[Scummvm-cvs-logs] SF.net SVN: scummvm: [24868] docs/trunk/docbook

fingolfin at users.sourceforge.net fingolfin at users.sourceforge.net
Mon Dec 18 00:05:37 CET 2006


Revision: 24868
          http://scummvm.svn.sourceforge.net/scummvm/?rev=24868&view=rev
Author:   fingolfin
Date:     2006-12-17 15:05:32 -0800 (Sun, 17 Dec 2006)

Log Message:
-----------
Regenerated docs from source

Modified Paths:
--------------
    docs/trunk/docbook/devguide.html
    docs/trunk/docbook/devguide.pdf
    docs/trunk/docbook/devguide.txt
    docs/trunk/docbook/faq.html
    docs/trunk/docbook/faq.inc
    docs/trunk/docbook/faq.pdf
    docs/trunk/docbook/faq.txt
    docs/trunk/docbook/manual.html
    docs/trunk/docbook/manual.pdf
    docs/trunk/docbook/manual.txt

Modified: docs/trunk/docbook/devguide.html
===================================================================
--- docs/trunk/docbook/devguide.html	2006-12-17 21:21:26 UTC (rev 24867)
+++ docs/trunk/docbook/devguide.html	2006-12-17 23:05:32 UTC (rev 24868)
@@ -2,20 +2,19 @@
 "http://www.w3.org/TR/html4/loose.dtd">
 <html>
 <head>
-<meta content=
-"HTML Tidy for Mac OS X (vers 1st December 2002), see www.w3.org"
-name="generator">
+<meta name="generator" content=
+"HTML Tidy for Mac OS X (vers 1 September 2005), see www.w3.org">
 <title>Developer's Guide to ScummVM</title>
 <meta name="GENERATOR" content=
 "Modular DocBook HTML Stylesheet Version 1.79">
 </head>
 <body class="book" bgcolor="#FFFFFF" text="#000000" link="#0000FF"
 vlink="#840084" alink="#0000FF">
-<div class="BOOK"><a name="AEN1"></a>
+<div class="BOOK"><a name="AEN1" id="AEN1"></a>
 <div class="TITLEPAGE">
-<h1 class="title"><a name="AEN2">Developer's Guide to
+<h1 class="title"><a name="AEN2" id="AEN2">Developer's Guide to
 ScummVM</a></h1>
-<h3 class="author"><a name="AEN3"></a>Foo Bar</h3>
+<h3 class="author"><a name="AEN3" id="AEN3"></a>Foo Bar</h3>
 <hr></div>
 <div class="TOC">
 <dl>
@@ -32,7 +31,9 @@
 <dl>
 <dt>4.1. <a href="#AEN23">Graphics</a></dt>
 <dt>4.2. <a href="#AEN26">Overlays</a></dt>
-<dt>4.3. <a href="#AEN29">Event handling</a></dt></dl></dd>
+<dt>4.3. <a href="#AEN29">Event handling</a></dt>
+</dl>
+</dd>
 <dt>5. <a href="#AEN32">MIDI</a></dt>
 <dt>6. <a href="#AEN35">Sound</a></dt>
 <dt>7. <a href="#AEN38">Timers</a></dt>
@@ -40,7 +41,9 @@
 <dt>9. <a href="#AEN44">Config Manager</a></dt>
 <dt>10. <a href="#AEN47">Game detector</a></dt>
 <dt>11. <a href="#AEN50">Plugin system</a></dt>
-<dt>12. <a href="#AEN53">GUI</a></dt></dl></dd>
+<dt>12. <a href="#AEN53">GUI</a></dt>
+</dl>
+</dd>
 <dt>II. <a href="#AEN56">The Engines</a></dt>
 <dd>
 <dl>
@@ -60,21 +63,27 @@
 <dt>14.9. <a href="#AEN89">iMuse</a></dt>
 <dt>14.10. <a href="#AEN92">INSANE</a></dt>
 <dt>14.11. <a href="#AEN95">SMUSH</a></dt>
-<dt>14.12. <a href="#AEN98">How it all fits
-together</a></dt></dl></dd>
+<dt>14.12. <a href="#AEN98">How it all fits together</a></dt>
+</dl>
+</dd>
 <dt>15. <a href="#AEN101">Simon the Sorcerer</a></dt>
 <dt>16. <a href="#AEN104">Beneath a Steel Sky</a></dt>
 <dt>17. <a href="#AEN107">Broken Sword 1</a></dt>
 <dt>18. <a href="#AEN110">Broken Sword 2</a></dt>
 <dt>19. <a href="#AEN113">Flight of the Amazon Queen</a></dt>
-<dt>20. <a href="#AEN116">Saga</a></dt></dl></dd></dl></div>
-<div class="PART"><a name="AEN7"></a>
+<dt>20. <a href="#AEN116">Saga</a></dt>
+</dl>
+</dd>
+</dl>
+</div>
+<div class="PART"><a name="AEN7" id="AEN7"></a>
 <div class="TITLEPAGE">
 <h1 class="title">I. The Core: A framework for building portable
 adventure engines</h1>
-<div class="PARTINTRO"><a name="AEN9"></a>
-<p>
Explain all the stuff in ScummVM which is shared by all our
-engines.</p></div>
+<div class="PARTINTRO"><a name="AEN9" id="AEN9"></a>
+<p>Explain all the stuff in ScummVM which is shared by all our
+engines.</p>
+</div>
 <div class="TOC">
 <dl>
 <dt><b>Table of Contents</b></dt>
@@ -86,7 +95,9 @@
 <dl>
 <dt>4.1. <a href="#AEN23">Graphics</a></dt>
 <dt>4.2. <a href="#AEN26">Overlays</a></dt>
-<dt>4.3. <a href="#AEN29">Event handling</a></dt></dl></dd>
+<dt>4.3. <a href="#AEN29">Event handling</a></dt>
+</dl>
+</dd>
 <dt>5. <a href="#AEN32">MIDI</a></dt>
 <dt>6. <a href="#AEN35">Sound</a></dt>
 <dt>7. <a href="#AEN38">Timers</a></dt>
@@ -94,96 +105,119 @@
 <dt>9. <a href="#AEN44">Config Manager</a></dt>
 <dt>10. <a href="#AEN47">Game detector</a></dt>
 <dt>11. <a href="#AEN50">Plugin system</a></dt>
-<dt>12. <a href="#AEN53">GUI</a></dt></dl></div></div>
+<dt>12. <a href="#AEN53">GUI</a></dt>
+</dl>
+</div>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN11"></a>Chapter 1. Portability</h1>
-<p>
TODO: Explain why portability is important for us, general
-tips on how to achieve it, thinks to watch out for, etc.. Give some
+<h1><a name="AEN11" id="AEN11"></a>Chapter 1. Portability</h1>
+<p>TODO: Explain why portability is important for us, general tips
+on how to achieve it, thinks to watch out for, etc.. Give some
 hints on how to port, and when it might be necessary to provide a
-new backend</p></div>
+new backend</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN14"></a>Chapter 2. How to write a new ScummVM
-backend</h1>
-<p>
TODO: Explain how one would go about creating a new ScummVM
+<h1><a name="AEN14" id="AEN14"></a>Chapter 2. How to write a new
+ScummVM backend</h1>
+<p>TODO: Explain how one would go about creating a new ScummVM
 backend. Mention that usually it's a good idea for consider whether
 a new backend is really necessary or whether one can just use the
 SDL backend. Mention the possibility (and risks) of subclassing the
-SDL backend.</p></div>
+SDL backend.</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN17"></a>Chapter 3. Data types</h1>
-<p>
TODO: Data types from scummsys.h (like uint8); high level
-data types like Map/Array/List/String; maybe explain why we don't
-use the Std C++ lib (hey, I still would like to hear a decent
+<h1><a name="AEN17" id="AEN17"></a>Chapter 3. Data types</h1>
+<p>TODO: Data types from scummsys.h (like uint8); high level data
+types like Map/Array/List/String; maybe explain why we don't use
+the Std C++ lib (hey, I still would like to hear a decent
 explanation for this other than "10 years ago it sucked and wasn't
 portable, so we can't use it, even though all we'd use from it is
-well supported on all our target systems ;-).</p></div>
+well supported on all our target systems ;-).</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN20"></a>Chapter 4. Backends: OSystem</h1>
-<p>
TODO: Explain the OSystem API; maybe well enough to help
-people start their own one (though maybe we should simply dedicate
-a full "part" for this, with chapters on how to write a new
-backend, plus chapters on all the existing backends... ?)</p>
+<h1><a name="AEN20" id="AEN20"></a>Chapter 4. Backends:
+OSystem</h1>
+<p>TODO: Explain the OSystem API; maybe well enough to help people
+start their own one (though maybe we should simply dedicate a full
+"part" for this, with chapters on how to write a new backend, plus
+chapters on all the existing backends... ?)</p>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN23">4.1. Graphics</a></h2>
-<p>
 TODO</p></div>
+<h2 class="section"><a name="AEN23" id="AEN23">4.1.
+Graphics</a></h2>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN26">4.2. Overlays</a></h2>
-<p>
 TODO</p></div>
+<h2 class="section"><a name="AEN26" id="AEN26">4.2.
+Overlays</a></h2>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN29">4.3. Event handling</a></h2>
-<p>
 TODO</p></div></div>
+<h2 class="section"><a name="AEN29" id="AEN29">4.3. Event
+handling</a></h2>
+<p>TODO</p>
+</div>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN32"></a>Chapter 5. MIDI</h1>
-<p>
TODO: Explain both the backend MIDI code (class MidiDriver)
-as well as the higher level stuff (class MidiParser); MT32 mapping;
-adlib emulation; etc.</p></div>
+<h1><a name="AEN32" id="AEN32"></a>Chapter 5. MIDI</h1>
+<p>TODO: Explain both the backend MIDI code (class MidiDriver) as
+well as the higher level stuff (class MidiParser); MT32 mapping;
+adlib emulation; etc.</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN35"></a>Chapter 6. Sound</h1>
-<p>
TODO: The mixer; audio streams; audio CD playback /
-emulation; MP3/OGG/Flac/VOC handling...</p></div>
+<h1><a name="AEN35" id="AEN35"></a>Chapter 6. Sound</h1>
+<p>TODO: The mixer; audio streams; audio CD playback / emulation;
+MP3/OGG/Flac/VOC handling...</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN38"></a>Chapter 7. Timers</h1>
-<p>
 TODO</p></div>
+<h1><a name="AEN38" id="AEN38"></a>Chapter 7. Timers</h1>
+<p>TODO</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN41"></a>Chapter 8. Files</h1>
-<p>
TODO: File class; when to use SaveFile; ...</p></div>
+<h1><a name="AEN41" id="AEN41"></a>Chapter 8. Files</h1>
+<p>TODO: File class; when to use SaveFile; ...</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN44"></a>Chapter 9. Config Manager</h1>
-<p>
 TODO</p></div>
+<h1><a name="AEN44" id="AEN44"></a>Chapter 9. Config Manager</h1>
+<p>TODO</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN47"></a>Chapter 10. Game detector</h1>
-<p>
 TODO</p></div>
+<h1><a name="AEN47" id="AEN47"></a>Chapter 10. Game detector</h1>
+<p>TODO</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN50"></a>Chapter 11. Plugin system</h1>
-<p>
 TODO</p></div>
+<h1><a name="AEN50" id="AEN50"></a>Chapter 11. Plugin system</h1>
+<p>TODO</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN53"></a>Chapter 12. GUI</h1>
-<p>
TODO: Explain how to use the GUI code; also document the
-various Widget/Dialog classes etc.</p></div></div>
-<div class="PART"><a name="AEN56"></a>
+<h1><a name="AEN53" id="AEN53"></a>Chapter 12. GUI</h1>
+<p>TODO: Explain how to use the GUI code; also document the various
+Widget/Dialog classes etc.</p>
+</div>
+</div>
+<div class="PART"><a name="AEN56" id="AEN56"></a>
 <div class="TITLEPAGE">
 <h1 class="title">II. The Engines</h1>
-<div class="PARTINTRO"><a name="AEN58"></a>
-<p>
TODO: Right now, one chapter devoted to each engine; idea
-is to explain both how the resp. games "work" (i.e. explain data
-formats and stuff like that), as well as the engine internally
-works (how are graphics rendered? which methods are involved,
-etc.).</p></div>
+<div class="PARTINTRO"><a name="AEN58" id="AEN58"></a>
+<p>TODO: Right now, one chapter devoted to each engine; idea is to
+explain both how the resp. games "work" (i.e. explain data formats
+and stuff like that), as well as the engine internally works (how
+are graphics rendered? which methods are involved, etc.).</p>
+</div>
 <div class="TOC">
 <dl>
 <dt><b>Table of Contents</b></dt>
@@ -203,109 +237,146 @@
 <dt>14.9. <a href="#AEN89">iMuse</a></dt>
 <dt>14.10. <a href="#AEN92">INSANE</a></dt>
 <dt>14.11. <a href="#AEN95">SMUSH</a></dt>
-<dt>14.12. <a href="#AEN98">How it all fits
-together</a></dt></dl></dd>
+<dt>14.12. <a href="#AEN98">How it all fits together</a></dt>
+</dl>
+</dd>
 <dt>15. <a href="#AEN101">Simon the Sorcerer</a></dt>
 <dt>16. <a href="#AEN104">Beneath a Steel Sky</a></dt>
 <dt>17. <a href="#AEN107">Broken Sword 1</a></dt>
 <dt>18. <a href="#AEN110">Broken Sword 2</a></dt>
 <dt>19. <a href="#AEN113">Flight of the Amazon Queen</a></dt>
-<dt>20. <a href="#AEN116">Saga</a></dt></dl></div></div>
+<dt>20. <a href="#AEN116">Saga</a></dt>
+</dl>
+</div>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN60"></a>Chapter 13. How to write a new ScummVM game
-engine</h1>
-<p>
TODO: Explain/document what makes up a game engine in
-ScummVM; this chapter should help people who want to create a new
-engine.</p></div>
+<h1><a name="AEN60" id="AEN60"></a>Chapter 13. How to write a new
+ScummVM game engine</h1>
+<p>TODO: Explain/document what makes up a game engine in ScummVM;
+this chapter should help people who want to create a new
+engine.</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN63"></a>Chapter 14. SCUMM</h1>
+<h1><a name="AEN63" id="AEN63"></a>Chapter 14. SCUMM</h1>
 <div class="section">
-<h2 class="section"><a name="AEN65">14.1. Supported Games</a></h2>
-<p>
TODO: List of the games supported by this engine</p></div>
+<h2 class="section"><a name="AEN65" id="AEN65">14.1. Supported
+Games</a></h2>
+<p>TODO: List of the games supported by this engine</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN68">14.2. History</a></h2>
-<p>
TODO: History of the engine; both of the engine as part of
+<h2 class="section"><a name="AEN68" id="AEN68">14.2.
+History</a></h2>
+<p>TODO: History of the engine; both of the engine as part of
 ScummVM (reverse engineered; code donated? since when is it in
 there? etc.); but also of the "original" engine (like which company
-developed it, changes made to it over time, etc.)</p></div>
+developed it, changes made to it over time, etc.)</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN71">14.3. Concepts</a></h2>
-<p>
TODO: Give an overview over things like actors, costumes,
+<h2 class="section"><a name="AEN71" id="AEN71">14.3.
+Concepts</a></h2>
+<p>TODO: Give an overview over things like actors, costumes,
 resources, sentences, verbs, ...; not too much detail, but enough
-to give people a first idea</p></div>
+to give people a first idea</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN74">14.4. Graphics</a></h2>
-<p>
TODO: Explain how graphics are rendered in the SCUMM
-engine; start by explaining where they come from (actor/costumes;
-verbs; text; objects; ...); about strips; virtual screens; codecs;
-how scrolling is done; etc.</p></div>
+<h2 class="section"><a name="AEN74" id="AEN74">14.4.
+Graphics</a></h2>
+<p>TODO: Explain how graphics are rendered in the SCUMM engine;
+start by explaining where they come from (actor/costumes; verbs;
+text; objects; ...); about strips; virtual screens; codecs; how
+scrolling is done; etc.</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN77">14.5. Scripting</a></h2>
-<p>
 TODO</p></div>
+<h2 class="section"><a name="AEN77" id="AEN77">14.5.
+Scripting</a></h2>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN80">14.6. Actors and
+<h2 class="section"><a name="AEN80" id="AEN80">14.6. Actors and
 Costumes</a></h2>
-<p>
 TODO</p></div>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN83">14.7. Objects</a></h2>
-<p>
TODO: Object states, classes; inventory; floating objects;
-object rendering; blast objects; etc.</p></div>
+<h2 class="section"><a name="AEN83" id="AEN83">14.7.
+Objects</a></h2>
+<p>TODO: Object states, classes; inventory; floating objects;
+object rendering; blast objects; etc.</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN86">14.8. Text</a></h2>
-<p>
 TODO</p></div>
+<h2 class="section"><a name="AEN86" id="AEN86">14.8. Text</a></h2>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN89">14.9. iMuse</a></h2>
-<p>
 TODO</p></div>
+<h2 class="section"><a name="AEN89" id="AEN89">14.9. iMuse</a></h2>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN92">14.10. INSANE</a></h2>
-<p>
 TODO</p></div>
+<h2 class="section"><a name="AEN92" id="AEN92">14.10.
+INSANE</a></h2>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN95">14.11. SMUSH</a></h2>
-<p>
 TODO</p></div>
+<h2 class="section"><a name="AEN95" id="AEN95">14.11.
+SMUSH</a></h2>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN98">14.12. How it all fits
-together</a></h2>
-<p>
TODO: Here we give a run down of all those parts fit
-together; i.e. explain the life cycle of a game play session, from
-loading the game, to how the main loop runs in
-detail...</p></div></div>
+<h2 class="section"><a name="AEN98" id="AEN98">14.12. How it all
+fits together</a></h2>
+<p>TODO: Here we give a run down of all those parts fit together;
+i.e. explain the life cycle of a game play session, from loading
+the game, to how the main loop runs in detail...</p>
+</div>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN101"></a>Chapter 15. Simon the Sorcerer</h1>
-<p>TODO</p></div>
+<h1><a name="AEN101" id="AEN101"></a>Chapter 15. Simon the
+Sorcerer</h1>
+<p>TODO</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN104"></a>Chapter 16. Beneath a Steel Sky</h1>
-<p>TODO</p></div>
+<h1><a name="AEN104" id="AEN104"></a>Chapter 16. Beneath a Steel
+Sky</h1>
+<p>TODO</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN107"></a>Chapter 17. Broken Sword 1</h1>
-<p>TODO</p></div>
+<h1><a name="AEN107" id="AEN107"></a>Chapter 17. Broken Sword
+1</h1>
+<p>TODO</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN110"></a>Chapter 18. Broken Sword 2</h1>
-<p>TODO</p></div>
+<h1><a name="AEN110" id="AEN110"></a>Chapter 18. Broken Sword
+2</h1>
+<p>TODO</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN113"></a>Chapter 19. Flight of the Amazon
-Queen</h1>
-<p>TODO</p></div>
+<h1><a name="AEN113" id="AEN113"></a>Chapter 19. Flight of the
+Amazon Queen</h1>
+<p>TODO</p>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN116"></a>Chapter 20. Saga</h1>
-<p>TODO</p></div></div></div>
+<h1><a name="AEN116" id="AEN116"></a>Chapter 20. Saga</h1>
+<p>TODO</p>
+</div>
+</div>
+</div>
 </body>
 </html>

Modified: docs/trunk/docbook/devguide.pdf
===================================================================
(Binary files differ)

Modified: docs/trunk/docbook/devguide.txt
===================================================================
--- docs/trunk/docbook/devguide.txt	2006-12-17 21:21:26 UTC (rev 24867)
+++ docs/trunk/docbook/devguide.txt	2006-12-17 23:05:32 UTC (rev 24868)
@@ -1,313 +1,884 @@
-
-Developer's Guide to ScummVM
-
-Foo Bar
-     _________________________________________________________
-
-   Table of Contents
-   I. The Core: A framework for building portable adventure
-          engines
-
-        1. Portability
-        2. How to write a new ScummVM backend
-        3. Data types
-        4. Backends: OSystem
-
-              4.1. Graphics
-              4.2. Overlays
-              4.3. Event handling
-
-        5. MIDI
-        6. Sound
-        7. Timers
-        8. Files
-        9. Config Manager
-        10. Game detector
-        11. Plugin system
-        12. GUI
-
-   II. The Engines
-
-        13. How to write a new ScummVM game engine
-        14. SCUMM
-
-              14.1. Supported Games
-              14.2. History
-              14.3. Concepts
-              14.4. Graphics
-              14.5. Scripting
-              14.6. Actors and Costumes
-              14.7. Objects
-              14.8. Text
-              14.9. iMuse
-              14.10. INSANE
-              14.11. SMUSH
-              14.12. How it all fits together
-
-        15. Simon the Sorcerer
-        16. Beneath a Steel Sky
-        17. Broken Sword 1
-        18. Broken Sword 2
-        19. Flight of the Amazon Queen
-        20. Saga
-
-I. The Core: A framework for building portable adventure engines
-
-   Explain all the stuff in ScummVM which is shared by all our
-   engines.
-
-   Table of Contents
-   1. Portability
-   2. How to write a new ScummVM backend
-   3. Data types
-   4. Backends: OSystem
-
-        4.1. Graphics
-        4.2. Overlays
-        4.3. Event handling
-
-   5. MIDI
-   6. Sound
-   7. Timers
-   8. Files
-   9. Config Manager
-   10. Game detector
-   11. Plugin system
-   12. GUI
-     _________________________________________________________
-
-Chapter 1. Portability
-
-   TODO: Explain why portability is important for us, general
-   tips on how to achieve it, thinks to watch out for, etc.. Give
-   some hints on how to port, and when it might be necessary to
-   provide a new backend
-     _________________________________________________________
-
-Chapter 2. How to write a new ScummVM backend
-
-   TODO: Explain how one would go about creating a new ScummVM
-   backend. Mention that usually it's a good idea for consider
-   whether a new backend is really necessary or whether one can
-   just use the SDL backend. Mention the possibility (and risks)
-   of subclassing the SDL backend.
-     _________________________________________________________
-
-Chapter 3. Data types
-
-   TODO: Data types from scummsys.h (like uint8); high level data
-   types like Map/Array/List/String; maybe explain why we don't
-   use the Std C++ lib (hey, I still would like to hear a decent
-   explanation for this other than "10 years ago it sucked and
-   wasn't portable, so we can't use it, even though all we'd use
-   from it is well supported on all our target systems ;-).
-     _________________________________________________________
-
-Chapter 4. Backends: OSystem
-
-   TODO: Explain the OSystem API; maybe well enough to help
-   people start their own one (though maybe we should simply
-   dedicate a full "part" for this, with chapters on how to write
-   a new backend, plus chapters on all the existing backends...
-   ?)
-     _________________________________________________________
-
-4.1. Graphics
-
-   TODO
-     _________________________________________________________
-
-4.2. Overlays
-
-   TODO
-     _________________________________________________________
-
-4.3. Event handling
-
-   TODO
-     _________________________________________________________
-
-Chapter 5. MIDI
-
-   TODO: Explain both the backend MIDI code (class MidiDriver) as
-   well as the higher level stuff (class MidiParser); MT32
-   mapping; adlib emulation; etc.
-     _________________________________________________________
-
-Chapter 6. Sound
-
-   TODO: The mixer; audio streams; audio CD playback / emulation;
-   MP3/OGG/Flac/VOC handling...
-     _________________________________________________________
-
-Chapter 7. Timers
-
-   TODO
-     _________________________________________________________
-
-Chapter 8. Files
-
-   TODO: File class; when to use SaveFile; ...
-     _________________________________________________________
-
-Chapter 9. Config Manager
-
-   TODO
-     _________________________________________________________
-
-Chapter 10. Game detector
-
-   TODO
-     _________________________________________________________
-
-Chapter 11. Plugin system
-
-   TODO
-     _________________________________________________________
-
-Chapter 12. GUI
-
-   TODO: Explain how to use the GUI code; also document the
-   various Widget/Dialog classes etc.
-
-II. The Engines
-
-   TODO: Right now, one chapter devoted to each engine; idea is
-   to explain both how the resp. games "work" (i.e. explain data
-   formats and stuff like that), as well as the engine internally
-   works (how are graphics rendered? which methods are involved,
-   etc.).
-
-   Table of Contents
-   13. How to write a new ScummVM game engine
-   14. SCUMM
-
-        14.1. Supported Games
-        14.2. History
-        14.3. Concepts
-        14.4. Graphics
-        14.5. Scripting
-        14.6. Actors and Costumes
-        14.7. Objects
-        14.8. Text
-        14.9. iMuse
-        14.10. INSANE
-        14.11. SMUSH
-        14.12. How it all fits together
-
-   15. Simon the Sorcerer
-   16. Beneath a Steel Sky
-   17. Broken Sword 1
-   18. Broken Sword 2
-   19. Flight of the Amazon Queen
-   20. Saga
-     _________________________________________________________
-
-Chapter 13. How to write a new ScummVM game engine
-
-   TODO: Explain/document what makes up a game engine in ScummVM;
-   this chapter should help people who want to create a new
-   engine.
-     _________________________________________________________
-
-Chapter 14. SCUMM
-
-14.1. Supported Games
-
-   TODO: List of the games supported by this engine
-     _________________________________________________________
-
-14.2. History
-
-   TODO: History of the engine; both of the engine as part of
-   ScummVM (reverse engineered; code donated? since when is it in
-   there? etc.); but also of the "original" engine (like which
-   company developed it, changes made to it over time, etc.)
-     _________________________________________________________
-
-14.3. Concepts
-
-   TODO: Give an overview over things like actors, costumes,
-   resources, sentences, verbs, ...; not too much detail, but
-   enough to give people a first idea
-     _________________________________________________________
-
-14.4. Graphics
-
-   TODO: Explain how graphics are rendered in the SCUMM engine;
-   start by explaining where they come from (actor/costumes;
-   verbs; text; objects; ...); about strips; virtual screens;
-   codecs; how scrolling is done; etc.
-     _________________________________________________________
-
-14.5. Scripting
-
-   TODO
-     _________________________________________________________
-
-14.6. Actors and Costumes
-
-   TODO
-     _________________________________________________________
-
-14.7. Objects
-
-   TODO: Object states, classes; inventory; floating objects;
-   object rendering; blast objects; etc.
-     _________________________________________________________
-
-14.8. Text
-
-   TODO
-     _________________________________________________________
-
-14.9. iMuse
-
-   TODO
-     _________________________________________________________
-
-14.10. INSANE
-
-   TODO
-     _________________________________________________________
-
-14.11. SMUSH
-
-   TODO
-     _________________________________________________________
-
-14.12. How it all fits together
-
-   TODO: Here we give a run down of all those parts fit together;
-   i.e. explain the life cycle of a game play session, from
-   loading the game, to how the main loop runs in detail...
-     _________________________________________________________
-
-Chapter 15. Simon the Sorcerer
-
-   TODO
-     _________________________________________________________
-
-Chapter 16. Beneath a Steel Sky
-
-   TODO
-     _________________________________________________________
-
-Chapter 17. Broken Sword 1
-
-   TODO
-     _________________________________________________________
-
-Chapter 18. Broken Sword 2
-
-   TODO
-     _________________________________________________________
-
-Chapter 19. Flight of the Amazon Queen
-
-   TODO
-     _________________________________________________________
-
-Chapter 20. Saga
-
-   TODO
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
+<HTML
+><HEAD
+><TITLE
+>Developer's Guide to ScummVM</TITLE
+><META
+NAME="GENERATOR"
+CONTENT="Modular DocBook HTML Stylesheet Version 1.79"></HEAD
+><BODY
+CLASS="book"
+BGCOLOR="#FFFFFF"
+TEXT="#000000"
+LINK="#0000FF"
+VLINK="#840084"
+ALINK="#0000FF"
+><DIV
+CLASS="BOOK"
+><A
+NAME="AEN1"
+></A
+><DIV
+CLASS="TITLEPAGE"
+><H1
+CLASS="title"
+><A
+NAME="AEN2"
+>Developer's Guide to ScummVM</A
+></H1
+><H3
+CLASS="author"
+><A
+NAME="AEN3"
+></A
+>Foo Bar</H3
+><HR></DIV
+><DIV
+CLASS="TOC"
+><DL
+><DT
+><B
+>Table of Contents</B
+></DT
+><DT
+>I. <A
+HREF="#AEN7"
+>The Core: A framework for building portable adventure engines</A
+></DT
+><DD
+><DL
+><DT
+>1. <A
+HREF="#AEN11"
+>Portability</A
+></DT
+><DT
+>2. <A
+HREF="#AEN14"
+>How to write a new ScummVM backend</A
+></DT
+><DT
+>3. <A
+HREF="#AEN17"
+>Data types</A
+></DT
+><DT
+>4. <A
+HREF="#AEN20"
+>Backends: OSystem</A
+></DT
+><DD
+><DL
+><DT
+>4.1. <A
+HREF="#AEN23"
+>Graphics</A
+></DT
+><DT
+>4.2. <A
+HREF="#AEN26"
+>Overlays</A
+></DT
+><DT
+>4.3. <A
+HREF="#AEN29"
+>Event handling</A
+></DT
+></DL
+></DD
+><DT
+>5. <A
+HREF="#AEN32"
+>MIDI</A
+></DT
+><DT
+>6. <A
+HREF="#AEN35"
+>Sound</A
+></DT
+><DT
+>7. <A
+HREF="#AEN38"
+>Timers</A
+></DT
+><DT
+>8. <A
+HREF="#AEN41"
+>Files</A
+></DT
+><DT
+>9. <A
+HREF="#AEN44"
+>Config Manager</A
+></DT
+><DT
+>10. <A
+HREF="#AEN47"
+>Game detector</A
+></DT
+><DT
+>11. <A
+HREF="#AEN50"
+>Plugin system</A
+></DT
+><DT
+>12. <A
+HREF="#AEN53"
+>GUI</A
+></DT
+></DL
+></DD
+><DT
+>II. <A
+HREF="#AEN56"
+>The Engines</A
+></DT
+><DD
+><DL
+><DT
+>13. <A
+HREF="#AEN60"
+>How to write a new ScummVM game engine</A
+></DT
+><DT
+>14. <A
+HREF="#AEN63"
+>SCUMM</A
+></DT
+><DD
+><DL
+><DT
+>14.1. <A
+HREF="#AEN65"
+>Supported Games</A
+></DT
+><DT
+>14.2. <A
+HREF="#AEN68"
+>History</A
+></DT
+><DT
+>14.3. <A
+HREF="#AEN71"
+>Concepts</A
+></DT
+><DT
+>14.4. <A
+HREF="#AEN74"
+>Graphics</A
+></DT
+><DT
+>14.5. <A
+HREF="#AEN77"
+>Scripting</A
+></DT
+><DT
+>14.6. <A
+HREF="#AEN80"
+>Actors and Costumes</A
+></DT
+><DT
+>14.7. <A
+HREF="#AEN83"
+>Objects</A
+></DT
+><DT
+>14.8. <A
+HREF="#AEN86"
+>Text</A
+></DT
+><DT
+>14.9. <A
+HREF="#AEN89"
+>iMuse</A
+></DT
+><DT
+>14.10. <A
+HREF="#AEN92"
+>INSANE</A
+></DT
+><DT
+>14.11. <A
+HREF="#AEN95"
+>SMUSH</A
+></DT
+><DT
+>14.12. <A
+HREF="#AEN98"
+>How it all fits together</A
+></DT
+></DL
+></DD
+><DT
+>15. <A
+HREF="#AEN101"
+>Simon the Sorcerer</A
+></DT
+><DT
+>16. <A
+HREF="#AEN104"
+>Beneath a Steel Sky</A
+></DT
+><DT
+>17. <A
+HREF="#AEN107"
+>Broken Sword 1</A
+></DT
+><DT
+>18. <A
+HREF="#AEN110"
+>Broken Sword 2</A
+></DT
+><DT
+>19. <A
+HREF="#AEN113"
+>Flight of the Amazon Queen</A
+></DT
+><DT
+>20. <A
+HREF="#AEN116"
+>Saga</A
+></DT
+></DL
+></DD
+></DL
+></DIV
+><DIV
+CLASS="PART"
+><A
+NAME="AEN7"
+></A
+><DIV
+CLASS="TITLEPAGE"
+><H1
+CLASS="title"
+>I. The Core: A framework for building portable adventure engines</H1
+><DIV
+CLASS="PARTINTRO"
+><A
+NAME="AEN9"
+></A
+><P
+>
Explain all the stuff in ScummVM which is shared by all our engines.
+    </P
+></DIV
+><DIV
+CLASS="TOC"
+><DL
+><DT
+><B
+>Table of Contents</B
+></DT
+><DT
+>1. <A
+HREF="#AEN11"
+>Portability</A
+></DT
+><DT
+>2. <A
+HREF="#AEN14"
+>How to write a new ScummVM backend</A
+></DT
+><DT
+>3. <A
+HREF="#AEN17"
+>Data types</A
+></DT
+><DT
+>4. <A
+HREF="#AEN20"
+>Backends: OSystem</A
+></DT
+><DD
+><DL
+><DT
+>4.1. <A
+HREF="#AEN23"
+>Graphics</A
+></DT
+><DT
+>4.2. <A
+HREF="#AEN26"
+>Overlays</A
+></DT
+><DT
+>4.3. <A
+HREF="#AEN29"
+>Event handling</A
+></DT
+></DL
+></DD
+><DT
+>5. <A
+HREF="#AEN32"
+>MIDI</A
+></DT
+><DT
+>6. <A
+HREF="#AEN35"
+>Sound</A
+></DT
+><DT
+>7. <A
+HREF="#AEN38"
+>Timers</A
+></DT
+><DT
+>8. <A
+HREF="#AEN41"
+>Files</A
+></DT
+><DT
+>9. <A
+HREF="#AEN44"
+>Config Manager</A
+></DT
+><DT
+>10. <A
+HREF="#AEN47"
+>Game detector</A
+></DT
+><DT
+>11. <A
+HREF="#AEN50"
+>Plugin system</A
+></DT
+><DT
+>12. <A
+HREF="#AEN53"
+>GUI</A
+></DT
+></DL
+></DIV
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN11"
+></A
+>Chapter 1. Portability</H1
+><P
+>
TODO: Explain why portability is important for us, general tips on how to achieve it, thinks to watch out for, etc.. Give some hints on how to port, and when it might be necessary to provide a new backend
+      </P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN14"
+></A
+>Chapter 2. How to write a new ScummVM backend</H1
+><P
+>
TODO: Explain how one would go about creating a new ScummVM backend. Mention that usually it's a good idea for consider whether a new backend is really necessary or whether one can just use the SDL backend. Mention the possibility (and risks) of subclassing the SDL backend.
+      </P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN17"
+></A
+>Chapter 3. Data types</H1
+><P
+>
TODO: Data types from scummsys.h (like uint8); high level data types like Map/Array/List/String; maybe explain why we don't use the Std C++ lib (hey, I still would like to hear a decent explanation for this other than "10 years ago it sucked and wasn't portable, so we can't use it, even though all we'd use from it is well supported on all our target systems ;-).
+      </P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN20"
+></A
+>Chapter 4. Backends: OSystem</H1
+><P
+>
TODO: Explain the OSystem API; maybe well enough to help people start their own one (though maybe we should simply dedicate a full "part" for this, with chapters on how to write a new backend, plus chapters on all the existing backends... ?)
+      </P
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN23"
+>4.1. Graphics</A
+></H2
+><P
+>
        TODO
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN26"
+>4.2. Overlays</A
+></H2
+><P
+>
        TODO
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN29"
+>4.3. Event handling</A
+></H2
+><P
+>
        TODO
+        </P
+></DIV
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN32"
+></A
+>Chapter 5. MIDI</H1
+><P
+>
TODO: Explain both the backend MIDI code (class MidiDriver) as well as the higher level stuff (class MidiParser); MT32 mapping; adlib emulation; etc.
+      </P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN35"
+></A
+>Chapter 6. Sound</H1
+><P
+>
TODO: The mixer; audio streams; audio CD playback / emulation; MP3/OGG/Flac/VOC handling...
+      </P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN38"
+></A
+>Chapter 7. Timers</H1
+><P
+>
      TODO
+      </P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN41"
+></A
+>Chapter 8. Files</H1
+><P
+>
TODO: File class; when to use SaveFile; ...
+      </P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN44"
+></A
+>Chapter 9. Config Manager</H1
+><P
+>
      TODO
+      </P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN47"
+></A
+>Chapter 10. Game detector</H1
+><P
+>
      TODO
+      </P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN50"
+></A
+>Chapter 11. Plugin system</H1
+><P
+>
      TODO
+      </P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN53"
+></A
+>Chapter 12. GUI</H1
+><P
+>
TODO: Explain how to use the GUI code; also document the various Widget/Dialog classes etc.
+      </P
+></DIV
+></DIV
+><DIV
+CLASS="PART"
+><A
+NAME="AEN56"
+></A
+><DIV
+CLASS="TITLEPAGE"
+><H1
+CLASS="title"
+>II. The Engines</H1
+><DIV
+CLASS="PARTINTRO"
+><A
+NAME="AEN58"
+></A
+><P
+>
TODO: Right now, one chapter devoted to each engine; idea is to explain both how the resp. games "work" (i.e. explain data formats and stuff like that), as well as the engine internally works (how are graphics rendered? which methods are involved, etc.).
+    </P
+></DIV
+><DIV
+CLASS="TOC"
+><DL
+><DT
+><B
+>Table of Contents</B
+></DT
+><DT
+>13. <A
+HREF="#AEN60"
+>How to write a new ScummVM game engine</A
+></DT
+><DT
+>14. <A
+HREF="#AEN63"
+>SCUMM</A
+></DT
+><DD
+><DL
+><DT
+>14.1. <A
+HREF="#AEN65"
+>Supported Games</A
+></DT
+><DT
+>14.2. <A
+HREF="#AEN68"
+>History</A
+></DT
+><DT
+>14.3. <A
+HREF="#AEN71"
+>Concepts</A
+></DT
+><DT
+>14.4. <A
+HREF="#AEN74"
+>Graphics</A
+></DT
+><DT
+>14.5. <A
+HREF="#AEN77"
+>Scripting</A
+></DT
+><DT
+>14.6. <A
+HREF="#AEN80"
+>Actors and Costumes</A
+></DT
+><DT
+>14.7. <A
+HREF="#AEN83"
+>Objects</A
+></DT
+><DT
+>14.8. <A
+HREF="#AEN86"
+>Text</A
+></DT
+><DT
+>14.9. <A
+HREF="#AEN89"
+>iMuse</A
+></DT
+><DT
+>14.10. <A
+HREF="#AEN92"
+>INSANE</A
+></DT
+><DT
+>14.11. <A
+HREF="#AEN95"
+>SMUSH</A
+></DT
+><DT
+>14.12. <A
+HREF="#AEN98"
+>How it all fits together</A
+></DT
+></DL
+></DD
+><DT
+>15. <A
+HREF="#AEN101"
+>Simon the Sorcerer</A
+></DT
+><DT
+>16. <A
+HREF="#AEN104"
+>Beneath a Steel Sky</A
+></DT
+><DT
+>17. <A
+HREF="#AEN107"
+>Broken Sword 1</A
+></DT
+><DT
+>18. <A
+HREF="#AEN110"
+>Broken Sword 2</A
+></DT
+><DT
+>19. <A
+HREF="#AEN113"
+>Flight of the Amazon Queen</A
+></DT
+><DT
+>20. <A
+HREF="#AEN116"
+>Saga</A
+></DT
+></DL
+></DIV
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN60"
+></A
+>Chapter 13. How to write a new ScummVM game engine</H1
+><P
+>
TODO: Explain/document what makes up a game engine in ScummVM; this chapter should help people who want to create a new engine.
+      </P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN63"
+></A
+>Chapter 14. SCUMM</H1
+><DIV
+CLASS="section"
+><H2
+CLASS="section"
+><A
+NAME="AEN65"
+>14.1. Supported Games</A
+></H2
+><P
+>
TODO: List of the games supported by this engine
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN68"
+>14.2. History</A
+></H2
+><P
+>
TODO: History of the engine; both of the engine as part of ScummVM (reverse engineered; code donated? since when is it in there? etc.); but also of the "original" engine (like which company developed it, changes made to it over time, etc.)
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN71"
+>14.3. Concepts</A
+></H2
+><P
+>
TODO: Give an overview over things like actors, costumes, resources, sentences, verbs, ...; not too much detail, but enough to give people a first idea
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN74"
+>14.4. Graphics</A
+></H2
+><P
+>
TODO: Explain how graphics are rendered in the SCUMM engine; start by explaining where they come from (actor/costumes; verbs; text; objects; ...); about strips; virtual screens; codecs; how scrolling is done; etc.
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN77"
+>14.5. Scripting</A
+></H2
+><P
+>
        TODO
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN80"
+>14.6. Actors and Costumes</A
+></H2
+><P
+>
        TODO
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN83"
+>14.7. Objects</A
+></H2
+><P
+>
TODO: Object states, classes; inventory; floating objects; object rendering; blast objects; etc.
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN86"
+>14.8. Text</A
+></H2
+><P
+>
        TODO
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN89"
+>14.9. iMuse</A
+></H2
+><P
+>
        TODO
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN92"
+>14.10. INSANE</A
+></H2
+><P
+>
        TODO
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN95"
+>14.11. SMUSH</A
+></H2
+><P
+>
        TODO
+        </P
+></DIV
+><DIV
+CLASS="section"
+><HR><H2
+CLASS="section"
+><A
+NAME="AEN98"
+>14.12. How it all fits together</A
+></H2
+><P
+>
TODO: Here we give a run down of all those parts fit together; i.e. explain the life cycle of a game play session, from loading the game, to how the main loop runs in detail...
+        </P
+></DIV
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN101"
+></A
+>Chapter 15. Simon the Sorcerer</H1
+><P
+>TODO</P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN104"
+></A
+>Chapter 16. Beneath a Steel Sky</H1
+><P
+>TODO</P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN107"
+></A
+>Chapter 17. Broken Sword 1</H1
+><P
+>TODO</P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN110"
+></A
+>Chapter 18. Broken Sword 2</H1
+><P
+>TODO</P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN113"
+></A
+>Chapter 19. Flight of the Amazon Queen</H1
+><P
+>TODO</P
+></DIV
+><DIV
+CLASS="chapter"
+><HR><H1
+><A
+NAME="AEN116"
+></A
+>Chapter 20. Saga</H1
+><P
+>TODO
+      </P
+></DIV
+></DIV
+></DIV
+></BODY
+></HTML
+>

Modified: docs/trunk/docbook/faq.html
===================================================================
--- docs/trunk/docbook/faq.html	2006-12-17 21:21:26 UTC (rev 24867)
+++ docs/trunk/docbook/faq.html	2006-12-17 23:05:32 UTC (rev 24868)
@@ -101,12 +101,14 @@
 and/or garbled!</a></dt>
 <dt>4.17. <a href="#AEN264">How do I set an environment
 variable?</a></dt>
+<dt>4.18. <a href="#AEN275">ScummVM starts somewhere in the middle
+of my two Xinerama monitors in fullscreen mode. Help!</a></dt>
 </dl>
 </dd>
-<dt>5. <a href="#AEN274">Features</a></dt>
+<dt>5. <a href="#AEN280">Features</a></dt>
 <dd>
 <dl>
-<dt>5.1. <a href="#AEN277">Will you add support for zip
+<dt>5.1. <a href="#AEN283">Will you add support for zip
 archives?</a></dt>
 </dl>
 </dd>
@@ -728,12 +730,27 @@
 the control panel.</p>
 </div>
 </div>
+<div class="qandaentry">
+<div class="question">
+<p><a name="AEN275" id="AEN275"></a><b>4.18.</b> ScummVM starts
+somewhere in the middle of my two Xinerama monitors in fullscreen
+mode. Help!</p>
 </div>
+<div class="answer">
+<p>In fact, this is SDL problem. SDL does by default has xinerama
+support enabled. Set the <code class=
+"envar">SDL_VIDEO_FULLSCREEN_HEAD</code> environment variable to
+"1" to start ScummVM (and other SDL applications) in fullscreen on
+only one monitor. If this does not work make sure your SDL library
+does have Xinerama support compiled in.</p>
+</div>
+</div>
+</div>
 <div class="qandadiv">
-<h3><a name="AEN274" id="AEN274"></a>5. Features</h3>
+<h3><a name="AEN280" id="AEN280"></a>5. Features</h3>
 <div class="qandaentry">
 <div class="question">
-<p><a name="AEN277" id="AEN277"></a><b>5.1.</b> Will you add
+<p><a name="AEN283" id="AEN283"></a><b>5.1.</b> Will you add
 support for zip archives?</p>
 </div>
 <div class="answer">

Modified: docs/trunk/docbook/faq.inc
===================================================================
--- docs/trunk/docbook/faq.inc	2006-12-17 21:21:26 UTC (rev 24867)
+++ docs/trunk/docbook/faq.inc	2006-12-17 23:05:32 UTC (rev 24868)
@@ -85,12 +85,14 @@
 and/or garbled!</a></dt>
 <dt>4.17. <a href="#AEN264">How do I set an environment
 variable?</a></dt>
+<dt>4.18. <a href="#AEN275">ScummVM starts somewhere in the middle
+of my two Xinerama monitors in fullscreen mode. Help!</a></dt>
 </dl>
 </dd>
-<dt>5. <a href="#AEN274">Features</a></dt>
+<dt>5. <a href="#AEN280">Features</a></dt>
 <dd>
 <dl>
-<dt>5.1. <a href="#AEN277">Will you add support for zip
+<dt>5.1. <a href="#AEN283">Will you add support for zip
 archives?</a></dt>
 </dl>
 </dd>
@@ -712,12 +714,27 @@
 the control panel.</p>
 </div>
 </div>
+<div class="qandaentry">
+<div class="question">
+<p><a name="AEN275" id="AEN275"></a><b>4.18.</b> ScummVM starts
+somewhere in the middle of my two Xinerama monitors in fullscreen
+mode. Help!</p>
 </div>
+<div class="answer">
+<p>In fact, this is SDL problem. SDL does by default has xinerama
+support enabled. Set the <code class=
+"envar">SDL_VIDEO_FULLSCREEN_HEAD</code> environment variable to
+"1" to start ScummVM (and other SDL applications) in fullscreen on
+only one monitor. If this does not work make sure your SDL library
+does have Xinerama support compiled in.</p>
+</div>
+</div>
+</div>
 <div class="qandadiv">
-<h3><a name="AEN274" id="AEN274"></a>5. Features</h3>
+<h3><a name="AEN280" id="AEN280"></a>5. Features</h3>
 <div class="qandaentry">
 <div class="question">
-<p><a name="AEN277" id="AEN277"></a><b>5.1.</b> Will you add
+<p><a name="AEN283" id="AEN283"></a><b>5.1.</b> Will you add
 support for zip archives?</p>
 </div>
 <div class="answer">

Modified: docs/trunk/docbook/faq.pdf
===================================================================
(Binary files differ)

Modified: docs/trunk/docbook/faq.txt
===================================================================
--- docs/trunk/docbook/faq.txt	2006-12-17 21:21:26 UTC (rev 24867)
+++ docs/trunk/docbook/faq.txt	2006-12-17 23:05:32 UTC (rev 24868)
@@ -251,18 +251,23 @@
 HREF="#AEN264"
 >How do I set an environment variable?</A
 ></DT
+><DT
+>4.18. <A
+HREF="#AEN275"
+>ScummVM starts somewhere in the middle of my two Xinerama monitors in fullscreen mode. Help!</A
+></DT
 ></DL
 ></DD
 ><DT
 >5. <A
-HREF="#AEN274"
+HREF="#AEN280"
 >Features</A
 ></DT
 ><DD
 ><DL
 ><DT
 >5.1. <A
-HREF="#AEN277"
+HREF="#AEN283"
 >Will you add support for zip archives?</A
 ></DT
 ></DL
@@ -1517,12 +1522,41 @@
 	</P
 ></DIV
 ></DIV
+><DIV
+CLASS="qandaentry"
+><DIV
+CLASS="question"
+><P
+><A
+NAME="AEN275"
+></A
+><B
+>4.18. </B
+>ScummVM starts somewhere in the middle of my two Xinerama monitors in fullscreen mode. Help!</P
 ></DIV
 ><DIV
+CLASS="answer"
+><P
+><B
+> </B
+>
+	In fact, this is SDL problem. SDL does by default has xinerama support
+	enabled. Set the <CODE
+CLASS="envar"
+>SDL_VIDEO_FULLSCREEN_HEAD</CODE
+>
+	environment variable to "1" to start ScummVM (and other SDL applications) in
+	fullscreen on only one monitor. If this does not work make sure your SDL
+	library does have Xinerama support compiled in.
+	</P
+></DIV
+></DIV
+></DIV
+><DIV
 CLASS="qandadiv"
 ><H3
 ><A
-NAME="AEN274"
+NAME="AEN280"
 ></A
 >5. Features</H3
 ><DIV
@@ -1531,7 +1565,7 @@
 CLASS="question"
 ><P
 ><A
-NAME="AEN277"
+NAME="AEN283"
 ></A
 ><B
 >5.1. </B

Modified: docs/trunk/docbook/manual.html
===================================================================
--- docs/trunk/docbook/manual.html	2006-12-17 21:21:26 UTC (rev 24867)
+++ docs/trunk/docbook/manual.html	2006-12-17 23:05:32 UTC (rev 24868)
@@ -2,19 +2,19 @@
 "http://www.w3.org/TR/html4/loose.dtd">
 <html>
 <head>
-<meta content=
-"HTML Tidy for Mac OS X (vers 1st December 2002), see www.w3.org"
-name="generator">
+<meta name="generator" content=
+"HTML Tidy for Mac OS X (vers 1 September 2005), see www.w3.org">
 <title>ScummVM User Manual</title>
 <meta name="GENERATOR" content=
 "Modular DocBook HTML Stylesheet Version 1.79">
 </head>
 <body class="book" bgcolor="#FFFFFF" text="#000000" link="#0000FF"
 vlink="#840084" alink="#0000FF">
-<div class="BOOK"><a name="AEN1"></a>
+<div class="BOOK"><a name="AEN1" id="AEN1"></a>
 <div class="TITLEPAGE">
-<h1 class="title"><a name="AEN2">ScummVM User Manual</a></h1>
-<h3 class="corpauthor">
 The ScummVM Team</h3>
+<h1 class="title"><a name="AEN2" id="AEN2">ScummVM User
+Manual</a></h1>
+<h3 class="corpauthor">The ScummVM Team</h3>
 <hr></div>
 <div class="TOC">
 <dl>
@@ -24,8 +24,9 @@
 <dl>
 <dt>1.1. <a href="#AEN7">What is ScummVM</a></dt>
 <dt>1.2. <a href="#AEN14">Reporting bugs</a></dt>
-<dt>1.3. <a href="#AEN40">Contacting the
-developers</a></dt></dl></dd>
+<dt>1.3. <a href="#AEN40">Contacting the developers</a></dt>
+</dl>
+</dd>
 <dt>2. <a href="#AEN46">Getting started</a></dt>
 <dd>
 <dl>
@@ -34,8 +35,9 @@
 <dd>
 <dl>
 <dt>2.2.1. <a href="#AEN86">Binaries</a></dt>
-<dt>2.2.2. <a href="#sec.compiling">Compiling from
-source</a></dt></dl></dd>
+<dt>2.2.2. <a href="#sec.compiling">Compiling from source</a></dt>
+</dl>
+</dd>
 <dt>2.3. <a href="#AEN121">Installation</a></dt>
 <dd>
 <dl>
@@ -48,13 +50,19 @@
 <dt>2.3.7. <a href="#AEN142">Windows Mobile (WinCE / PocketPC /
 Smartphone)</a></dt>
 <dt>2.3.8. <a href="#AEN145">PalmOS</a></dt>
-<dt>2.3.9. <a href="#AEN148">Dreamcast</a></dt></dl></dd>
+<dt>2.3.9. <a href="#AEN148">Dreamcast</a></dt>
+</dl>
+</dd>
 <dt>2.4. <a href="#AEN151">First steps</a></dt>
 <dd>
 <dl>
 <dt>2.4.1. <a href="#AEN162">Unix-like, Windows, Mac OS X</a></dt>
 <dt>2.4.2. <a href="#AEN165">WinCE / PocketPC</a></dt>
-<dt>2.4.3. <a href="#AEN168">Dreamcast</a></dt></dl></dd></dl></dd>
+<dt>2.4.3. <a href="#AEN168">Dreamcast</a></dt>
+</dl>
+</dd>
+</dl>
+</dd>
 <dt>3. <a href="#AEN171">Running and using ScummVM</a></dt>
 <dd>
 <dl>
@@ -63,8 +71,9 @@
 <dl>
 <dt>3.1.1. <a href="#AEN176">Adding/removing a game</a></dt>
 <dt>3.1.2. <a href="#AEN213">Configuring a game</a></dt>
-<dt>3.1.3. <a href="#AEN216">The (global) options
-dialog</a></dt></dl></dd>
+<dt>3.1.3. <a href="#AEN216">The (global) options dialog</a></dt>
+</dl>
+</dd>
 <dt>3.2. <a href="#AEN243">Command line options</a></dt>
 <dt>3.3. <a href="#AEN434">Hot Keys</a></dt>
 <dt>3.4. <a href="#AEN437">Saving and loading</a></dt>
@@ -74,8 +83,11 @@
 <dl>
 <dt>3.6.1. <a href="#AEN449">The Curse of Monkey Island</a></dt>
 <dt>3.6.2. <a href="#AEN453">Broken Sword 1</a></dt>
-<dt>3.6.3. <a href="#AEN458">Broken Sword
-2</a></dt></dl></dd></dl></dd>
+<dt>3.6.3. <a href="#AEN458">Broken Sword 2</a></dt>
+</dl>
+</dd>
+</dl>
+</dd>
 <dt>4. <a href="#AEN463">Configuration</a></dt>
 <dd>
 <dl>
@@ -89,8 +101,11 @@
 <dt>4.4.1. <a href="#AEN532">Music drivers</a></dt>
 <dt>4.4.2. <a href="#AEN535">Using compressed audiofiles</a></dt>
 <dt>4.4.3. <a href="#AEN538">Volume settings</a></dt>
-<dt>4.4.4. <a href="#AEN541">Output sample
-rate</a></dt></dl></dd></dl></dd>
+<dt>4.4.4. <a href="#AEN541">Output sample rate</a></dt>
+</dl>
+</dd>
+</dl>
+</dd>
 <dt>A. <a href="#sec.supported-games">Supported Games</a></dt>
 <dd>
 <dl>
@@ -100,7 +115,9 @@
 <dt>A.4. <a href="#AEN617">Revolution Games</a></dt>
 <dt>A.5. <a href="#AEN620">Interactive Binary Illusions
 Games</a></dt>
-<dt>A.6. <a href="#AEN623">Other Games</a></dt></dl></dd>
+<dt>A.6. <a href="#AEN623">Other Games</a></dt>
+</dl>
+</dd>
 <dt>B. <a href="#AEN626">Tools</a></dt>
 <dd>
 <dl>
@@ -109,9 +126,13 @@
 <dt>B.3. <a href="#AEN650">queenrebuild</a></dt>
 <dt>B.4. <a href="#AEN655">compress_simon</a></dt>
 <dt>B.5. <a href="#AEN660">compress_sword1</a></dt>
-<dt>B.6. <a href="#AEN665">compress_sword2</a></dt></dl></dd>
+<dt>B.6. <a href="#AEN665">compress_sword2</a></dt>
+</dl>
+</dd>
 <dt>C. <a href="#AEN671">Credits</a></dt>
-<dt><a href="#AEN896">Glossary</a></dt></dl></div>
+<dt><a href="#AEN1361">Glossary</a></dt>
+</dl>
+</div>
 <div class="LOT">
 <dl class="LOT">
 <dt><b>List of Examples</b></dt>
@@ -123,94 +144,107 @@
 a hard disk (Unix)</a></dt>
 <dt>3-4. <a href="#AEN431">Running Full Throttle from CD,
 fullscreen and with subtitles enabled (Unix)</a></dt>
-<dt>B-1. <a href="#AEN641">Using compress_san</a></dt></dl></div>
+<dt>B-1. <a href="#AEN641">Using compress_san</a></dt>
+</dl>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN5"></a>Chapter 1. Introduction</h1>
+<h1><a name="AEN5" id="AEN5"></a>Chapter 1. Introduction</h1>
 <div class="section">
-<h2 class="section"><a name="AEN7">1.1. What is ScummVM</a></h2>
-<p>
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,
-Day of the Tentacle, and others.</p>
-<p>
ScummVM also contains interpreters for several non-SCUMM
-games. Currently these are Beneath a Steel Sky, Broken Sword 1
-& 2, Flight of the Amazon Queen and Simon the Sorcerer 1 &
-2.</p>
-<p>
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.</p>
-<p>
If you enjoy ScummVM feel free to donate using the PayPal
-button on the <a href="http://www.scummvm.org" target=
-"_top">ScummVM homepage</a>. This will help us buy utilities needed
-to develop ScummVM easier and quicker. If you cannot donate, help
-and contribute a patch!</p></div>
+<h2 class="section"><a name="AEN7" id="AEN7">1.1. What is
+ScummVM</a></h2>
+<p>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, Day of the
+Tentacle, and others.</p>
+<p>ScummVM also contains interpreters for several non-SCUMM games.
+Currently these are Beneath a Steel Sky, Broken Sword 1 & 2,
+Flight of the Amazon Queen and Simon the Sorcerer 1 & 2.</p>
+<p>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.</p>
+<p>If you enjoy ScummVM feel free to donate using the PayPal button
+on the <a href="http://www.scummvm.org" target="_top">ScummVM
+homepage</a>. This will help us buy utilities needed to develop
+ScummVM easier and quicker. If you cannot donate, help and
+contribute a patch!</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN14">1.2. Reporting bugs</a></h2>
-<p>
To report a bug, please create a <a href=
+<h2 class="section"><a name="AEN14" id="AEN14">1.2. Reporting
+bugs</a></h2>
+<p>To report a bug, please create a <a href=
 "http://sourceforge.net" target="_top">SourceForge account</a> 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.</p>
-<p>
Also, please do not report bugs on games that are not
-listed as being completable in <a href=
-"#sec.supported-games">Appendix A</a> (<a href=
-"#sec.supported-games"><i>Supported Games</i></a>), or in the
-online <a href="http://www.scummvm.org/compatibility.php"
-   target="_top">compatibility list</a>. We already <span class=
-   "emphasis"><i class="emphasis">know</i></span> those games have
-   bugs.</p>
-<p>
Please include the following information:</p>
+<p>Also, please do not report bugs on games that are not listed as
+being completable in <a href="#sec.supported-games">Appendix A</a>
+(<a href="#sec.supported-games"><i>Supported Games</i></a>), or in
+the online <a href="http://www.scummvm.org/compatibility.php"
+target="_top">compatibility list</a>. We already <span class=
+"emphasis"><i class="emphasis">know</i></span> those games have
+bugs.</p>
+<p>Please include the following information:</p>
 <ul>
 <li>
-<p>ScummVM version (PLEASE test the latest CVS/Daily
-build)</p></li>
+<p>ScummVM version (PLEASE test the latest CVS/Daily build)</p>
+</li>
 <li>
-<p>Bug details, including instructions on reproducing</p></li>
+<p>Bug details, including instructions on reproducing</p>
+</li>
 <li>
-<p>Language of game (English, German, ...)</p></li>
+<p>Language of game (English, German, ...)</p>
+</li>
 <li>
-<p>Version of game (talkie, floppy, ...)</p></li>
+<p>Version of game (talkie, floppy, ...)</p>
+</li>
 <li>
-<p>Platform and Compiler (Win32, Linux, FreeBSD, ...)</p></li>
+<p>Platform and Compiler (Win32, Linux, FreeBSD, ...)</p>
+</li>
 <li>
-<p>Attach a save game if possible</p></li>
+<p>Attach a save game if possible</p>
+</li>
 <li>
 <p>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.</p></li></ul>
-<p>
This should only take you a little time but will make it
-much easier for us to process your bug report in a way that
-satisfies both you and us.</p></div>
+we can fix it quicker by looking at the changes made.</p>
+</li>
+</ul>
+<p>This should only take you a little time but will make it much
+easier for us to process your bug report in a way that satisfies
+both you and us.</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN40">1.3. Contacting the
+<h2 class="section"><a name="AEN40" id="AEN40">1.3. Contacting the
 developers</a></h2>
-<p>
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 (see <a href=
-"http://lists.sourceforge.net/lists/listinfo/scummvm-devel"
-   target="_top">http://lists.sourceforge.net/lists/listinfo/scummvm-devel</a>).
-   Or chat with us on IRC: channel #scummvm on
-   irc.freenode.net.</p>
-<p>
Please do not ask us to support an unsupported game. We do
+<p>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 (see <a href=
+"http://lists.sourceforge.net/lists/listinfo/scummvm-devel" target=
+"_top">http://lists.sourceforge.net/lists/listinfo/scummvm-devel</a>).
+Or chat with us on IRC: channel #scummvm on irc.freenode.net.</p>
+<p>Please do not ask us to support an unsupported game. We do
 <span class="emphasis"><i class="emphasis">not</i></span> generally
 add support for non-SCUMM games! Reverse engineering a completely
 new game without source is a long process, and our developers are
 all very busy as it is... so unless you work for a company
 interested in providing us with source code for one of your classic
-titles, please do not ask.</p></div></div>
+titles, please do not ask.</p>
+</div>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN46"></a>Chapter 2. Getting started</h1>
+<h1><a name="AEN46" id="AEN46"></a>Chapter 2. Getting started</h1>
 <div class="section">
-<h2 class="section"><a name="AEN48">2.1. Requirements</a></h2>
-<p>
 TODO: List Requirements (in terms of required/optional
+<h2 class="section"><a name="AEN48" id="AEN48">2.1.
+Requirements</a></h2>
+<p>TODO: List Requirements (in terms of required/optional
 libraries, CPU power, memory, ... In particular it would be nice if
 we could e.g. say what PalmOS devices support ScummVM; not
 necessarily a list of all supported Palm models, but more a list of
@@ -218,103 +252,134 @@
 <p>ScummVM is known to run on the following systems:</p>
 <ul>
 <li>
-<p>Unix-like (Linux, *BSD, Solaris, etc.)</p></li>
+<p>Unix-like (Linux, *BSD, Solaris, etc.)</p>
+</li>
 <li>
-<p>Windows</p></li>
+<p>Windows</p>
+</li>
 <li>
-<p>Mac OS X</p></li>
+<p>Mac OS X</p>
+</li>
 <li>
-<p>Windows Mobile (WinCE / PocketPC / Smartphone)</p></li>
+<p>Windows Mobile (WinCE / PocketPC / Smartphone)</p>
+</li>
 <li>
-<p>PalmOS</p></li>
+<p>PalmOS</p>
+</li>
 <li>
-<p>Dreamcast</p></li></ul>
-<p>
 Besides these, there have been many more inofficial ports
-in the past. Since they were not done by us, we can not say
-anything about their reliability, legality, or availability, nor
-can we provide support for them. Use them at your own risk!</p>
-<p>
 Among those officially unsupported systems are:</p>
+<p>Dreamcast</p>
+</li>
+</ul>
+<p>Besides these, there have been many more inofficial ports in the
+past. Since they were not done by us, we can not say anything about
+their reliability, legality, or availability, nor can we provide
+support for them. Use them at your own risk!</p>
+<p>Among those officially unsupported systems are:</p>
 <ul>
 <li>
-<p>MorphOS</p></li>
+<p>MorphOS</p>
+</li>
 <li>
-<p>GP32</p></li>
+<p>GP32</p>
+</li>
 <li>
-<p>Symbian based smartphones</p></li>
+<p>Symbian based smartphones</p>
+</li>
 <li>
-<p>XBox</p></li>
+<p>XBox</p>
+</li>
 <li>
-<p>PlayStation 2</p></li>
+<p>PlayStation 2</p>
+</li>
 <li>
-<p>RISC OS</p></li></ul>
-<p>
 If you plan to compile ScummVM yourself, you will need
-certain additional libraries. More on that in the section
-   <a href="#sec.compiling">Section 2.2.2</a> (<a href=
-   "#sec.compiling"><i>Compiling from source</i></a>).</p></div>
+<p>RISC OS</p>
+</li>
+</ul>
+<p>If you plan to compile ScummVM yourself, you will need certain
+additional libraries. More on that in the section <a href=
+"#sec.compiling">Section 2.2.2</a> (<a href=
+"#sec.compiling"><i>Compiling from source</i></a>).</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN83">2.2. How to get
+<h2 class="section"><a name="AEN83" id="AEN83">2.2. How to get
 ScummVM</a></h2>
-<p>
 Basically you have two choices on how to get ScummVM:
-either you download one of the binaries we built for you (probably
-the most convenient way); or you can compiler it yourself from
-source. We strongly recommend to beginners to use our prebuilt
-binaries.</p>
+<p>Basically you have two choices on how to get ScummVM: either you
+download one of the binaries we built for you (probably the most
+convenient way); or you can compiler it yourself from source. We
+strongly recommend to beginners to use our prebuilt binaries.</p>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN86">2.2.1. Binaries</a></h3>
-<p>
 You can download ScummVM from our downloads page:
-   <a href="http://www.scummvm.org/downloads.php" target=
-   "_top">http://www.scummvm.org/downloads.php</a>. Go there with
-   your favorite web browser and download the binary for your
-   platform. If none is available, you may have to build ScummVM
-   yourself, refer to the next section for instructions on how to
-   do that.</p>
-<p>
 We always ship prebuilt binaries of ScummVM for the
-following platforms (note that it can sometimes take a few days
-after a release for all binaries to be available):</p>
+<h3 class="section"><a name="AEN86" id="AEN86">2.2.1.
+Binaries</a></h3>
+<p>You can download ScummVM from our downloads page: <a href=
+"http://www.scummvm.org/downloads.php" target=
+"_top">http://www.scummvm.org/downloads.php</a>. Go there with your
+favorite web browser and download the binary for your platform. If
+none is available, you may have to build ScummVM yourself, refer to
+the next section for instructions on how to do that.</p>
+<p>We always ship prebuilt binaries of ScummVM for the following
+platforms (note that it can sometimes take a few days after a
+release for all binaries to be available):</p>
 <ul>
 <li>
-<p>Linux (Fedora Core)</p></li>
+<p>Linux (Fedora Core)</p>
+</li>
 <li>
-<p>Linux (Debian)</p></li>
+<p>Linux (Debian)</p>
+</li>
 <li>
-<p>Windows</p></li>
+<p>Windows</p>
+</li>
 <li>
-<p>Mac OS X</p></li>
+<p>Mac OS X</p>
+</li>
 <li>
-<p>Windows Mobile (WinCE / PocketPC / Smartphone)</p></li>
+<p>Windows Mobile (WinCE / PocketPC / Smartphone)</p>
+</li>
 <li>
-<p>PalmOS</p></li>
+<p>PalmOS</p>
+</li>
 <li>
-<p>Dreamcast</p></li></ul>
-<p>
 In addition to these, we try to provide more binaries, but
-which depends mostly on how many volunteers we can find to help us
-out. In the past we have shipped binaries for these systems:</p>
+<p>Dreamcast</p>
+</li>
+</ul>
+<p>In addition to these, we try to provide more binaries, but which
+depends mostly on how many volunteers we can find to help us out.
+In the past we have shipped binaries for these systems:</p>
 <ul>
 <li>
-<p>Linux (Mandrake)</p></li>
+<p>Linux (Mandrake)</p>
+</li>
 <li>
-<p>Linux (Slackware)</p></li>
+<p>Linux (Slackware)</p>
+</li>
 <li>
-<p>Solaris</p></li>
+<p>Solaris</p>
+</li>
 <li>
-<p>BeOS</p></li>
+<p>BeOS</p>
+</li>
 <li>
-<p>MorphOS</p></li></ul></div>
+<p>MorphOS</p>
+</li>
+</ul>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="sec.compiling">2.2.2. Compiling from
-source</a></h3>
+<h3 class="section"><a name="sec.compiling" id=
+"sec.compiling">2.2.2. Compiling from source</a></h3>
 <p>TODO: (with more detail than now); pointer to the to-be-written
 "Developer's Guide to ScummVM" * List all required libs; where to
 get them; how to install them * List all optional libs etc. * We
 could separate this by OS, or by compiler/dev system. I think the
-current split in the README (section 9.0) isn't too
-bad.</p></div></div>
+current split in the README (section 9.0) isn't too bad.</p>
+</div>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN121">2.3. Installation</a></h2>
+<h2 class="section"><a name="AEN121" id="AEN121">2.3.
+Installation</a></h2>
 <p>After you have obtained ScummVM as described in the previous
 section, you probably will want to install it on your system. The
 steps required for that differ between the various operating
@@ -322,89 +387,116 @@
 officially support.</p>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN124">2.3.1. Debian</a></h3>
-<p>TODO: Describe how to install via apt-get etc.</p></div>
+<h3 class="section"><a name="AEN124" id="AEN124">2.3.1.
+Debian</a></h3>
+<p>TODO: Describe how to install via apt-get etc.</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN127">2.3.2. Fedora Core /
-Redhat</a></h3>
-<p>TODO: Describe how to install the RPM</p></div>
+<h3 class="section"><a name="AEN127" id="AEN127">2.3.2. Fedora Core
+/ Redhat</a></h3>
+<p>TODO: Describe how to install the RPM</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN130">2.3.3. Slackware</a></h3>
-<p>TODO: Describe how to install the slackware package</p></div>
+<h3 class="section"><a name="AEN130" id="AEN130">2.3.3.
+Slackware</a></h3>
+<p>TODO: Describe how to install the slackware package</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN133">2.3.4. Mandrake</a></h3>
-<p>TODO</p></div>
+<h3 class="section"><a name="AEN133" id="AEN133">2.3.4.
+Mandrake</a></h3>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN136">2.3.5. Windows</a></h3>
+<h3 class="section"><a name="AEN136" id="AEN136">2.3.5.
+Windows</a></h3>
 <p>TODO: Describe which file to download, how to install it
-etc.</p></div>
+etc.</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN139">2.3.6. Mac OS X</a></h3>
+<h3 class="section"><a name="AEN139" id="AEN139">2.3.6. Mac OS
+X</a></h3>
 <p>TODO: Describe downloading the .dmg, opening it, copying ScummVM
-to appropriate place.</p></div>
+to appropriate place.</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN142">2.3.7. Windows Mobile (WinCE /
-PocketPC / Smartphone)</a></h3>
+<h3 class="section"><a name="AEN142" id="AEN142">2.3.7. Windows
+Mobile (WinCE / PocketPC / Smartphone)</a></h3>
 <p>TODO: Describe installation, possibly based on the PocketSCUMM
-FAQ</p></div>
+FAQ</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN145">2.3.8. PalmOS</a></h3>
-<p>TODO</p></div>
+<h3 class="section"><a name="AEN145" id="AEN145">2.3.8.
+PalmOS</a></h3>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN148">2.3.9. Dreamcast</a></h3>
-<p>TODO: Might need to explain CD burning techniques
-here...</p></div></div>
+<h3 class="section"><a name="AEN148" id="AEN148">2.3.9.
+Dreamcast</a></h3>
+<p>TODO: Might need to explain CD burning techniques here...</p>
+</div>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN151">2.4. First steps</a></h2>
+<h2 class="section"><a name="AEN151" id="AEN151">2.4. First
+steps</a></h2>
 <p>TODO: (basic setup; how to add a game using the launcher and the
 play it, getting a first game to run).</p>
 <p>Note: We use the default launcher GUI on many systems, but some
 have their own custom launcher, so we'll want to have a separate
 section with different screen shots for those.</p>
 <div class="mediaobject">
-<p><img src="img/launcher-empty.png" align="center"></p></div>
+<p><img src="img/launcher-empty.png" align="center"></p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN162">2.4.1. Unix-like, Windows, Mac
-OS X</a></h3>
-<p>TODO</p></div>
+<h3 class="section"><a name="AEN162" id="AEN162">2.4.1. Unix-like,
+Windows, Mac OS X</a></h3>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN165">2.4.2. WinCE /
+<h3 class="section"><a name="AEN165" id="AEN165">2.4.2. WinCE /
 PocketPC</a></h3>
-<p>TODO</p></div>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN168">2.4.3. Dreamcast</a></h3>
-<p>TODO</p></div></div></div>
+<h3 class="section"><a name="AEN168" id="AEN168">2.4.3.
+Dreamcast</a></h3>
+<p>TODO</p>
+</div>
+</div>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN171"></a>Chapter 3. Running and using ScummVM</h1>
+<h1><a name="AEN171" id="AEN171"></a>Chapter 3. Running and using
+ScummVM</h1>
 <div class="section">
-<h2 class="section"><a name="AEN173">3.1. The launcher</a></h2>
+<h2 class="section"><a name="AEN173" id="AEN173">3.1. The
+launcher</a></h2>
 <p>TODO: Explain the launcher and how to use it (even though I hope
 that it's pretty much straightforward); including screenshots?
 Also, handle that the launcher is not the same on all ports (e.g.
 it is different on Dreamcast).</p>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN176">3.1.1. Adding/removing a
-game</a></h3>
+<h3 class="section"><a name="AEN176" id="AEN176">3.1.1.
+Adding/removing a game</a></h3>
 <p>Adding a new game via the ScummVM launcher should hopefully be
 quite straight forward.</p>
 <ol type="1">
 <li>
 <p>In the launcher, press the "Add..." button at the bottom of the
-screen.</p></li>
+screen.</p>
+</li>
 <li>
 <p>In response, ScummVM will present you with a file (or rather,
 "directory") browser dialog. Use it to navigate to the directory
@@ -413,10 +505,10 @@
 <div class="mediaobject">
 <p><img src="img/launcher-browser.png" align="center"></p>
 <div class="caption">
-<p>The file browser (while adding a game to the
-launcher).</p></div>
-<br>
-<br></div></li>
+<p>The file browser (while adding a game to the launcher).</p>
+</div>
+</div>
+</li>
 <li>
 <p>After choosing a directory in the above step which contains a
 game supported and recognized by ScummVM, you will be presented
@@ -431,9 +523,10 @@
 <p><img src="img/launcher-edit-game.png" align="center"></p>
 <div class="caption">
 <p>The dialog which allows you to edit the settings of a game
-target.</p></div>
-<br>
-<br></div></li>
+target.</p>
+</div>
+</div>
+</li>
 <li>
 <p>If all went well, you should now find yourself back in the
 launcher, only that now the list of games should now contains the
@@ -441,43 +534,49 @@
 <div class="mediaobject">
 <p><img src="img/launcher-after-add.png" align="center"></p>
 <div class="caption">
-<p>The launcher, after adding a game.</p></div>
-<br>
-<br></div></li></ol></div>
+<p>The launcher, after adding a game.</p>
+</div>
+</div>
+</li>
+</ol>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN213">3.1.2. Configuring a
-game</a></h3>
+<h3 class="section"><a name="AEN213" id="AEN213">3.1.2. Configuring
+a game</a></h3>
 <p>TODO: Explain how to edit the settings for a game in the
 launcher; explain what those setting means, with refs to the
-corresponding sections in this doc.</p></div>
+corresponding sections in this doc.</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN216">3.1.3. The (global) options
-dialog</a></h3>
+<h3 class="section"><a name="AEN216" id="AEN216">3.1.3. The
+(global) options dialog</a></h3>
 <p>TODO: Explain the various settings in this dialog, with
 screenshots.</p>
 <div class="mediaobject">
 <p><img src="img/launcher-options-graphics.png" align="center"></p>
 <div class="caption">
-<p>The global graphics settings.</p></div>
-<br>
-<br></div>
+<p>The global graphics settings.</p>
+</div>
+</div>
 <div class="mediaobject">
 <p><img src="img/launcher-options-audio.png" align="center"></p>
 <div class="caption">
-<p>The global audio settings.</p></div>
-<br>
-<br></div>
+<p>The global audio settings.</p>
+</div>
+</div>
 <div class="mediaobject">
 <p><img src="img/launcher-options-misc.png" align="center"></p>
 <div class="caption">
-<p>More global settings.</p></div>
-<br>
-<br></div></div></div>
+<p>More global settings.</p>
+</div>
+</div>
+</div>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN243">3.2. Command line
+<h2 class="section"><a name="AEN243" id="AEN243">3.2. Command line
 options</a></h2>
 <p><b class="command">scummvm</b> [<tt class=
 "replaceable"><i>OPTIONS</i></tt>...] <tt class=
@@ -486,183 +585,214 @@
 <dl>
 <dt>-v, --version</dt>
 <dd>
-<p>Display ScummVM version information and exit.</p></dd>
+<p>Display ScummVM version information and exit.</p>
+</dd>
 <dt>-h, --help</dt>
 <dd>
-<p>Display a brief help text and exit.</p></dd>
+<p>Display a brief help text and exit.</p>
+</dd>
 <dt>-z, --list-games</dt>
 <dd>
-<p>Display list of supported games and exit</p></dd>
+<p>Display list of supported games and exit</p>
+</dd>
 <dt>-t, --list-targets</dt>
 <dd>
-<p>Display list of configured targets and exit</p></dd>
+<p>Display list of configured targets and exit</p>
+</dd>
 <dt>-c, --config=<tt class="replaceable"><i>CONFIG</i></tt></dt>
 <dd>
-<p>Use alternate configuration file</p></dd>
+<p>Use alternate configuration file</p>
+</dd>
 <dt>-p, --path=<tt class="replaceable"><i>PATH</i></tt></dt>
 <dd>
-<p>Path to where the game is installed</p></dd>
+<p>Path to where the game is installed</p>
+</dd>
 <dt>-x, --save-slot[<span class="optional">=<tt class=
 "replaceable"><i>NUM</i></tt></span>]</dt>
 <dd>
-<p>Save game slot to load (default: autosave)</p></dd>
+<p>Save game slot to load (default: autosave)</p>
+</dd>
 <dt>-f, --fullscreen</dt>
 <dd>
-<p>Force full-screen mode</p></dd>
+<p>Force full-screen mode</p>
+</dd>
 <dt>-F, --no-fullscreen</dt>
 <dd>
-<p>Force windowed mode</p></dd>
+<p>Force windowed mode</p>
+</dd>
 <dt>-g, --gfx-mode=<tt class="replaceable"><i>MODE</i></tt></dt>
 <dd>
-<p>Select graphics scaler (see also section 5.3)</p></dd>
+<p>Select graphics scaler (see also section 5.3)</p>
+</dd>
 <dt>-e, --music-driver=<tt class=
 "replaceable"><i>MODE</i></tt></dt>
 <dd>
-<p>Select music driver (see also section 7.0)</p></dd>
+<p>Select music driver (see also section 7.0)</p>
+</dd>
 <dt>-q, --language=<tt class="replaceable"><i>LANG</i></tt></dt>
 <dd>
-<p>Select language (see also section 5.2)</p></dd>
+<p>Select language (see also section 5.2)</p>
+</dd>
 <dt>-m, --music-volume=<tt class="replaceable"><i>NUM</i></tt></dt>
 <dd>
-<p>Set the music volume, 0-255 (default: 192)</p></dd>
+<p>Set the music volume, 0-255 (default: 192)</p>
+</dd>
 <dt>-s, --sfx-volume=<tt class="replaceable"><i>NUM</i></tt></dt>
 <dd>
-<p>Set the sfx volume, 0-255 (default: 192)</p></dd>
+<p>Set the sfx volume, 0-255 (default: 192)</p>
+</dd>
 <dt>-r, --speech-volume=<tt class=
 "replaceable"><i>NUM</i></tt></dt>
 <dd>
-<p>Set the voice volume, 0-255 (default: 192)</p></dd>
+<p>Set the voice volume, 0-255 (default: 192)</p>
+</dd>
 <dt>-n, --subtitles</dt>
 <dd>
-<p>Enable subtitles (use with games that have voice)</p></dd>
+<p>Enable subtitles (use with games that have voice)</p>
+</dd>
 <dt>-b, --boot-param=<tt class="replaceable"><i>NUM</i></tt></dt>
 <dd>
-<p>Pass number to the boot script (boot param)</p></dd>
+<p>Pass number to the boot script (boot param)</p>
+</dd>
 <dt>-d, --debuglevel=<tt class="replaceable"><i>NUM</i></tt></dt>
 <dd>
-<p>Set debug verbosity level</p></dd>
+<p>Set debug verbosity level</p>
+</dd>
 <dt>-u, --dump-scripts</dt>
 <dd>
 <p>Enable script dumping if a directory called 'dumps' exists in
-the current directory</p></dd>
+the current directory</p>
+</dd>
 <dt>--cdrom=<tt class="replaceable"><i>NUM</i></tt></dt>
 <dd>
-<p>CD drive to play CD audio from (default: 0 = first
-drive)</p></dd>
+<p>CD drive to play CD audio from (default: 0 = first drive)</p>
+</dd>
 <dt>--joystick[<span class="optional">=<tt class=
 "replaceable"><i>NUM</i></tt></span>]</dt>
 <dd>
-<p>Enable input with joystick (default: 0 = first
-joystick)</p></dd>
+<p>Enable input with joystick (default: 0 = first joystick)</p>
+</dd>
 <dt>--platform=<tt class="replaceable"><i>WORD</i></tt></dt>
 <dd>
 <p>Specify version of game (allowed values: amiga, atari, fmtowns,
-mac, pc, windows)</p></dd>
+mac, pc, windows)</p>
+</dd>
 <dt>--savepath=<tt class="replaceable"><i>PATH</i></tt></dt>
 <dd>
-<p>Path to where savegames are stored</p></dd>
+<p>Path to where savegames are stored</p>
+</dd>
 <dt>--multi-midi</dt>
 <dd>
-<p>Enable combination of Adlib and native MIDI</p></dd>
+<p>Enable combination of Adlib and native MIDI</p>
+</dd>
 <dt>--native-mt32</dt>
 <dd>
-<p>True Roland MT-32 (disable GM emulation)</p></dd>
+<p>True Roland MT-32 (disable GM emulation)</p>
+</dd>
 <dt>--output-rate=<tt class="replaceable"><i>RATE</i></tt></dt>
 <dd>
-<p>Select output sample rate in Hz (e.g. 22050)</p></dd>
+<p>Select output sample rate in Hz (e.g. 22050)</p>
+</dd>
 <dt>--aspect-ratio</dt>
 <dd>
-<p>Enable aspect ratio correction</p></dd>
+<p>Enable aspect ratio correction</p>
+</dd>
 <dt>--alt-intro</dt>
 <dd>
 <p>Use alternative intro for CD versions of Beneath a Steel Sky and
-Flight of the Amazon Queen</p></dd>
+Flight of the Amazon Queen</p>
+</dd>
 <dt>--copy-protection</dt>
 <dd>
 <p>Enable copy protection in SCUMM games, when ScummVM disables it
-by default.</p></dd>
+by default.</p>
+</dd>
 <dt>--demo-mode</dt>
 <dd>
-<p>Start demo mode of Maniac Mansion (Classic version)</p></dd>
+<p>Start demo mode of Maniac Mansion (Classic version)</p>
+</dd>
 <dt>--tempo=<tt class="replaceable"><i>NUM</i></tt></dt>
 <dd>
 <p>Set music tempo (in percent, 50-200) for SCUMM games (default:
-100)</p></dd>
+100)</p>
+</dd>
 <dt>--talkspeed=<tt class="replaceable"><i>NUM</i></tt></dt>
 <dd>
-<p>Set talk speed for SCUMM games</p></dd></dl></div>
-<p>
 The meaning of most long options (that is, those starting
-with a double-dash) can be inverted by prefixing them with "no-".
-For example, --no-aspect-ratio will turn aspectio ratio correction
+<p>Set talk speed for SCUMM games</p>
+</dd>
+</dl>
+</div>
+<p>The meaning of most long options (that is, those starting with a
+double-dash) can be inverted by prefixing them with "no-". For
+example, --no-aspect-ratio will turn aspectio ratio correction
 off.</p>
-<p>
 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 <a href=
-"http://www.scummvm.org/compatibility.php" target=
-"_top">http://www.scummvm.org/compatibility.php</a></p>
-<div class="example"><a name="AEN422"></a>
+<p>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 <a href="http://www.scummvm.org/compatibility.php"
+target="_top">http://www.scummvm.org/compatibility.php</a></p>
+<div class="example"><a name="AEN422" id="AEN422"></a>
 <p><b>Example 3-1. Running Monkey Island, fullscreen, from a hard
 disk (Win32)</b></p>
 <pre class="screen">
 C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
-</pre>
-</div>
-<div class="example"><a name="AEN425"></a>
+</pre></div>
+<div class="example"><a name="AEN425" id="AEN425"></a>
 <p><b>Example 3-2. Running Full Throttle from CD, fullscreen and
 with subtitles enabled (Win32)</b></p>
 <pre class="screen">
 C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
-</pre>
-</div>
-<div class="example"><a name="AEN428"></a>
+</pre></div>
+<div class="example"><a name="AEN428" id="AEN428"></a>
 <p><b>Example 3-3. Running Monkey Island, fullscreen, from a hard
 disk (Unix)</b></p>
 <pre class="screen">
 /path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
-</pre>
-</div>
-<div class="example"><a name="AEN431"></a>
+</pre></div>
+<div class="example"><a name="AEN431" id="AEN431"></a>
 <p><b>Example 3-4. Running Full Throttle from CD, fullscreen and
 with subtitles enabled (Unix)</b></p>
 <pre class="screen">
 /path/to/scummvm -f -n -p/cdrom/resource/ ft
-</pre>
-</div></div>
+</pre></div>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN434">3.3. Hot Keys</a></h2>
-<p>TODO: This also has to cover platform specific
-details...</p></div>
+<h2 class="section"><a name="AEN434" id="AEN434">3.3. Hot
+Keys</a></h2>
+<p>TODO: This also has to cover platform specific details...</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN437">3.4. Saving and
+<h2 class="section"><a name="AEN437" id="AEN437">3.4. Saving and
 loading</a></h2>
 <p>TODO: Where savegames are stored; autosaves; how to save/load in
 the various games (i.e. F5 in SCUMM games); including screenshots,
-maybe?</p></div>
+maybe?</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN440">3.5. Using Macintosh
-games</a></h2>
+<h2 class="section"><a name="AEN440" id="AEN440">3.5. Using
+Macintosh games</a></h2>
 <p>TODO: How to access the HFS disks from a non-mac; maybe point to
-rescumm, although this shouldn't be necessary anymore
-now.</p></div>
+rescumm, although this shouldn't be necessary anymore now.</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN443">3.6. Multi-CD Games</a></h2>
-<p>
 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 hard disk. Unless these
-files can be found on all the CDs, ScummVM will be in trouble.</p>
-<p>
 Fortunately, ScummVM has no problems running the games
-entirely from hard disk, if you create a directory with the correct
+<h2 class="section"><a name="AEN443" id="AEN443">3.6. Multi-CD
+Games</a></h2>
+<p>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 hard disk. Unless these files
+can be found on all the CDs, ScummVM will be in trouble.</p>
+<p>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.</p>
-<p>
 These instructions are written for the PC versions (which
-in some case is the only version) of the games. Windows and DOS use
+<p>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
@@ -670,69 +800,77 @@
 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.</p>
-<p>
 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.</p>
+<p>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.</p>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN449">3.6.1. The Curse of Monkey
-Island</a></h3>
-<p>
 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.</p>
-<p>
 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.</p></div>
+<h3 class="section"><a name="AEN449" id="AEN449">3.6.1. The Curse
+of Monkey Island</a></h3>
+<p>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.</p>
+<p>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.</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN453">3.6.2. Broken Sword 1</a></h3>
-<p>
 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
+<h3 class="section"><a name="AEN453" id="AEN453">3.6.2. Broken
+Sword 1</a></h3>
+<p>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.</p>
-<p>
 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
+<p>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.</p>
-<p>
 ScummVM does not support the original cutscene files (with
-file extension .smk) for legal reasons, so there is no need to copy
-them.</p></div>
+<p>ScummVM does not support the original cutscene files (with file
+extension .smk) for legal reasons, so there is no need to copy
+them.</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN458">3.6.3. Broken Sword 2</a></h3>
-<p>
 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.</p>
-<p>
 In addition, you will need the cd.bin, cd.inf and
-startup.inf files from the sword2 directory on CD 1.</p>
-<p>
 ScummVM does not support the original cutscene files (with
-file extension .smk) for legal reasons, so there is no need to copy
-them.</p></div></div></div>
+<h3 class="section"><a name="AEN458" id="AEN458">3.6.3. Broken
+Sword 2</a></h3>
+<p>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.</p>
+<p>In addition, you will need the cd.bin, cd.inf and startup.inf
+files from the sword2 directory on CD 1.</p>
+<p>ScummVM does not support the original cutscene files (with file
+extension .smk) for legal reasons, so there is no need to copy
+them.</p>
+</div>
+</div>
+</div>
 <div class="chapter">
 <hr>
-<h1><a name="AEN463"></a>Chapter 4. Configuration</h1>
+<h1><a name="AEN463" id="AEN463"></a>Chapter 4. Configuration</h1>
 <div class="section">
-<h2 class="section"><a name="AEN465">4.1. Using the
+<h2 class="section"><a name="AEN465" id="AEN465">4.1. Using the
 launcher</a></h2>
-<p>TODO</p></div>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN468">4.2. All config file switches
-in detail</a></h2>
-<p>TODO</p></div>
+<h2 class="section"><a name="AEN468" id="AEN468">4.2. All config
+file switches in detail</a></h2>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN471">4.3. Graphics Filters</a></h2>
-<p>
 ScummVM offers several anti-aliasing filters to attempt to
+<h2 class="section"><a name="AEN471" id="AEN471">4.3. Graphics
+Filters</a></h2>
+<p>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)
@@ -741,75 +879,91 @@
 SCUMM games), then using a filter with scale factor 2x will
 effectively yield 640x400 graphics. Likewise with a 3x filter
 you'll get 960x600.</p>
-<p>
 They are:</p>
+<p>They are:</p>
 <div class="variablelist">
 <dl>
 <dt>normal</dt>
 <dd>
-<p>No filtering, no scaling. Fastest.</p></dd>
+<p>No filtering, no scaling. Fastest.</p>
+</dd>
 <dt>2x</dt>
 <dd>
-<p>No filtering, factor 2x (default for non 640x480
-games).</p></dd>
+<p>No filtering, factor 2x (default for non 640x480 games).</p>
+</dd>
 <dt>3x</dt>
 <dd>
-<p>No filtering, factor 3x.</p></dd>
+<p>No filtering, factor 3x.</p>
+</dd>
 <dt>2xsai</dt>
 <dd>
-<p>2xsai filter, factor 2x.</p></dd>
+<p>2xsai filter, factor 2x.</p>
+</dd>
 <dt>super2xsai</dt>
 <dd>
-<p>Enhanced 2xsai filtering, factor 2x.</p></dd>
+<p>Enhanced 2xsai filtering, factor 2x.</p>
+</dd>
 <dt>supereagle</dt>
 <dd>
-<p>Less blurry than 2xsai, but slower. Factor 2x.</p></dd>
+<p>Less blurry than 2xsai, but slower. Factor 2x.</p>
+</dd>
 <dt>advmame2x</dt>
 <dd>
-<p>Doesn't rely on blurring like 2xSAI, fast. Factor 2x.</p></dd>
+<p>Doesn't rely on blurring like 2xSAI, fast. Factor 2x.</p>
+</dd>
 <dt>advmame3x</dt>
 <dd>
-<p>Doesn't rely on blurring like 2xSAI, fast. Factor 3x.</p></dd>
+<p>Doesn't rely on blurring like 2xSAI, fast. Factor 3x.</p>
+</dd>
 <dt>hq2x</dt>
 <dd>
-<p>Very nice high quality filter but slow. Factor 2x.</p></dd>
+<p>Very nice high quality filter but slow. Factor 2x.</p>
+</dd>
 <dt>hq3x</dt>
 <dd>
-<p>Very nice high quality filter but slow. Factor 3x.</p></dd>
+<p>Very nice high quality filter but slow. Factor 3x.</p>
+</dd>
 <dt>tv2x</dt>
 <dd>
-<p>Interlace filter, tries to emulate a TV. Factor 2x.</p></dd>
+<p>Interlace filter, tries to emulate a TV. Factor 2x.</p>
+</dd>
 <dt>dotmatrix</dt>
 <dd>
-<p>Dot matrix effect. Factor 2x.</p></dd></dl></div>
-<p>
 To select a graphics filter, pass its name via the '-g'
-option to scummvm, for example:</p>
+<p>Dot matrix effect. Factor 2x.</p>
+</dd>
+</dl>
+</div>
+<p>To select a graphics filter, pass its name via the '-g' option
+to scummvm, for example:</p>
 <pre class="screen">
   scummvm -g advmame2x monkey2
 </pre>
-
-<p>
 Note #1: Not all backends support all or any filters. The
-ones listed above are for the default SDL backend.</p>
-<p>
 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
+<p>Note #1: Not all backends support all or any filters. The ones
+listed above are for the default SDL backend.</p>
+<p>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.</p>
-<p>
 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.</p></div>
+<p>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.</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN529">4.4. Music and Sound</a></h2>
+<h2 class="section"><a name="AEN529" id="AEN529">4.4. Music and
+Sound</a></h2>
 <p>TODO</p>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN532">4.4.1. Music drivers</a></h3>
+<h3 class="section"><a name="AEN532" id="AEN532">4.4.1. Music
+drivers</a></h3>
 <p>TODO: Music/midi drivers: list them all, with desc, and
 explanations (current sections 7.0-7.5). Try to help the user in
-choosing the "best" driver.</p></div>
+choosing the "best" driver.</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN535">4.4.2. Using compressed
-audiofiles</a></h3>
+<h3 class="section"><a name="AEN535" id="AEN535">4.4.2. Using
+compressed audiofiles</a></h3>
 <p>TODO: Corresponds to current section 7.6. --> Intro-section
 which briefly mentions pros/cons of compressing your audio data;
 and compares the different encoding schemes. It would also caution
@@ -817,86 +971,98 @@
 particular encoding --> sections for: CD tracks; SCUMM; Simon;
 BS1; BS2 right now we have multiple near-identical sections for CD
 MP3; CD Ogg; CD Flac; MONSTER.SOU MP3; ... etc. you get the idea.
-I'd prefer if we joined these, to reduce duplications...</p></div>
+I'd prefer if we joined these, to reduce duplications...</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN538">4.4.3. Volume
+<h3 class="section"><a name="AEN538" id="AEN538">4.4.3. Volume
 settings</a></h3>
 <p>TODO: Explain about the volume settings, what the values mean,
 etc. The launcher, command line, config file sections all would
-refer to here.</p></div>
+refer to here.</p>
+</div>
 <div class="section">
 <hr>
-<h3 class="section"><a name="AEN541">4.4.4. Output sample
-rate</a></h3>
-<p>
 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.</p>
-<p>
 To elaborate, most of the sounds ScummVM has to play were
+<h3 class="section"><a name="AEN541" id="AEN541">4.4.4. Output
+sample rate</a></h3>
+<p>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.</p>
+<p>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.</p>
-<p>
 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.</p>
-<p>
 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 Steeel Sky that will sound a
-lot better at 44100 Hz.</p>
-<p>
 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.</p></div></div></div>
+<p>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.</p>
+<p>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 Steeel Sky that will sound a lot better
+at 44100 Hz.</p>
+<p>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.</p>
+</div>
+</div>
+</div>
 <div class="appendix">
 <hr>
-<h1><a name="sec.supported-games"></a>Appendix A. Supported
-Games</h1>
-<p>
 TODO: Here we list *all* supported games, with some
-information on each like known problems, which versions are
-supported precisely, where to get cutscene packs etc.</p>
+<h1><a name="sec.supported-games" id=
+"sec.supported-games"></a>Appendix A. Supported Games</h1>
+<p>TODO: Here we list *all* supported games, with some information
+on each like known problems, which versions are supported
+precisely, where to get cutscene packs etc.</p>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN551">A.1. LucasArts Games</a></h2>
+<h2 class="section"><a name="AEN551" id="AEN551">A.1. LucasArts
+Games</a></h2>
 <p>TODO: Add a list of all LEC SCUMM games here, with note
 regarding which variants we (don't) support, pointers to special
 problems (how to deal with the mac versions if you are on a PC, for
 example), etc.</p>
-<div class="informaltable"><a name="AEN554"></a>
+<div class="informaltable"><a name="AEN554" id="AEN554"></a>
 <table border="1" frame="border" rules="all" class="CALSTABLE">
 <col width="1*" title="c1">
 <col width="1*" title="c2">
 <thead>
 <tr valign="top">
 <th colspan="2" align="center">Monkey Island 2: LeChuck's
-revenge</th></tr></thead>
+revenge</th>
+</tr>
+</thead>
 <tbody>
 <tr valign="top">
 <td>Target(s):</td>
-<td>monkey2</td></tr>
+<td>monkey2</td>
+</tr>
 <tr valign="top">
 <td>Supported variants:</td>
-<td>Amiga, FM-TOWNS, Mac and PC versions supported</td></tr>
+<td>Amiga, FM-TOWNS, Mac and PC versions supported</td>
+</tr>
 <tr valign="top">
 <td>Known issues:</td>
-<td>No known issues, game is completable</td></tr>
+<td>No known issues, game is completable</td>
+</tr>
 <tr valign="top">
 <td>Note:</td>
-<td>Kanji version requires the FM-TOWNS Font ROM</td></tr>
+<td>Kanji version requires the FM-TOWNS Font ROM</td>
+</tr>
 <tr valign="top">
 <td>Required files:</td>
-<td>
 
+<td>
 <p>FM-TOWNS, Mac and PC:</p>
 <ul compact="compact">
 <li><span>MONKEY2.000</span></li>
-<li><span>MONKEY2.001</span></li></ul>
+<li><span>MONKEY2.001</span></li>
+</ul>
 <p>Amiga:</p>
 <ul compact="compact">
 <li><span>amiga*.ims</span></li>
@@ -911,34 +1077,49 @@
 <li><span>monkey2.008</span></li>
 <li><span>monkey2.009</span></li>
 <li><span>monkey2.010</span></li>
-<li>
-<span>monkey2.011</span></li></ul></td></tr></tbody></table></div></div>
+<li><span>monkey2.011</span></li>
+</ul>
+</td>
+</tr>
+</tbody>
+</table>
+</div>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN611">A.2. Humongous Games</a></h2>
-<p>TODO</p></div>
+<h2 class="section"><a name="AEN611" id="AEN611">A.2. Humongous
+Games</a></h2>
+<p>TODO</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN614">A.3. Adventure Soft
-Games</a></h2>
-<p>TODO: Simon 1, Simon 2 (and their many variants)</p></div>
+<h2 class="section"><a name="AEN614" id="AEN614">A.3. Adventure
+Soft Games</a></h2>
+<p>TODO: Simon 1, Simon 2 (and their many variants)</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN617">A.4. Revolution Games</a></h2>
-<p>TODO: BASS, BS1, BS2</p></div>
+<h2 class="section"><a name="AEN617" id="AEN617">A.4. Revolution
+Games</a></h2>
+<p>TODO: BASS, BS1, BS2</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN620">A.5. Interactive Binary
-Illusions Games</a></h2>
-<p>TODO: FOTAQ</p></div>
+<h2 class="section"><a name="AEN620" id="AEN620">A.5. Interactive
+Binary Illusions Games</a></h2>
+<p>TODO: FOTAQ</p>
+</div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN623">A.6. Other Games</a></h2>
+<h2 class="section"><a name="AEN623" id="AEN623">A.6. Other
+Games</a></h2>
 <p>TODO: Tell people here regarding support for additional games
-(FAQ); maybe point at FreeSCI, Dosbox, others</p></div></div>
+(FAQ); maybe point at FreeSCI, Dosbox, others</p>
+</div>
+</div>
 <div class="appendix">
 <hr>
-<h1><a name="AEN626"></a>Appendix B. Tools</h1>
+<h1><a name="AEN626" id="AEN626"></a>Appendix B. Tools</h1>
 <p>TODO: Explain compress_sword2, compress_simon,
 compress_scumm_sou, compress_san, etc. ; rescumm shouldn't have to
 be explained anymore; not sure if descumm should be explained here,
@@ -946,30 +1127,31 @@
 debatable...</p>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN629">B.1. compress_san</a></h2>
+<h2 class="section"><a name="AEN629" id="AEN629">B.1.
+compress_san</a></h2>
 <p>TODO</p>
 <p><b class="command">compress_san</b> <tt class=
 "replaceable"><i>inputfile</i></tt> <tt class=
 "replaceable"><i>inputdir</i></tt> <tt class=
 "replaceable"><i>outputdir</i></tt></p>
-<p>
 Compresses '.san' smush animation files. It uses lossless
-zlib for compressing FOBJ gfx chunks inside a san file. It also can
+<p>Compresses '.san' smush animation files. It uses lossless zlib
+for compressing FOBJ gfx chunks inside a san file. It also can
 create ogg separate file with smush audio track (only COMI
 currently supported).</p>
-<div class="example"><a name="AEN641"></a>
+<div class="example"><a name="AEN641" id="AEN641"></a>
 <p><b>Example B-1. Using compress_san</b></p>
 <pre class="screen">
 compress_san opening.san uncomp comp
-</pre>
+</pre></div>
+<p>In order to use such compressed files, your ScummVM binary must
+have been built with zlib support enabled (you can find out whether
+that's the case by looking at the About dialog). For the Ogg
+compression feature, your ScummVM binary naturally must have been
+built with Ogg support enabled.</p>
 </div>
-<p>
 In order to use such compressed files, your ScummVM binary
-must have been built with zlib support enabled (you can find out
-whether that's the case by looking at the About dialog). For the
-Ogg compression feature, your ScummVM binary naturally must have
-been built with Ogg support enabled.</p></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN645">B.2.
+<h2 class="section"><a name="AEN645" id="AEN645">B.2.
 compress_scumm_sou</a></h2>
 <p>TODO</p>
 <p>Used to compress .sou files to .so3 (MP3), .sog (Vorbis), or
@@ -1008,11 +1190,11 @@
 
 If a parameter is not given the default value is used
 If using VBR mode for MP3 -b and -B must be multiples of 8; the maximum is 160!
-</pre>
-</div>
+</pre></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN650">B.3. queenrebuild</a></h2>
+<h2 class="section"><a name="AEN650" id="AEN650">B.3.
+queenrebuild</a></h2>
 <p>TODO</p>
 <p>Used to rebuild the datafile of Flight of the Amazon Queen, to
 allow optional MP3/Ogg/FLAC compression.</p>
@@ -1026,11 +1208,11 @@
                       (Optional: [args] are passed on to the encoder)
 
 Example: ./queenrebuild --mp3 -q 5 queen.1
-</pre>
-</div>
+</pre></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN655">B.4. compress_simon</a></h2>
+<h2 class="section"><a name="AEN655" id="AEN655">B.4.
+compress_simon</a></h2>
 <p>TODO</p>
 <p>Compresses Simon voc/wav files to MP3/Ogg/FLAC.</p>
 <pre class="screen">
@@ -1068,11 +1250,11 @@
 If a parameter is not given the default value is used
 If using VBR mode for MP3 -b and -B must be multiples of 8; the maximum is 160!
 Use the `mac' option instead of a filename if converting simon2mac sounds
-</pre>
-</div>
+</pre></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN660">B.5. compress_sword1</a></h2>
+<h2 class="section"><a name="AEN660" id="AEN660">B.5.
+compress_sword1</a></h2>
 <p>TODO</p>
 <p>Used to compress Broken Sword 1's music and speech files using
 mp3 or vorbis.</p>
@@ -1092,17 +1274,17 @@
 and directorynames are all upper-case.
 
 Use --help for more information
-</pre>
-</div>
+</pre></div>
 <div class="section">
 <hr>
-<h2 class="section"><a name="AEN665">B.6. compress_sword2</a></h2>
+<h2 class="section"><a name="AEN665" id="AEN665">B.6.
+compress_sword2</a></h2>
 <p>TODO</p>
 <p>Used to compress Broken Sword 2's music and speech .clu files to
 .cl3 (MP3), .clg (Vorbis) or .clf (FLAC).</p>
-<p>
 Please note that FLAC-compression will produce a larger
-file than the original! This is because the original files already
-use lossy compression.</p>
+<p>Please note that FLAC-compression will produce a larger file
+than the original! This is because the original files already use
+lossy compression.</p>
 <pre class="screen">
 
Usage: ./compress_sword2 [params] file.clu
 
@@ -1137,348 +1319,1148 @@
 
 If a parameter is not given the default value is used
 If using VBR mode for MP3 -b and -B must be multiples of 8; the maximum is 160!
-</pre>
-</div></div>
+</pre></div>
+</div>
 <div class="appendix">
 <hr>
-<h1><a name="AEN671"></a>Appendix C. Credits</h1>

@@ Diff output truncated at 100000 characters. @@

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