 in % Left margin on odd-numbered pages.
- \evensidemargin 0.35 in % Left margin on even-numbered pages.
- \marginparwidth 1 in % Width of marginal notes.
- \oddsidemargin 0.25 in % Note that \oddsidemargin = \evensidemargin
- \evensidemargin 0.25 in
- \marginparwidth 0.75 in
- \textwidth 5.875 in % Width of text line.
-
-\addtolength{\textheight}{\topmargin}
-\addtolength{\textheight}{\footskip}
-\addtolength{\textheight}{2cm}
-\setlength{\topmargin}{-1cm}
-\setlength{\footskip}{0cm}
-%\setlength{\headheight}{0cm}
-
-\setlength{\parindent}{0mm}
-
-\setlength{\parskip}{1.5ex plus0.5ex minus0.5ex}
-
-\date{2006/06/07}
-\author{The ScummVM Team}
-
-\begin{document}
-%
-\pagestyle{empty}
-\fancyhf{}
-\fancyhead[L]{ScummVM ReadMe}
-\fancyhead[R]{\thepage}
-\renewcommand{\headrulewidth} {1pt}
-%
-\maketitle
-%\newpage
-%\thispagestyle {empty}
-\tableofcontents
-%
-\newpage
-\pagestyle{fancy}
-\input{about.tex}
-\input{contact.tex}
-\input{games.tex}
-\input{platforms.tex}
-\input{running.tex}
-\input{saves.tex}
-\input{audio.tex}
-\input{config.tex}
-\input{compiling.tex}
-\input{credits.tex}
-
-\end{document}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/running-graphics-filters.tex b/doc/running-graphics-filters.tex
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index 08de7cc9a9..0000000000
--- a/doc/running-graphics-filters.tex
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-\subsection{Graphics filters} \label{sect-gfx-filters}
-
-ScummVM offers several anti-aliasing filters to attempt to improve visual
-quality. These are the same filters used in many other emulators, such as
-MAME. These filters take the original game graphics, and scale it by a
-certain fixed factor (usually 2x or 3x) before displaying them to you.
-So for example, if the game originally run at a resolution of 320x200
-(typical for most of the SCUMM games), then using a filter with scale
-factor 2x will effectively yield 640x400 graphics. Likewise with a
-3x filter you'll get 960x600.
-
-They are:\\
-\begin{tabular}[h]{ll}
- 1x & No filtering, no scaling. Fastest.\\
- 2x & No filtering, factor 2x (default for non 640x480 games).\\
- 3x & No filtering, factor 3x.\\
- 2xsai & 2xSAI filter, factor 2x.\\
- super2xsai & Enhanced 2xSAI filtering, factor 2x.\\
- supereagle & Less blurry than 2xSAI, but slower. Factor 2x.\\
- advmame2x & Doesn't rely on blurring like 2xSAI, fast. Factor 2x.\\
- advmame3x & Doesn't rely on blurring like 2xSAI, fast. Factor 3x.\\
- hq2x & Very nice high quality filter but slow. Factor 2x.\\
- hq3x & Very nice high quality filter but slow. Factor 3x.\\
- tv2x & Interlace filter, tries to emulate a TV. Factor 2x.\\
- dotmatrix & Dot matrix effect. Factor 2x.\\
-\end{tabular}
-
-To select a graphics filter, pass its name via the '-g' option to scummvm,
-for example:
-
-\begin{verbatim}
- scummvm -gadvmame2x monkey2
-\end{verbatim}
-\begin{enumerate}
-\item [Note \#1] Not all backends support all or any filters. The ones
- listed above are for the default SDL backend.
-\item [Note \#2] Filters can be very slow when ScummVM is compiled in a
- debug configuration without optimizations. And there is always a
- speed impact when using any form of anti-aliasing/linear filtering.
-\item [Note \#3] The FM-TOWNS version of Zak McKracken uses an
- original resolution of 320x240, hence for this game scalers will
- scale to 640x480 or 960x720.
-\end{enumerate}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/running-hotkeys.tex b/doc/running-hotkeys.tex
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index 7e38b9685b..0000000000
--- a/doc/running-hotkeys.tex
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-\subsection{Hot Keys}
-
-ScummVM supports various in game hotkeys. They differ between SCUMM games and
-other games.
-
-\begin{itemize}
-\item Common:\\
- \begin{tabular}{ll}
- Cmd-q & Quit (Mac OS X)\\
- Ctrl-q & Quit (other unices including Linux)\\
- Ctrl-z OR Alt-x & Quit (other platforms)\\
- Keyboard Arrow Keys & Simulate mouse movement\\
- Ctrl-f & Toggle fast mode\\
- Ctrl-m & Toggle mouse capture\\
- Ctrl-Alt 1-8 & Switch between graphics filters\\
- Ctrl-Alt + and - & Increase/Decrease the scale factor\\
- Ctrl-Alt a & Toggle aspect-ratio correction on/off\\
- & Most of the games use a 320x200 pixel\\
- & resolution, which may look squashed on\\
- & modern monitors. Aspect-ratio correction\\
- & stretches the image to use 320x240 pixels\\
- & instead, or a multiple thereof\\
- Alt-Enter & Toggles full screen/windowed\\
- \end{tabular}
-\item SCUMM:\\
- \begin{tabular}{ll}
- Ctrl 0-9 and Alt 0-9 & Load and save game state\\
- Ctrl-d & Starts the debugger\\
- Ctrl-g & Runs in really REALLY fast mode\\
- Ctrl-t & Switch between 'Speech only',\\
- & 'Speech and Subtitles' and 'Subtitles only'\\
- Tilde \verb#~# & Show/hide the debugging console\\
- Ctrl-s & Shows memory consumption\\
- $[$ and $]$ & Music volume, down/up\\
- - and + & Text speed, slower/faster\\
- F5 & Displays a save/load box\\
- Alt-F5 & Displays the original save/load box, if the game\\
- & has one. This is not intended for saving or\\
- & loading a game, and may even crash ScummVM in\\
- & some games, but it is currently the only way to\\
- & see your IQ points in Indiana Jones and the Last\\
- & Crusade without dying.\\
- Space & Pauses\\
- Period (.) & Skips current line of text in some games\\
- Enter & Simulate left mouse button press\\
- Tab & Simulate right mouse button press\\
- \end{tabular}
-\item Beneath a Steel Sky:\\
- \begin{tabular}{ll}
- Ctrl-d & Starts the debugger\\
- Ctrl-g & Runs in really REALLY fast mode\\
- F5 & Displays a save/load box\\
- Escape & Skips the game intro\\
- Period (.) & Skips current line of text\\
- \end{tabular}
-\item Broken Sword 1:\\
- \begin{tabular}{ll}
- F5 or ESC & Displays save/load box\\
- \end{tabular}
-\item Broken Sword 2:\\
- \begin{tabular}{ll}
- Ctrl-d & Starts the debugger\\
- Ctrl-f & Toggle fast mode\\
- c & Displays the credits\\
- p & Pauses\\
- \end{tabular}
-\item Flight of the Amazon Queen:\\
- \begin{tabular}{ll}
- Ctrl-d & Starts the debugger\\
- F1 & Displays save/load box\\
- F11 & Quicksave\\
- F12 & Quickload\\
- Escape & Skips cutscenes\\
- Space & Skips current line of text\\
- \end{tabular}
-\item Simon the Sorcerer 1 and 2:\\
- \begin{tabular}{ll}
- Ctrl 0-9 and Alt 0-9 & Load and save game state\\
- Ctrl-d & Starts the debugger\\
- F1 - F3 & Text speed, faster - slower\\
- F10 & Shows all characters and objects you can \\
- & interact with\\
- - and + & Music volume, down/up\\
- m & Music on/off\\
- s & Sound effects on/off\\
- b & Background sounds on/off\\
- p & Pauses\\
- t & Switch between speech and subtitles\\
- v & Switch between subtitles only and\\
- & combined speech and subtitles\\
- & (Simon the Sorcerer 2 only)\\
- \end{tabular}
-\item The Feeble Files:\\
- \begin{tabular}{ll}
- Ctrl-d & Starts the debugger\\
- F7 & Switch characters\\
- F9 & Hitbox names on/off\\
- s & Sound effects on/off\\
- b & Background sounds on/off\\
- p & Pauses\\
- t & Switch between speech and subtitles\\
- v & Switch between subtitles only and\\
- & combined speech and subtitles\\
- \end{tabular}
-\item The Legend of Kyrandia:\\
- \begin{tabular}{ll}
- Ctrl 0-9 and Alt 0-9 & Load and save game state\\
- Ctrl-d & Starts the debugger\\
- \end{tabular}
-\end{itemize}
-
-Note that using ctrl-f and ctrl-g are not recommended: games can crash when
-being run faster than their normal speed, as scripts will lose synchronisation.
-
-Ctrl-f is not supported by the Broken Sword games.
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/running-language.tex b/doc/running-language.tex
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+++ /dev/null
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-\subsection{Language options} \label{sect-languages}
-
-ScummVM includes a language option for Maniac Mansion, Zak McKracken, The Dig,
-The Curse of Monkey Island, Beneath a Steel Sky, Broken Sword 1 and
-Simon the Sorcerer 1 and 2.
-
-\begin{itemize}
-\item Maniac Mansion and Zak McKracken:
- \begin{itemize}
- \item en - English (default)
- \item de - German
- \item fr - French
- \item it - Italian
- \item es - Spanish
- \end{itemize}
-\item The Dig
- \begin{itemize}
- \item jp - Japanese
- \item zh - Chinese
- \item kr - Korean
- \end{itemize}
-\item The Curse of Monkey Island
- \begin{itemize}
- \item en - English (default)
- \item de - German
- \item fr - French
- \item it - Italian
- \item pt - Portuguese
- \item es - Spanish
- \item jp - Japanese
- \item zh - Chinese
- \item kr - Korean
- \end{itemize}
-\item Beneath a Steel Sky
- \begin{itemize}
- \item gb - English (Great Britain) (default)
- \item en - English (USA)
- \item de - German
- \item fr - French
- \item it - Italian
- \item pt - Portuguese
- \item es - Spanish
- \item se - Swedish
- \end{itemize}
-\item Broken Sword 1
- \begin{itemize}
- \item en - English (default)
- \item de - German
- \item fr - French
- \item it - Italian
- \item es - Spanish
- \item pt - Portuguese
- \item cz - Czech
- \end{itemize}
-\item Simon the Sorcerer 1 and 2
- \begin{itemize}
- \item en - English (default)
- \item de - German
- \item fr - French
- \item it - Italian
- \item es - Spanish
- \item hb - Hebrew
- \item pl - Polish
- \item ru - Russian
- \end{itemize}
-\end{itemize}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/running-options.tex b/doc/running-options.tex
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-\subsection{Command Line Options}
-
-Usage: scummvm [OPTIONS]... [GAME]\\
-\begin{tabular}{ll}
- [GAME] &Short name of game to load. For example, 'monkey'\\
- &for Monkey Island. This can be either a built-in\\
- &gameid, or a user configured target.\\
-\\
- -v, --version &Display ScummVM version information and exit\\
- -h, --help &Display a brief help text and exit\\
- -z, --list-games &Display list of supported games and exit\\
- -t, --list-targets &Display list of configured targets and exit\\
-\\
- -c, --config=CONFIG &Use alternate configuration file\\
- -p, --path=PATH &Path to where the game is installed\\
- -x, --save-slot[=NUM] &Savegame slot to load (default: autosave)\\
- -f, --fullscreen &Force full-screen mode\\
- -F, --no-fullscreen &Force windowed mode\\
- -g, --gfx-mode=MODE &Select graphics scaler (see also section \ref{sect-gfx-filters})\\
- --gui-theme=THEME &Select GUI theme (default, modern, classic)\\
- --themepath=PATH &Path to where GUI themes are stored\\
- -e, --music-driver=MODE &Select music driver (see also section \ref{sect-music-and-sound})\\
- -q, --language=LANG &Select language (see also section \ref{sect-languages})\\
- -m, --music-volume=NUM &Set the music volume, 0-255 (default: 192)\\
- -s, --sfx-volume=NUM &Set the sfx volume, 0-255 (default: 192)\\
- -r, --speech-volume=NUM &Set the voice volume, 0-255 (default: 192)\\
- --midi-gain &Set the gain for MIDI playback, 0-1000 (default: 100)\\
- &(only supported by some MIDI drivers)\\
- -n, --subtitles &Enable subtitles (use with games that have voice)\\
- -b, --boot-param=NUM &Pass number to the boot script (boot param)\\
- -d, --debuglevel=NUM &Set debug verbosity level\\
- -u, --dump-scripts &Enable script dumping if a directory called\\
- &'dumps' exists in the current directory\\
-\\
- --cdrom=NUM &CD drive to play CD audio from\\
- &(default: 0 = first drive)\\
- --joystick[=NUM] &Enable input with joystick (default: 0 = first\\
- &joystick)\\
- --platform=WORD &Specify version of game (allowed values: 3do, acorn,\\
- &amiga, atari, c64, fmtowns, mac, nes, pc, segacd,\\
- &windows)\\
- --savepath=PATH &Path to where savegames are stored\\
- --multi-midi &Enable combination of Adlib and native MIDI\\
- --soundfont &Select the SoundFont for MIDI playback. (Only\\
- &supported by some MIDI drivers.)\\
- --native-mt32 &True Roland MT-32 (disable GM emulation)\\
- --enable-gs &Enable Roland GS mode for MIDI playback\\
- --output-rate=RATE &Select output sample rate in Hz (e.g. 22050)\\
- --aspect-ratio &Enable aspect ratio correction\\
- --render-mode=MODE &Enable additional render modes (cga, ega, hercGreen,\\
- &hercAmber, amiga)\\
-\\
- --alt-intro &Use alternative intro for CD versions of Beneath a\\
- &Steel Sky and Flight of the Amazon Queen\\
- --copy-protection &Enable copy protection in games, when\\
- &ScummVM disables it by default.\\
- --demo-mode &Start demo mode of Maniac Mansion (Classic version)\\
- --tempo=NUM &Set music tempo (in percent, 50-200) for SCUMM\\
- &games (default: 100)\\
- --talkspeed=NUM &Set talk speed for games\\
-\end{tabular}
-
-The meaning of most long options can be inverted by prefixing them with "no-",
-e.g. --no-aspect-ratio. This is useful if you want to override a setting in the
-configuration file.
-
-The short game name ('game target') you see at the end of the command
-line is very important. A short list is contained at the top of this
-file. You can also get the current list of games and game names at:
-
- \url{http://www.scummvm.org/compatibility_stable.php}
-
-Examples:
-\begin{itemize}
-\item Win32:\\
-Running Monkey Island, fullscreen, from a hard disk:
-\begin{verbatim}
-C:\Games\scummvm.exe -f -pC:\Games\monkey\ monkey
-\end{verbatim}
- Running Full Throttle from CD, fullscreen and with subtitles enabled:
-\begin{verbatim}
-C:\Games\scummvm.exe -f -n -pD:\resource\ ft
-\end{verbatim}
- \item Unix:\\
- Running Monkey Island, fullscreen, from a hard disk:
-\begin{verbatim}
-/path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
-\end{verbatim}
- Running Full Throttle from CD, fullscreen and with subtitles enabled:
-\begin{verbatim}
-/path/to/scummvm -f -n -p/cdrom/resource/ ft
-\end{verbatim}
-\end{itemize}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/running.tex b/doc/running.tex
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-\section{Running ScummVM}
-
-Before you run the engine, you need to put the game's data files in a
-directory. The filenames must not be in mixed case on *nix systems
-(for example, these are valid names: "monkey2.000", "MONKEY2.000", while
-this is a bad one: "Monkey2.000"). If you use a game with speech, the file
-monster.sou must reside in the same directory as the data files.
-
-Please note that by default, ScummVM will save games in the directory
-it is executed from, so you should refrain from running it from more than
-one location. Further information, including how to specify a specific save
-directory to avoid this issue, are in section 6.0.
-
-ScummVM can be launched directly by running the executable. In this case,
-the built-in launcher will activate. From this, you can add games (click
-'Add Game'), or launch games which have already been configured.
-
-ScummVM can also be launched into a game directly using Command Line
-arguments -- see the next section.
-
-
-\input {running-options.tex}
-\input {running-language.tex}
-\input {running-graphics-filters.tex}
-\input {running-hotkeys.tex}
-
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme.tex"
-%%% End:
diff --git a/doc/saves.tex b/doc/saves.tex
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-\section{Savegames}
-
-Savegames are by default put in the current directory on some platforms and
-preset directories on others. You can specify the save in the config file by
-setting the savepath parameter. See the example config file later in this
-readme.
-
-The platforms that currently have a different default directory are:
-%
-\begin{itemize}
-\item Mac OS X: \verb#$HOME/Documents/ScummVM Savegames/#
-\item Other unices: \verb#$HOME/.scummvm/#
-\end{itemize}
-%
-You can also use the environment variable SCUMMVM\_SAVEPATH to specify where to
-put save games. Don't forget the trailing directory separator. Also be aware
-that saved games may break between ScummVM releases.
-
-Bash (Unix) example:
-\begin{verbatim}
- export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/
-\end{verbatim}
-Windows example:
-\begin{verbatim}
- set SCUMMVM_SAVEPATH=C:\saved_games\
-\end{verbatim}
-
-
-\subsection{Autosaves}
-
-Because ScummVM is still a beta product, it -can- crash and/or hang
-occasionally. As such, every five minutes it will save a game in Slot 0. This
-game can be loaded via Ctrl-0, or the F5 menu. This autosaving does not,
-however, occur with Simon the Sorcerer 1 and 2, nor with Broken Sword 1 and 2.
-
-
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