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-rw-r--r-- | doc/01.tex | 10 | ||||
-rw-r--r-- | doc/02.tex | 4 | ||||
-rw-r--r-- | doc/02_01.tex | 10 | ||||
-rw-r--r-- | doc/03.tex | 26 | ||||
-rw-r--r-- | doc/03_01.tex | 13 | ||||
-rw-r--r-- | doc/03_02.tex | 9 | ||||
-rw-r--r-- | doc/03_03.tex | 8 | ||||
-rw-r--r-- | doc/03_04.tex | 4 | ||||
-rw-r--r-- | doc/04.tex | 12 | ||||
-rw-r--r-- | doc/05.tex | 13 | ||||
-rw-r--r-- | doc/05_01.tex | 7 | ||||
-rw-r--r-- | doc/05_02.tex | 2 | ||||
-rw-r--r-- | doc/05_03.tex | 7 | ||||
-rw-r--r-- | doc/05_05.tex | 6 | ||||
-rw-r--r-- | doc/06.tex | 8 | ||||
-rw-r--r-- | doc/07.tex | 7 | ||||
-rw-r--r-- | doc/07_01.tex | 2 | ||||
-rw-r--r-- | doc/07_03.tex | 2 | ||||
-rw-r--r-- | doc/07_04.tex | 21 | ||||
-rw-r--r-- | doc/07_05.tex | 9 | ||||
-rw-r--r-- | doc/08.tex | 14 | ||||
-rw-r--r-- | doc/09.tex | 11 | ||||
-rw-r--r-- | doc/10.tex | 8 | ||||
-rw-r--r-- | doc/readme.tex | 3 |
24 files changed, 111 insertions, 105 deletions
diff --git a/doc/01.tex b/doc/01.tex index b197df6768..bfc5c3b81f 100644 --- a/doc/01.tex +++ b/doc/01.tex @@ -12,12 +12,12 @@ adventure game engines. ScummVM mainly supports engines created using SCUMM (Script Creation Utility for Maniac Mansion), used in various LucasArts games such as Monkey Island, Day of the Tentacle, and others. ScummVM also contains interpreters for several non-SCUMM games, currently -these are Beneath a Steel Sky, Broken Sword I \&II and Simon the Sorcerer 1 \& 2.\\ -\quad \\ +these are Beneath a Steel Sky, Broken Sword I \& II and Simon the Sorcerer 1 \& 2. + 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.\\ -\quad \\ +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!
\ No newline at end of file +easier and quicker. If you cannot donate, help and contribute a patch! diff --git a/doc/02.tex b/doc/02.tex index 5d1bd3718b..42c0295c35 100644 --- a/doc/02.tex +++ b/doc/02.tex @@ -10,7 +10,7 @@ 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 our homepages +Please do not ask us to support an unsupported game -- read our homepages FAQ first. -\input {02_01.tex}
\ No newline at end of file +\input {02_01.tex} diff --git a/doc/02_01.tex b/doc/02_01.tex index 92250f70be..3f69fc8460 100644 --- a/doc/02_01.tex +++ b/doc/02_01.tex @@ -4,12 +4,12 @@ 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 daily build/current CVS version. Also check the known bugs list (below) and compatibility listing for that game, to -ensure the issue is not already known.\\ -\quad \\ +ensure the issue is not already known. + Also do not report bugs on games that are not listed as being completable -in the 'Supported Games' section, or compatibility list. We -know- those -games have bugs.\\ -% +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 CVS/Daily build) diff --git a/doc/03.tex b/doc/03.tex index c383f60e63..ffd2e7b173 100644 --- a/doc/03.tex +++ b/doc/03.tex @@ -9,8 +9,10 @@ At the moment the following games have been reported to work, and should be playable to the end. However, this list generally applies to PC versions. -Mac versions should work after being ``ReSCUMM'ed'' (see later in this document), and Amiga versions of games may work with the 'Amiga' flag turned on - but -this is not always true.\\ +Mac versions should work after being ``ReSCUMM'ed'' (see later in this document), +and Amiga versions of games may work with the 'Amiga' flag turned on -- but +this is not always true. + \begin{itemize} \item SCUMM Games:\\ \begin {tabular} [h] {ll} @@ -50,26 +52,28 @@ this is not always true.\\ Flight of the Amazon Queen& [Game: queen]\\ Broken Sword I& [Game: sword1]\\ Broken Sword II& [Game: sword2]\\ - \end{tabular}\\ -\quad \\ - The following games should be completable, but have some critical problems that prevent them from being fully supported at this time. Please do not file bug reports about them.\\ + \end{tabular} + +The following games should be completable, but have some critical problems that +prevent them from being fully supported at this time. Please do not file bug +reports about them. \begin{tabular}[h]{ll} Putt-Putt Joins the Parade& [puttputt]\\ - \end{tabular}\\ -\quad \\ + \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.\\ +compatibility chart. \begin{tabular}{ll} Putt-Putt Goes To The Moon& [Game: puttmoon]\\ Putt-Putt's Fun Pack& [Game: funpack]\\ Fatty Bear's Birthday Surprise& [Game: fbear]\\ Fatty Bear's Fun Pack& [Game: fbpack]\\ -\end{tabular}\\ -\quad \\ - The following games are SCUMM engine, but NOT supported by ScummVM (yet).\\ +\end{tabular} + + The following games are SCUMM engine, but NOT supported by ScummVM (yet). \begin{itemize} \item Most other Humongous Entertainment titles \end{itemize} diff --git a/doc/03_01.tex b/doc/03_01.tex index 4ea3e7abc6..4013779f55 100644 --- a/doc/03_01.tex +++ b/doc/03_01.tex @@ -1,13 +1,14 @@ \subsection{Copy Protection} -he ScummVM team does not condone piracy. However, there are cases when +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.\\ -\quad \\ -At the time of writing, that includes the following games:\\ +may have been cracked ScummVM will always have to bypass the copy protection. + +At the time of writing, that includes the following games: + \begin{tabular}{l} Indiana Jones \& the Last Crusade (EGA)\\ Indiana Jones \& the Last Crusade (256 color FM Towns version)\\ @@ -19,8 +20,8 @@ Monkey Island 2\\ Zak McKracken (EGA)\\ Zak McKracken (256 color FM Towns version)\\ \\ -Beneath a Steel Sky (bypassed with permission from Revolution)\\ -\\ +Beneath a Steel Sky (bypassed with permission from Revolution) \end{tabular}\\ + In most cases ScummVM will still show the copy protection screen. Try entering any answer. Chances are that it will work.
\ No newline at end of file diff --git a/doc/03_02.tex b/doc/03_02.tex index 161123015b..12ef67b91e 100644 --- a/doc/03_02.tex +++ b/doc/03_02.tex @@ -1,6 +1,7 @@ \subsection{Simon the Sorcerer 1 and 2 notes} The Simon the Sorcerer 1 \& 2 games were split into several targets to make -coding easier and to make it more clear which target should be used:\\ +coding easier and to make it more clear which target should be used: + \begin{tabular}{ll} simon1dos & Use for Simon the Sorcerer 1 for DOS (Disk)\\ simon2dos & Use for Simon the Sorcerer 2 for DOS (Disk)\\ @@ -9,8 +10,8 @@ coding easier and to make it more clear which target should be used:\\ simon1win & Use for Simon the Sorcerer 1 Talkie for Windows (CD)\\ simon2win & Use for Simon the Sorcerer 2 Talkie for Windows (CD)\\ simon2mac & Use for Simon the Sorcerer 2 Talkie for Amiga or Mac (CD)\\ -\end{tabular}\\ -\quad \\ +\end{tabular} + If you have the dual version of Simon the Sorcerer 1 or 2 on CD, then you will find the Windows version in the main directory of CD -and the DOS Talkie version in the DOS directory of the CD.\\
\ No newline at end of file +and the DOS Talkie version in the DOS directory of the CD. diff --git a/doc/03_03.tex b/doc/03_03.tex index e4616cbc0d..d97bdce597 100644 --- a/doc/03_03.tex +++ b/doc/03_03.tex @@ -3,12 +3,12 @@ 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.\\ -\quad\\ +re-encoded Broken Sword cutscenes for download on our website. + 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.\\ -\quad\\ +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 harddisk or reburning customised versions of the game CDs. diff --git a/doc/03_04.tex b/doc/03_04.tex index f8d89475f7..3b25addac5 100644 --- a/doc/03_04.tex +++ b/doc/03_04.tex @@ -9,8 +9,8 @@ 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 table on the web site, please see -the section on Reporting Bugs.\\ -\quad \\ +the section on Reporting Bugs. + Indiana Jones \& the Last Crusade (EGA): \begin{itemize} \item In some rooms Indy may be able to walk to odd places diff --git a/doc/04.tex b/doc/04.tex index d81ecf08d3..2eb37c8541 100644 --- a/doc/04.tex +++ b/doc/04.tex @@ -8,8 +8,8 @@ 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 CVS, feel free to contact us!\\ -\quad \\ +ScummVM and wish to commit it into the main CVS, feel free to contact us! + \begin{tabular}{lll} Windows & SDL\\ Windows CE & SDL &(iPaq and other handheld devices)\\ @@ -23,12 +23,12 @@ Dreamcast & Custom backend \\ GP32 & Custom backend\\ PalmOS & Custom backend\\ UNIX & SDL &(Linux, Solaris, IRIX, *BSD)\\ -\end{tabular}\\ +\end{tabular} + The Dreamcast port does not support Curse of Monkey Island, nor The Dig. The PalmOS port does not support 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).\\ -\quad \\ +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). - diff --git a/doc/05.tex b/doc/05.tex index 09cb1bfe47..c90207c1b0 100644 --- a/doc/05.tex +++ b/doc/05.tex @@ -11,17 +11,17 @@ Before you run the engine, you need to put the game's datafiles 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 datafiles.\\ -\quad \\ +monster.sou must reside in the same directory as the datafiles. + 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.\\ -\quad \\ +directory to avoid this issue, are in section 6.0. + ScummVM can be launched directly by running the executable. In this case, the in-built launcher will activate. From this, you can add games (click -'Add Game'), or launch games which have already been configured.\\ -\quad \\ +'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. @@ -35,4 +35,3 @@ arguments - see the next section. \input {05_04.tex} %next section \input {05_05.tex} - diff --git a/doc/05_01.tex b/doc/05_01.tex index ac2c0b348f..c59ec2e795 100644 --- a/doc/05_01.tex +++ b/doc/05_01.tex @@ -43,11 +43,12 @@ Usage: scummvm [OPTIONS]... [GAME]\\ --tempo=NUM &Set music tempo (in percent, 50-200) for SCUMM games\\ &(default: 100)\\ --talkspeed=NUM &Set talk speed for SCUMM games (default: 60)\\ -\end{tabular}\\ +\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.\\ -\quad \\ +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: diff --git a/doc/05_02.tex b/doc/05_02.tex index c7948a3bad..7a282ffdd5 100644 --- a/doc/05_02.tex +++ b/doc/05_02.tex @@ -59,4 +59,4 @@ Curse of Monkey Island, Beneath a Steel Sky. and Simon the Sorcerer 1 \& 2.\\ \item pt - Portuguese \item cz - Czech \end{itemize} -\end{itemize}
\ No newline at end of file +\end{itemize} diff --git a/doc/05_03.tex b/doc/05_03.tex index 413be8bb8b..50468f4e0b 100644 --- a/doc/05_03.tex +++ b/doc/05_03.tex @@ -12,7 +12,8 @@ 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.\\ +3x filter you'll get 960x600. + They are:\\ \begin{tabular}[h]{ll} normal & No filtering, no scaling. Fastest.\\ @@ -27,7 +28,7 @@ They are:\\ 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}\\ +\end{tabular} To select a graphics filter, pass its name via the '-g' option to scummvm, for example: @@ -44,4 +45,4 @@ for example: \item [Note \#3] The Fm Towns version of Zak (zaktowns target) uses an original resolution of 320x240 - hence for this game scalers will scale to 640x480 or 960x720. -\end{enumerate}
\ No newline at end of file +\end{enumerate} diff --git a/doc/05_05.tex b/doc/05_05.tex index 7fb138b279..f5e98e7099 100644 --- a/doc/05_05.tex +++ b/doc/05_05.tex @@ -3,12 +3,12 @@ All LucasArts SCUMM based adventures except CMI also exist in versions for the Macintosh. ScummVM can use most (all?) of them, however, in some case some additional work is required. First off, if you are not using a Macintosh for this, accessing the CD/floppy data might be tricky. There are various tools on -the net for this, though.\\ -\quad\\ +the net for this, though. + Secondly, most of the newer games shipped only with a single data file on the Macintosh. You first have to run the 'rescumm' tool from the scummvm-tools package to extract the data files ScummVM expects. You invoke rescumm like -this (where DATAFILE is the path to the single big data file):\\ +this (where DATAFILE is the path to the single big data file): \begin{verbatim} rescumm DATAFILE \end{verbatim} diff --git a/doc/06.tex b/doc/06.tex index 453df54137..89b1eecbdf 100644 --- a/doc/06.tex +++ b/doc/06.tex @@ -1,12 +1,12 @@ \section {Savegames} Savegames are by default put in the current directory. You can specify the save in the config file by setting the savepath parameter. See the example config -file later in this readme.\\ -~\\ +file later in this readme. + 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.\\ -~\\ +that saved games may break between ScummVM releases. + Bash (Unix) example: \begin{verbatim} export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/ diff --git a/doc/07.tex b/doc/07.tex index f266e13b95..bda47f6748 100644 --- a/doc/07.tex +++ b/doc/07.tex @@ -8,7 +8,8 @@ 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.\\ +choices of output, depending on your operating system and configuration. + \begin{tabular}[h]{ll} adlib & Uses internal Adlib Emulation (default)\\ pcjr & Uses internal PCjr Emulation \\ @@ -21,8 +22,8 @@ choices of output, depending on your operating system and configuration.\\ amidi & Uses the MorphOS MIDI system, for MorphOS users\\ alsa & Output using ALSA sequencer device. See below.\\ null & Null output. Don't play any music.\\ -\end{tabular}\\ -~\\ +\end{tabular} + To select a sound driver, pass its name via the '-e' option to scummvm, for example: \begin{verbatim} diff --git a/doc/07_01.tex b/doc/07_01.tex index 9b1c5ded44..fa4b0c6649 100644 --- a/doc/07_01.tex +++ b/doc/07_01.tex @@ -8,4 +8,4 @@ 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.
\ No newline at end of file +best compatibility between machines and games. diff --git a/doc/07_03.tex b/doc/07_03.tex index 421844bce9..347a2bd427 100644 --- a/doc/07_03.tex +++ b/doc/07_03.tex @@ -5,7 +5,7 @@ %%% End: \subsection{Playing sound with Native MIDI} - +% FIXME: Hardcoding < and > here produces wrong output 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. diff --git a/doc/07_04.tex b/doc/07_04.tex index 8635bcbc32..850e8018e9 100644 --- a/doc/07_04.tex +++ b/doc/07_04.tex @@ -7,8 +7,8 @@ \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 - e.g., /dev/sequencer\\ -~\\ +variable "SCUMMVM\_MIDI" to your sequencer device - e.g., /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 @@ -21,8 +21,8 @@ sequencer support does not work, you can always fall back on Adlib emulation. 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".\\ -~\\ +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 @@ -30,7 +30,6 @@ command aconnect -o -l \end{verbatim} This should give output similar to: - \begin{verbatim} client 64: 'External MIDI 0' [type=kernel] 0 'MIDI 0-0 ' @@ -46,8 +45,8 @@ client 128: 'Client-128' [type=user] % 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.\\ -~\\ +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: @@ -66,15 +65,15 @@ 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 noticable 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.\\ -~\\ +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.\\ -~\\ +-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 diff --git a/doc/07_05.tex b/doc/07_05.tex index 56525ddebf..54191aac8d 100644 --- a/doc/07_05.tex +++ b/doc/07_05.tex @@ -11,7 +11,6 @@ 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} @@ -24,7 +23,6 @@ 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} @@ -34,7 +32,6 @@ command line with the value after q specifying the desired quality from 0 to 10: You need LAME, and our extract util from the scummvm-tools package to perform this task, and ScummVM must be compiled with MAD support. - \begin{verbatim} extract monster.sou \end{verbatim} @@ -46,7 +43,6 @@ 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} extract --vorbis monster.sou \end{verbatim} @@ -69,10 +65,9 @@ this task, and ScummVM must be compiled with MAD or VORBIS support.\\ simon2mp3 simon.wav &(For simon1win)\\ simon2mp3 simon2.voc &(For simon2talkie)\\ simon2mp3 simon2.wav &(For simon2win)\\ -\end{tabular}\\ -~\\ -For Ogg Vorbis add --vorbis, ie +\end{tabular} +For Ogg Vorbis add --vorbis, i.e. \begin{verbatim} simon2mp3 --vorbis \end{verbatim} diff --git a/doc/08.tex b/doc/08.tex index 364d6a30d7..1a4e890daa 100644 --- a/doc/08.tex +++ b/doc/08.tex @@ -8,7 +8,7 @@ By default, the configuration file is saved in, and loaded from: - +% \begin{itemize} \item Windows: <windir>$\backslash$ scummvm.ini \item Unix: ~/.scummvmrc @@ -111,8 +111,8 @@ The following keywords are recognized: boot\_param &number Pass this number to the boot script\\ debuglevel &number Enable debug output. The higher number, the\\ & more verbose output.\\ -\end{tabular}\\ -~\\ +\end{tabular} + Broken Sword II adds the following non-standard keywords:\\ \begin{tabular}[h]{lll} gfx\_details &number &Graphics details setting (0-3)\\ @@ -122,8 +122,8 @@ Broken Sword II adds the following non-standard keywords:\\ sfx\_mute &bool &If true, sound effects are muted\\ speech\_mute &bool &If true, speech is muted\\ speech\_volume &number &The speech volume setting (0-255)\\ -\end{tabular}\\ -~\\ +\end{tabular} + Flight of the Amazon Queen adds the following non-standard keywords:\\ \begin{tabular}[h]{lll} alt\_intro &bool &Use alternative version of introduction\\ @@ -131,8 +131,8 @@ Flight of the Amazon Queen adds the following non-standard keywords:\\ sfx\_mute &bool &If true, sound effects are muted\\ speech\_mute &bool &If true, speech is muted\\ \end{tabular}\\ -Simon the Sorcerer 1 \& 2 add the following non-standard keywords:\\ -~\\ +Simon the Sorcerer 1 \& 2 add the following non-standard keywords: + \begin{tabular}[h]{lll} fade &bool &If true, fade effect is enabled\\ music\_mute &bool &If true, music is muted\\ diff --git a/doc/09.tex b/doc/09.tex index 21206666f6..eeae365359 100644 --- a/doc/09.tex +++ b/doc/09.tex @@ -11,14 +11,15 @@ 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' CVS module, or in the 'scummvm-tools' package.\\ -~\\ +found in the 'tools' CVS module, or in the 'scummvm-tools' package. + You can also comment/uncomment appropriate lines in the build.rules file to use sdl\_gl.cpp instead of sdl.cpp. This allows hardware accelerated bilinear -filtering by using OpenGL textures.\\ -~\\ +filtering by using OpenGL textures. + On Win9x/NT/XP you can define USE\_WINDBG and attach WinDbg to browse debug -messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).\\ +messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml). + GCC: \begin{itemize} \item Type ./configure diff --git a/doc/10.tex b/doc/10.tex index fd52979a77..d1d624bb29 100644 --- a/doc/10.tex +++ b/doc/10.tex @@ -57,8 +57,8 @@ Tim 'realmz' & Initial MI1 CD music support\\ Tore Anderson & Packaging for Debian GNU/Linux\\ Hannes Niederhausen & Readme Conversion\\ - \end{tabular}\\ -~\\ + \end{tabular} + And to all the contributors, users, and beta testers we've missed.\\ Thanks! \item Special thanks to:\\ @@ -67,8 +67,8 @@ Thanks! Kevin Carnes & For Scumm16, the basis of ScummVM older gfx codec\\ Jim Leiterman & Various info on his Fm Towns/Marty SCUMM ports\\ Jimmi Thogersen & For ScummRev, and much obscure code/documentation\\ - \end{tabular}\\ -~\\ + \end{tabular} + 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 diff --git a/doc/readme.tex b/doc/readme.tex index e7ca77b11d..b9f151f5c9 100644 --- a/doc/readme.tex +++ b/doc/readme.tex @@ -19,6 +19,9 @@ \setlength{\footskip}{0cm} %\setlength{\headheight}{0cm} +\setlength{\parindent}{0mm} +\setlength{\parskip}{1.5ex plus0.5ex minus0.5ex} + \date {2004/01/18} \begin{document} |