[Scummvm-cvs-logs] CVS: scummvm/doc 03_07.tex,NONE,1.1.2.2 03_08.tex,NONE,1.1.2.2 03_09.tex,NONE,1.1.2.2 03_10.tex,NONE,1.1.2.2 07_07.tex,NONE,1.2.2.2 07_08.tex,NONE,1.1.2.2 03.tex,1.13.2.3,1.13.2.4 03_02.tex,1.6,1.6.4.1 03_06.tex,1.1.2.1,1.1.2.2 04.tex,1.3,1.3.2.1 05.tex,1.3.6.1,1.3.6.2 05_01.tex,1.25.2.2,1.25.2.3 05_02.tex,1.6,1.6.4.1 05_03.tex,1.5,1.5.2.1 05_04.tex,1.10.2.1,1.10.2.2 06.tex,1.2,1.2.6.1 07.tex,1.7,1.7.2.1 07_02.tex,1.2,1.2.4.1 07_03.tex,1.3,1.3.2.1 07_04.tex,1.3,1.3.6.1 07_05.tex,1.8,1.8.2.1 07_06.tex,1.3,1.3.2.1 08.tex,1.15.2.2,1.15.2.3 10.tex,1.26.2.4,1.26.2.5 03_05a.tex,1.5.2.1,NONE 07_02a.tex,1.1,NONE 07_02b.tex,1.1.2.1,NONE

kirben kirben at users.sourceforge.net
Sat Jan 21 16:30:02 CET 2006


Update of /cvsroot/scummvm/scummvm/doc
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv28659/doc

Modified Files:
      Tag: branch-0-8-0
	03.tex 03_02.tex 03_06.tex 04.tex 05.tex 05_01.tex 05_02.tex 
	05_03.tex 05_04.tex 06.tex 07.tex 07_02.tex 07_03.tex 
	07_04.tex 07_05.tex 07_06.tex 08.tex 10.tex 
Added Files:
      Tag: branch-0-8-0
	03_07.tex 03_08.tex 03_09.tex 03_10.tex 07_07.tex 07_08.tex 
Removed Files:
      Tag: branch-0-8-0
	03_05a.tex 07_02a.tex 07_02b.tex 
Log Message:

Sync. doc updates.


--- NEW FILE: 03_07.tex ---
\subsection{Gobliiins notes}
CD version of Gobliiins contains one big audio track which needs to be ripped
and copied into game directory. See section \ref{sect-compressing-audiofiles}.

--- NEW FILE: 03_08.tex ---
\subsection{Maniac Mansion NES notes}
Supported versions are English USA (E), French (F), Swedish (SW) and 
European (U). ScummVM requires just PRG section to run and not whole ROM.

In order to get the game working, you will have to strip out the first
16 bytes from the ROM you are trying to work with. Any hex editor will work 
as long as you are able to copy/paste.  After you open the ROM with the 
hex editor, copy everything from second row (17th byte) to the end. After
you do this, paste it to a new hex file. Give the new file name 
"Maniac Mansion (XX).prg" where XX depends on version you are  working 
with (E, F, SW, or U).  The final size should be exactly 262144 bytes.

If you add game manually make sure that platform is set to NES.

Most common mistakes which prevent game from running:

\begin{itemize}
  \item Bad file
  \item ROM extracted with the 0.7.0 tools
  \item You try to feed ScummVM with the FULL rom and not just the PRG section.
\end{itemize}

Also it is possible to extract separate LFL files from PRG section. Use
extract\_mm\_nes utility from tools package.

--- NEW FILE: 03_09.tex ---
\subsection{Commodore64 games notes}
Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet
playable. Either use extract\_mm\_c64 (but then game will not be autodetected)
or name D64 disks as "maniac1.d64", "maniac2.d64" and "zak1.d64", "zak2.d64"
respectively. If you add the game manually, make sure that platform is set to
Commodore64.

--- NEW FILE: 03_10.tex ---

%%% Local Variables: 
%%% mode: latex
%%% TeX-master: "readme"
%%% End: 

\subsection{Known Problems in ScummVM 0.8.0}

This release has the following known problems. There is no need to report them,
although patches to fix them are welcome. If you discover a bug that is not
listed here, nor in the compatibility table on the web site, please see
section \ref{sect-reporting-bugs}.

CD Audio Games:
  \begin{itemize}
  \item When playing games that use CD Audio (Towns variants, Loom CD, etc),
                 users of Microsoft Windows 2000/XP may experience random crashes.
                 This is due to a long-standing Windows bug, resulting in corrupt
                 game files being read from the CD. Please copy the game data to
                 your harddrive to avoid this.
  \end{itemize}
Monkey Island 1 (EGA):
Loom (EGA):
  \begin{itemize}
  \item MIDI support requires the Roland update from LucasArts
  \end{itemize}
Beneath a Steel Sky:
  \begin{itemize}
  \item Amiga versions aren't supported
  \item Floppy demo aren't supported
  \item Not a bug: CD version is missing speech for some dialog, this is
                 normal
  \end{itemize}
Broken Sword 1:
  \begin{itemize}
  \item Macintosh version isn't supported
  \item PlayStation 1 version isn't supported
  \end{itemize}
Broken Sword 2:
  \begin{itemize}
  \item PlayStation 1 version isn't supported
  \end{itemize}
Flight of the Amazon Queen:
  \begin{itemize}
  \item Amiga versions aren't supported
  \end{itemize}
Inherit the Earth:
  \begin{itemize}
  \item Amiga version isn't supported
  \end{itemize}
Simon the Sorcerer 2:
  \begin{itemize}
  \item Combined speech and subtitles will often cause speech to be
                 cut off early, this is limitation of original game.
  \item Only default language (English) in data files is supported
                 in Amiga and Macintosh versions.
  \end{itemize}
FM-TOWNS versions:
  \begin{itemize}
  \item Kanji versions require the FM-TOWNS Font ROM
  \end{itemize}


--- NEW FILE: 07_07.tex ---

%%% Local Variables:
%%% mode: latex
%%% TeX-master: "readme"
%%% End:

\subsection{Using compressed audiofiles (MP3, Ogg Vorbis, Flac)}
\label{sect-compressing-audiofiles}

\subsubsection{Using MP3 files for CD audio}

Use LAME or some other MP3 encoder to rip the CD audio tracks to files. Name
the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support
to use this option. You'll need to rip the file from the CD as a WAV file,
then encode the MP3 files in constant bit rate. This can be done with the
following LAME command line:
\begin{verbatim}
  lame -t -q 0 -b 96 track1.wav track1.mp3
\end{verbatim}


\subsubsection{Using Ogg Vorbis files for CD audio}

Use oggenc or some other vorbis encoder to encode the audio tracks to files.
Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis
support to use this option. You'll need to rip the files from the CD as a WAV
file, then encode the vorbis files. This can be done with the following oggenc
command line with the value after q specifying the desired quality from 0 to 10:
\begin{verbatim}
  oggenc -q 5 track1.wav
\end{verbatim}


\subsubsection{Using Flac files for CD audio}
Use flac or some other flac encoder to encode the audio tracks to files.
Name the files track1.flac track2.flac etc. In your filesystem only allows
three letter extensions, name the files track1.fla track2.fla etc.
ScummVM must be compiled with flac support to use this option. You'll need to
rip the files from the CD as a WAV file, then encode the flac files. This can
be done with the following flac command line:
\begin{verbatim}
  flac --best track1.wav
\end{verbatim}
%
Remember that the quality is always the same, varying encoder options will only
affect the encoding time and resulting filesize.


\subsubsection{Compressing MONSTER.SOU with MP3}

You need LAME, and our compress\_scumm\_sou util from the scummvm-tools package
to perform this task, and ScummVM must be compiled with MAD support.
\begin{verbatim}
  compress_scumm_sou monster.sou
\end{verbatim}
%
Eventually you will have a much smaller monster.so3 file, copy this file
to your game directory. You can safely remove the monster.sou file.


\subsubsection{Compressing MONSTER.SOU with Ogg Vorbis}

As above, but ScummVM must be compiled with OGG support. Run:
\begin{verbatim}
  compress_scumm_sou --vorbis monster.sou
\end{verbatim}
%
This should produce a smaller monster.sog file, which you should copy to your
game directory. Ogg encoding may take a considerable longer amount of time
than MP3, so have a good book handy.


\subsubsection{Compressing MONSTER.SOU with Flac}

As above, but ScummVM must be compiled with Flac support. Run:
\begin{verbatim}
  compress_scumm_sou --flac --best -b 1152 monster.sou
\end{verbatim}
%
This should produce a smaller monster.sof file, which you should copy to your
game directory. Remember that the quality is always the same, varying encoder
options will only affect the encoding time and resulting  filesize. Playing
with the blocksize (-b <value>), has the biggest impact on the resulting
filesize -- 1152 seems to be a good value for those kind of soundfiles. Be sure
to read the encoder documentation before you use other values.


\subsubsection{Compressing sfx/speech in Simon the Sorcerer 1 and 2}

Use our compress\_simon util from the scummvm-tools package to perform this task.
You can choose between multiple target formats, but note that you can only use
each if ScummVM was compiled with the respective decoder support enabled.

\begin{tabular}[h]{ll}
  compress\_simon effects    &(For Acorn CD version of Simon 1)\\
  compress\_simon simon      &(For Acorn CD version of Simon 1)\\
  compress\_simon effects.voc&(For DOS CD version of Simon 1)\\
  compress\_simon simon.voc  &(For DOS CD version of Simon 1)\\
  compress\_simon simon.wav  &(For Windows CD version of Simon 1)\\
  compress\_simon simon2.voc &(For DOS CD version of Simon 2)\\
  compress\_simon simon2.wav &(For Windows CD version of Simon 2)\\
  compress\_simon mac        &(For Macintosh version of Simon 2)\\
\end{tabular}

For Ogg Vorbis add --vorbis to the options, i.e.
\begin{verbatim}
  compress_simon --vorbis
\end{verbatim}
%
For Flac add --flac and optional parameters, i.e.
\begin{verbatim}
  compress_simon --flac --best -b 1152
\end{verbatim}
%
Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this
file to your game dir. You can safely remove the old file.

\subsubsection{Compressing speech/music in Broken Sword 1}

The compress\_sword1 tool from the scummvm-tools package can encode music and
speech to MP3 as well as Ogg Vorbis.
The easiest way to encode the files is simply copying the executable into your
BS1 directory (together with the lame encoder) and run it from there.
This way, it'll automatically encode everything to MP3.
Afterwards, you can manually remove the SPEECH?.CLU files and the wave music
files.

Running
\begin{verbatim}
  compress_sword1 --vorbis
\end{verbatim}
%
will compress the files using Ogg Vorbis instead of MP3.

Use
\begin{verbatim}
  compress_sword1 --help
\end{verbatim}
%
to get a full list of the options.

\subsubsection{Compressing speech/music in Broken Sword 2}

Use our compress\_sword2 util from the scummvm-tools package to perform this
task. You can choose between multiple target formats, but note  that you can
only use each if ScummVM was compiled with the respective decoder support
enabled.

\begin{verbatim}
  compress_sword2 speech1.clu
  compress_sword2 music1.clu
\end{verbatim}
%
For Ogg Vorbis add --vorbis to the options, i.e.
\begin{verbatim}
  compress_sword2 --vorbis
\end{verbatim}
%
Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to
your game dir. You can safely remove the old file.

It is possible to use Flac compression by adding the --flac option. However,
the resulting *.clf file will actually be larger than the original.

Please note that compress\_sword2 will only work with the four speech/music
files in Broken Sword 2. It will not work with any of the other *.clu files,
nor will it work with the speech files from Broken Sword 1.

--- NEW FILE: 07_08.tex ---
%%% Local Variables: 
%%% mode: latex
%%% TeX-master: "readme"
%%% End: 

\subsection{Output sample rate}

The output sample rate tells ScummVM how many sound samples to play per channel
per second. There is much that could be said on this subject, but most of it
would be irrelevant here. The short version is that for most games 22050 Hz is
fine, but in some cases 44100 Hz is preferable. On extremely low-end systems
you may want to use 11025 Hz, but it's unlikely that you have to worry about
that.

To elaborate, most of the sounds ScummVM has to play were sampled at either
22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the
quality of these sounds. Hence, 22050 Hz is fine.

Some games use CD audio. If you use compressed files for this, they are
probably sampled at 44100 Hz, so for these games that may be a better choice of
sample rate.

When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM
is responsible for generating the samples. Usually 22050 Hz will be plenty for
these, but there is at least one piece of Adlib music in Beneath a Steel Sky
that will sound a lot better at 44100 Hz.

Using frequencies in between is not recommended. For one thing, your sound card
may not support it. In theory, ScummVM should fall back on a sensible frequency
in that case, but don't count on it. More importantly, ScummVM has to resample
all sounds to its output frequency. This is much easier to do well if the
output frequency is a multiple of the original frequency.

Index: 03.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/03.tex,v
retrieving revision 1.13.2.3
retrieving revision 1.13.2.4
diff -u -d -r1.13.2.3 -r1.13.2.4
--- 03.tex	30 Dec 2005 03:17:05 -0000	1.13.2.3
+++ 03.tex	22 Jan 2006 00:29:23 -0000	1.13.2.4
@@ -8,72 +8,69 @@
 \section{Supported Games}
 
 At the moment the following games have been reported to work, and should
-be playable to the end. However, this list generally applies to PC versions.
-Mac versions usually should work, too (with some exceptions for older games),
-and Amiga versions of games may work with the 'Amiga' flag turned on -- but
-this is not always true.
+be playable to the end.
 
 \begin{itemize}
 \item SCUMM Games by LucasArts:\\
   \begin {tabular} [h] {ll}
-    Maniac Mansion&                                [Game: maniac]\\
-    Zak McKracken&                                 [Game: zak]\\
-    Indiana Jones \& the Last Crusade&             [Game: indy3]\\
-    Loom&                                          [Game: loom]\\
-    Monkey Island 1&                               [Game: monkey]\\
-    Monkey Island 2&                               [Game: monkey2]\\
-    Indiana Jones and the Fate of Atlantis&        [Game: atlantis]\\
-    Day of the Tentacle&                           [Game: tentacle]\\
-    Sam \& Max&                                    [Game: samnmax]\\
-    The Dig&                                       [Game: dig]\\
-    Full Throttle&                                 [Game: ft]\\
-    Curse of Monkey Island&                        [Game: comi]\\
+    Maniac Mansion&                                [maniac]\\
+    Zak McKracken and the Alien Mindbenders&       [zak]\\
+    Indiana Jones \& the Last Crusade&             [indy3]\\
+    Loom&                                          [loom]\\
+    The Secret of Monkey Island&                   [monkey]\\
+    Monkey Island 2: LeChuck's Revenge&            [monkey2]\\
+    Indiana Jones and the Fate of Atlantis&        [atlantis]\\
+    Day of the Tentacle&                           [tentacle]\\
+    Sam \& Max Hit the Road&                       [samnmax]\\
+    Full Throttle&                                 [ft]\\
+    The Dig&                                       [dig]\\
+    The Curse of Monkey Island&                    [comi]\\
   \end{tabular}
 \item SCUMM Games by Humongous Entertainment:\\
   \begin{tabular}[h]{ll}
-    Backyard Football&                                             [Game: football]\\
-    Big Thinkers Kindergarten&                                     [Game: thinkerk]\\
-    Fatty Bear's Birthday Surprise&                                [Game: fbear]\\
-    Fatty Bear's Fun Pack&                                         [Game: fbpack]\\
-    Freddi Fish 1: The Case of the Missing Kelp Seeds&             [Game: freddi]\\
-    Freddi Fish 2: The Case of the Haunted Schoolhouse&            [Game: fredd2]\\
-    Freddi Fish 3: The Case of the Stolen Conch Shell&             [Game: freddi3]\\
-    Freddi Fish 4: The Case of the Hogfish Rustlers of Briny Gulch&[Game: freddi4]\\
-    Freddi Fish and Luther's Maze Madness&                         [Game: maze]\\
-    Freddi Fish and Luther's Water Worries&                        [Game: water]\\
-    Let's Explore the Airport with Buzzy&                          [Game: airport]\\
-    Let's Explore the Farm with Buzzy&                             [Game: farm]\\
-    Let's Explore the Jungle with Buzzy&                           [Game: jungle]\\
-    Pajama Sam 1: No Need to Hide When It's Dark Outside&          [Game: pajama]\\
-    Pajama Sam 2: Thunder and Lightning Aren't so Frightening&     [Game: pajama2]\\
-    Pajama Sam's Sock Works&                                       [Game: socks]\\
-    Putt-Putt's Fun Pack&                                          [Game: funpack]\\
-    Putt-Putt \& Fatty Bear's Activity Pack&                       [Game: activity]\\
-    Putt-Putt Enters the Race&                                     [Game: puttrace]\\
-    Putt-Putt Goes To The Moon&                                    [Game: puttmoon]\\
-    Putt-Putt Joins the Circus&                                    [Game: puttcircus]\\
-    Putt-Putt Joins the Parade&                                    [Game: puttputt]\\
-    Putt-Putt Saves the Zoo&                                       [Game: puttzoo]\\
-    Putt-Putt Travels Through Time&                                [Game: putttime]\\
-    Putt-Putt and Pep's Balloon-O-Rama&                            [Game: balloon]\\
-    Putt-Putt and Pep's Dog on a Stick&                            [Game: dog]\\
-    Spy Fox 1: Dry Cereal&                                         [Game: spyfox]\\
-    Spy Fox 2: Some Assembly Required&                             [Game: spyfox2]\\
-    Spy Fox in Cheese Chase&                                       [Game: chase]\\
-    Spy Fox in Hold the Mustard&                                   [Game: mustard]\\
+    Backyard Football&                                             [football]\\
+    Big Thinkers Kindergarten&                                     [thinkerk]\\
+    Fatty Bear's Birthday Surprise&                                [fbear]\\
+    Fatty Bear's Fun Pack&                                         [fbpack]\\
+    Freddi Fish 1: The Case of the Missing Kelp Seeds&             [freddi]\\
+    Freddi Fish 2: The Case of the Haunted Schoolhouse&            [fredd2]\\
+    Freddi Fish 3: The Case of the Stolen Conch Shell&             [freddi3]\\
+    Freddi Fish 4: The Case of the Hogfish Rustlers of Briny Gulch&[freddi4]\\
+    Freddi Fish and Luther's Maze Madness&                         [maze]\\
+    Freddi Fish and Luther's Water Worries&                        [water]\\
+    Let's Explore the Airport with Buzzy&                          [airport]\\
+    Let's Explore the Farm with Buzzy&                             [farm]\\
+    Let's Explore the Jungle with Buzzy&                           [jungle]\\
+    Pajama Sam 1: No Need to Hide When It's Dark Outside&          [pajama]\\
+    Pajama Sam 2: Thunder and Lightning Aren't so Frightening&     [pajama2]\\
+    Pajama Sam's Sock Works&                                       [socks]\\
+    Putt-Putt Enters the Race&                                     [puttrace]\\
+    Putt-Putt Goes To The Moon&                                    [puttmoon]\\
+    Putt-Putt Joins the Circus&                                    [puttcircus]\\
+    Putt-Putt Joins the Parade&                                    [puttputt]\\
+    Putt-Putt Saves the Zoo&                                       [puttzoo]\\
+    Putt-Putt Travels Through Time&                                [putttime]\\
+    Putt-Putt and Pep's Balloon-O-Rama&                            [balloon]\\
+    Putt-Putt and Pep's Dog on a Stick&                            [dog]\\
+    Putt-Putt \& Fatty Bear's Activity Pack&                       [activity]\\
+    Putt-Putt's Fun Pack&                                          [funpack]\\
+    Spy Fox 1: Dry Cereal&                                         [spyfox]\\
+    Spy Fox 2: Some Assembly Required&                             [spyfox2]\\
+    Spy Fox in Cheese Chase&                                       [chase]\\
+    Spy Fox in Hold the Mustard&                                   [mustard]\\
   \end{tabular}
 \item Other Games:\\ 
   \begin{tabular}[h]{ll}
-    Beneath a Steel Sky&                           [Game: sky]\\
-    Broken Sword 1&                                [Game: sword1]\\
-    Broken Sword 2&                               [Game: sword2]\\
-    Flight of the Amazon Queen&                    [Game: queen]\\
-    Gobliiins&                                     [Game: gob1]\\
-    Inherit the Earth: Quest for the Orb&          [Game: ite]\\
-     Simon the Sorcerer 1&                         [Game: simon1acorn/\\
+    Beneath a Steel Sky&                           [sky]\\
+    Broken Sword 1: The Shadow of the Templars&    [sword1]\\
+    Broken Sword 2: The Smoking Mirror&            [sword2]\\
+    Flight of the Amazon Queen&                    [queen]\\
+    Gobliiins&                                     [gob1]\\
+    Inherit the Earth: Quest for the Orb&          [ite]\\
+     Simon the Sorcerer 1&                         [simon1acorn/\\
      &                                                    simon1dos/\\
      &                                                    simon1talkie]\\
-     Simon the Sorcerer 2&                         [Game: simon2dos/\\
+     Simon the Sorcerer 2&                         [simon2dos/\\
      &                                                    simon2talkie]\\
   \end{tabular}
 
@@ -82,12 +79,12 @@
 compatibility chart.
 
 \begin{tabular}{ll}
-  Backyard Baseball&                                             [Game: baseball]\\
-  Backyard Soccer&                                               [Game: soccer]\\
-  Big Thinkers First Grade&                                      [Game: thinker1]\\
-  Pajama Sam 3: You Are What You Eat From Your Head to Your Feet&[Game: pajama3]\\
-  Pajama Sam's Lost \& Found&                                    [Game: lost]\\
-  Spy Fox 3: Operation Ozone&                                    [Game: spyozon]\\
+  Backyard Baseball&                                             [baseball]\\
+  Backyard Soccer&                                               [soccer]\\
+  Big Thinkers First Grade&                                      [thinker1]\\
+  Pajama Sam 3: You Are What You Eat From Your Head to Your Feet&[pajama3]\\
+  Pajama Sam's Lost \& Found&                                    [lost]\\
+  Spy Fox 3: Operation Ozone&                                    [spyozon]\\
 \end{tabular}
 
   The following games are SCUMM engine, but NOT supported by ScummVM (yet).
@@ -111,6 +108,12 @@
 %% next section
 \input {03_05.tex}
 %next section
-\input {03_05a.tex}
-%% next section
 \input {03_06.tex}
+%% next section
+\input {03_07.tex}
+%next section
+\input {03_08.tex}
+%next section
+\input {03_09.tex}
+%next section
+\input {03_10.tex}

Index: 03_02.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/03_02.tex,v
retrieving revision 1.6
retrieving revision 1.6.4.1
diff -u -d -r1.6 -r1.6.4.1
--- 03_02.tex	31 Jul 2004 13:56:04 -0000	1.6
+++ 03_02.tex	22 Jan 2006 00:29:23 -0000	1.6.4.1
@@ -1,17 +1,4 @@
 \subsection{Simon the Sorcerer 1 and 2 notes}
-The current game targets are:
-
-\begin{tabular}{ll}
- simon1acorn  & Use for Simon the Sorcerer 1 for Acorn (CD)\\
- simon1dos    & Use for Simon the Sorcerer 1 for DOS (Disk)\\
- simon2dos    & Use for Simon the Sorcerer 2 for DOS (Disk)\\
- simon1talkie & Use for Simon the Sorcerer 1 Talkie (DOS/Windows)\\
- simon2talkie & Use for Simon the Sorcerer 2 Talkie (Amiga/DOS/Mac/Windows)\\
-\end{tabular}
-
-Also make sure that the platform setting is correct, since it is used
-to tell the difference between the various ports of the games.
-
 If you have the dual version of Simon the Sorcerer 1 or 2 on CD,
 then you will find the Windows version in the main directory of CD
 and the DOS Talkie version in the DOS directory of the CD.

Index: 03_06.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/03_06.tex,v
retrieving revision 1.1.2.1
retrieving revision 1.1.2.2
diff -u -d -r1.1.2.1 -r1.1.2.2
--- 03_06.tex	28 Oct 2005 22:43:54 -0000	1.1.2.1
+++ 03_06.tex	22 Jan 2006 00:29:23 -0000	1.1.2.2
@@ -1,14 +1,16 @@
+\subsection{Inherit the Earth notes}
+In order to run MacOS X wyrmkeep rerelease of the game you will need to copy
+over data from the CD to hard drive. If you're on PC then consult
 
-%%% Local Variables: 
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End: 
+\url{http://www.scummvm.org/documentation.php?view=maccd-howto}
 
-\subsection{Known Problems in ScummVM 0.8.0}
+Although it talks about SCUMM games, it describes HFVExplorer utility. Note
+that you will need to put speech data "Inherit the Earth Voices" in same
+directory as game data which is stored in
 
-This release has the following known problems. There is no need to report them,
-although patches to fix them are welcome. If you discover a bug that is not
-listed here, nor in the compatibility table on the web site, please see
-section \ref{sect-reporting-bugs}.
+\begin{verbatim}
+  Inherit the Earth.app/Contents/Resources
+\end{verbatim}
 
-This is a development version. It probably has a LOT of problems. 
+For old Mac OS9 release you will need to copy files in MacBinary format,
+i.e. they should have both resource and data forks. Just copy all 'ITE *' files.

Index: 04.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/04.tex,v
retrieving revision 1.3
retrieving revision 1.3.2.1
diff -u -d -r1.3 -r1.3.2.1
--- 04.tex	22 Dec 2004 00:05:43 -0000	1.3
+++ 04.tex	22 Jan 2006 00:29:23 -0000	1.3.2.1
@@ -10,19 +10,21 @@
 Google search. Many thanks to the effort of porters. If you have a port of
 ScummVM and wish to commit it into the main CVS, feel free to contact us!
 
-\begin{tabular}{lll}
-Windows         & SDL\\
-Windows Mobile  & SDL           &(iPAQ and other handheld devices)\\
-Linux           & X11/OSS audio &(includes iPAQs running Linux)\\
-Mac OS X        & SDL\\
-AmigaOS         & SDL\\
-MorphOS         & Custom backend\\
-BeOS            & SDL\\
-Acorn (RiscOS)  & ???\\
-Dreamcast       & Custom backend \\
-GP32            & Custom backend\\
-PalmOS          & Custom backend\\
-UNIX            & SDL    &(Linux, Solaris, IRIX, *BSD)\\
+Supported platforms include (but are not limited to):
+
+\begin{tabular}{ll}
+UNIX            &(Linux, Solaris, IRIX, *BSD)\\
+Windows         \\
+Windows Mobile  &(iPAQ and other handheld devices)\\
+Mac OS X        \\
+AmigaOS         \\
+BeOS            \\
+Dreamcast       \\
+PalmOS          \\
+Playstation 2   \\
+Playstation Portable\\
+RISC OS         \\
+Symbian         \\
 \end{tabular}
 
 The Dreamcast port does not support Curse of Monkey Island, nor The Dig.
@@ -32,3 +34,23 @@
 
 In the Macintosh port, the right mouse button is emulated via Cmd-Click (that
 is, you click the mouse button while holding the Command/Apple/Propeller key).
+
+For the following platforms, custom backends were supported at one point
+but currently are not being maintained (usually due to lack of a qualified
+maintainer). In some cases (e.g. Linux), the standard SDL support works
+instead.
+
+\begin{tabular}{ll}
+MorphOS\\
+GP32   \\
+Linux  \\
+\end{tabular}
+
+We have reports about unofficial ports to the following platforms. Please
+note that this are not made by us, so we neither endorse nor support them.
+Use at your own risk!
+
+\begin{tabular}{ll}
+Nintendo DS\\
+Xbox       \\
+\end{tabular}

Index: 05.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/05.tex,v
retrieving revision 1.3.6.1
retrieving revision 1.3.6.2
diff -u -d -r1.3.6.1 -r1.3.6.2
--- 05.tex	18 Oct 2005 02:11:18 -0000	1.3.6.1
+++ 05.tex	22 Jan 2006 00:29:23 -0000	1.3.6.2
@@ -23,7 +23,7 @@
 'Add Game'), or launch games which have already been configured.
 
 ScummVM can also be launched into a game directly using Command Line
-arguments - see the next section.
+arguments -- see the next section.
 
 %next section
 \input {05_01.tex}

Index: 05_01.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/05_01.tex,v
retrieving revision 1.25.2.2
retrieving revision 1.25.2.3
diff -u -d -r1.25.2.2 -r1.25.2.3
--- 05_01.tex	14 Jan 2006 20:13:11 -0000	1.25.2.2
+++ 05_01.tex	22 Jan 2006 00:29:23 -0000	1.25.2.3
@@ -34,8 +34,9 @@
                           &(default: 0 = first drive)\\
   --joystick[=NUM]        &Enable input with joystick (default: 0 = first\\
                           &joystick)\\
-  --platform=WORD         &Specify version of game (allowed values: amiga,\\
-                          &atari, fmtowns, nes, mac, pc, windows)\\
+  --platform=WORD         &Specify version of game (allowed values: acorn,\\
+                          &amiga, atari, fmtowns, nes, mac, pc, segacd, 
+                          &windows)\\
   --savepath=PATH         &Path to where savegames are stored\\
   --multi-midi            &Enable combination of Adlib and native MIDI\\
   --soundfont             &Select the SoundFont for MIDI playback. (Only\\
@@ -44,7 +45,8 @@
   --enable-gs             &Enable Roland GS mode for MIDI playback\\
   --output-rate=RATE      &Select output sample rate in Hz (e.g. 22050)\\
   --aspect-ratio          &Enable aspect ratio correction\\
-  --render-mode=MODE      &Enable additional render modes (cga, ega, hercGreen, hercAmber, amiga)\\
+  --render-mode=MODE      &Enable additional render modes (cga, ega, hercGreen,
+                          &hercAmber, amiga)\\
 \\
   --force-1x-overlay      &Make inner GUI 320x200\\
   --alt-intro             &Use alternative intro for CD versions of Beneath a\\

Index: 05_02.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/05_02.tex,v
retrieving revision 1.6
retrieving revision 1.6.4.1
diff -u -d -r1.6 -r1.6.4.1
--- 05_02.tex	21 Oct 2004 22:53:54 -0000	1.6
+++ 05_02.tex	22 Jan 2006 00:29:23 -0000	1.6.4.1
@@ -59,6 +59,7 @@
   \item it  - Italian
   \item es  - Spanish
   \item hb  - Hebrew
+  \item pl  - Polish
   \item ru  - Russian
   \end{itemize}
 \end{itemize}

Index: 05_03.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/05_03.tex,v
retrieving revision 1.5
retrieving revision 1.5.2.1
diff -u -d -r1.5 -r1.5.2.1
--- 05_03.tex	3 Jun 2005 11:11:49 -0000	1.5
+++ 05_03.tex	22 Jan 2006 00:29:23 -0000	1.5.2.1
@@ -42,7 +42,7 @@
 \item [Note \#2] Filters can be very slow when ScummVM is compiled in a
   debug configuration without optimizations. And there is always a
   speed impact when using any form of anti-aliasing/linear filtering.
-\item [Note \#3] The FM-TOWNS version of Zak (zaktowns target) uses an
-  original resolution of 320x240 - hence for this game scalers will
+\item [Note \#3] The FM-TOWNS version of Zak uses an
+  original resolution of 320x240 -- hence for this game scalers will
   scale to 640x480 or 960x720.
 \end{enumerate}

Index: 05_04.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/05_04.tex,v
retrieving revision 1.10.2.1
retrieving revision 1.10.2.2
diff -u -d -r1.10.2.1 -r1.10.2.2
--- 05_04.tex	23 Oct 2005 10:45:32 -0000	1.10.2.1
+++ 05_04.tex	22 Jan 2006 00:29:23 -0000	1.10.2.2
@@ -6,7 +6,7 @@
 
 \subsection{Hot Keys}
 ScummVM supports various in game hotkeys. They differ between the SCUMM and
-Simon games.
+other games.
 \begin{itemize}
 \item Common:\\
   \begin{tabular}{ll}
@@ -45,7 +45,7 @@
   \end{tabular}
 \item Beneath a Steel Sky:\\
   \begin{tabular}{ll}
-    Ctrl 0-9 and Alt 0-9   & Load and save game state\\
+    Ctrl-d                 & Starts the debugger\\
     Ctrl-g                 & Runs in really REALLY fast mode\\
     F5                     & Displays a save/load box\\
     Escape                 & Skips the game intro\\
@@ -65,6 +65,10 @@
   \begin{tabular}{ll}
     Ctrl-d                 & Starts the debugger\\
     F1                     & Displays save/load box\\
+    F11                    & Quicksave\\
+    F12                    & Quickload\\
+    Escape                 & Skips cutscenes\\
+    Space                  & Skips current line of text\\
   \end{tabular}
 \item Simon the Sorcerer 1 \& 2:\\
   \begin{tabular}{ll}
@@ -77,7 +81,7 @@
     m                      & Music on/off\\
     s                      & Sound effects on/off\\
     b                      & Background sounds on/off\\
-    p                      & Toggles pause\\
+    p                      & Pauses\\
     t                      & Switch between speech and subtitles\\
     v                      & Switch between subtitles only and\\
                            & combined speech \& subtitles\\

Index: 06.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/06.tex,v
retrieving revision 1.2
retrieving revision 1.2.6.1
diff -u -d -r1.2 -r1.2.6.1
--- 06.tex	20 Jan 2004 21:49:46 -0000	1.2
+++ 06.tex	22 Jan 2006 00:29:23 -0000	1.2.6.1
@@ -1,8 +1,16 @@
 \section {Savegames}
-Savegames are by default put in the current directory. You can specify the save
-in the config file by setting the savepath parameter. See the example config
-file later in this readme.
+Savegames are by default put in the current directory on some platforms and
+preset directories on others.  You can specify the save in the config file by
+setting the savepath parameter. See the example config file later in this
+readme.
 
+The platforms that currently have a different default directory are:
+%
+\begin{itemize}
+\item Mac OS X: \verb#$HOME/Documents/ScummVM Savegames/#
+\item Other unices: \verb#$HOME/.scummvm/#
+\end{itemize}
+%
 You can also use the environment variable SCUMMVM\_SAVEPATH to specify where to
 put save games. Don't forget the trailing directory separator. Also be aware
 that saved games may break between ScummVM releases.

Index: 07.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07.tex,v
retrieving revision 1.7
retrieving revision 1.7.2.1
diff -u -d -r1.7 -r1.7.2.1
--- 07.tex	10 Apr 2005 14:33:43 -0000	1.7
+++ 07.tex	22 Jan 2006 00:29:23 -0000	1.7.2.1
@@ -11,19 +11,21 @@
 choices of output, depending on your operating system and configuration.
 
 \begin{tabular}[h]{ll}
+  null       & Null output. Don't play any music.\\
+             & \\
   adlib      & Uses internal Adlib Emulation (default)\\
   fluidsynth & Uses FluidSynth MIDI Emulation\\
   mt32       & Uses internal MT-32 Emulation\\
   pcjr       & Uses internal PCjr Emulation \\
   pcspk      & Uses internal PC Speaker Emulation\\
   towns      & Uses FM-TOWNS YM2612 Emulation\\
-  windows    & Windows MIDI. Uses built-in sequencer, for Windows users\\
-  seq        & Uses /dev/sequencer for MIDI, *nix users. See below.\\
-  qt         & Quicktime sound, for Macintosh users.\\
-  core       & CoreAudio sound, for MacOS X users.\\
-  amidi      & Uses the MorphOS MIDI system, for MorphOS users\\
+             & \\
   alsa       & Output using ALSA sequencer device. See below.\\
-  null       & Null output. Don't play any music.\\
+  core       & CoreAudio sound, for Mac OS X users.\\
+  coremidi   & CoreMIDI sound, for Mac OS X users. Use only if you have a hardware MIDI synthesizer.\\
+  qt         & Quicktime sound, for Macintosh users.\\
+  seq        & Uses /dev/sequencer for MIDI, *nix users. See below.\\
+  windows    & Windows MIDI. Uses built-in sequencer, for Windows users\\
 \end{tabular}
 
 To select a sound driver, pass its name via the '-e' option to scummvm,
@@ -33,10 +35,10 @@
 \end{verbatim}
 
 \input {07_01.tex}
-\input {07_02b.tex}
-\input {07_02a.tex}
 \input {07_02.tex}
 \input {07_03.tex}
 \input {07_04.tex}
 \input {07_05.tex}
 \input {07_06.tex}
+\input {07_07.tex}
+\input {07_08.tex}

Index: 07_02.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_02.tex,v
retrieving revision 1.2
retrieving revision 1.2.4.1
diff -u -d -r1.2 -r1.2.4.1
--- 07_02.tex	21 Oct 2004 22:37:31 -0000	1.2
+++ 07_02.tex	22 Jan 2006 00:29:23 -0000	1.2.4.1
@@ -4,12 +4,20 @@
 %%% TeX-master: "readme"
 %%% End: 
 
-\subsection{Playing sound with MIDI emulation}
+\subsection{Playing sound with FluidSynth MIDI emulation}
 
-Some games (such as Sam and Max) only contain MIDI music data.  This once
-prevented music for these games from working on platforms that do not support
-MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will
-not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled
-waves and Adlib or MT-32 emulation using the -eadlib or -emt32 options respectively.  
-However, if you are capable of using native MIDI, we recommend using one of the
-MIDI modes below for best sound.
+If ScummVM was build with libfluildsynth support it will be able to play MIDI
+music through the FluidSynth driver. You will have to specify a SoundFont to
+use, however.
+
+Since the default output volume from FluidSynth can be fairly low, ScummVM will
+set the gain by default to get a stronger signal. This can be further adjusted
+using the --midi-gain command-line option, or the ``midi\_gain'' config file
+setting.
+
+The setting can take any value from 0 through 1000, with the default being 100.
+(This corresponds to FluidSynth's gain settings of 0.0 through 10.0, which are
+presumably measured in decibel.)
+
+\textbf{NOTE:} The processor requirements for FluidSynth can be fairly high in
+some cases. A fast CPU is recommended.

Index: 07_03.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_03.tex,v
retrieving revision 1.3
retrieving revision 1.3.2.1
diff -u -d -r1.3 -r1.3.2.1
--- 07_03.tex	13 Apr 2005 00:11:41 -0000	1.3
+++ 07_03.tex	22 Jan 2006 00:29:23 -0000	1.3.2.1
@@ -4,38 +4,19 @@
 %%% TeX-master: "readme"
 %%% End: 
 
-\subsection{Playing sound with Native MIDI}
-% FIXME: Hardcoding < and > here produces wrong output
-Use the appropriate -e<mode> command line option from the list above to
-select your preferred MIDI device. For example, if you wish to use the
-Windows MIDI driver, use the -ewindows option.
-
-\subsubsection{Using MIDI options to customize Native MIDI output}
-ScummVM supports a variety of MIDI modes, depending on the capabilities
-of your MIDI device.
+\subsection{Playing sound with MT-32 emulation}
 
-If --native-mt32 is specified, ScummVM will treat your device as a real
-MT-32. Because the instrument mappings and system exclusive commands of
-the MT-32 vary from those of General MIDI devices, you should only
-enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
-CM-32L, CM-500, or GS device with an MT-32 map.
+Some games which contain MIDI music data also have improved tracks designed
+for MT-32 sound module. ScummVM can now emulate this card, however you should
+provide original MT-32 ROMs to make it work.
 
-If --enable-gs is specified, ScummVM will initialize your GS-compatible
-device with settings that mimic the MT-32's reverb, (lack of) chorus,
-pitch bend sensitivity, etc. If it is specified in conjunction with
---native-mt32, ScummVM will select the MT-32-compatible map and drumset on
-your GS device. This setting works better than default GM or GS emulation
-with games that do not have custom instrument mappings (Loom and Monkey1).
-You should only specify both settings if you are using a GS device that
-has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
-Please note that --enable-gs is automatically disabled in both DOTT and
-Samnmax, since they use General MIDI natively.
+MT32\_PCM.ROM     - IC21 (512KB)
+MT32\_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise
 
-If neither of the above settings is enabled, ScummVM will initialize your
-device in General MIDI mode and use GM emulation in games with MT-32
-soundtracks.
+Place these ROMs in the game directory or a directory specified by extrapath.
 
-Some games contain sound effects that are exclusive to the Adlib soundtrack.
-For these games, you may wish to specify --multi-midi in order to combine
-MIDI music with Adlib sound effects.
+You don't need to specify --native-mt32 with this driver, as it automatically
+gets turned on.
 
+\textbf{NOTE:} The processor requirements for the emulator are quite high; a fast CPU is
+ strongly recommended.

Index: 07_04.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_04.tex,v
retrieving revision 1.3
retrieving revision 1.3.6.1
diff -u -d -r1.3 -r1.3.6.1
--- 07_04.tex	9 Feb 2004 06:51:04 -0000	1.3
+++ 07_04.tex	22 Jan 2006 00:29:23 -0000	1.3.6.1
@@ -4,83 +4,13 @@
 %%% TeX-master: "readme"
 %%% End: 
 
-\subsection{Playing sound with Sequencer MIDI}
-
-If your soundcard driver supports a sequencer, you may set the environment
-variable "SCUMMVM\_MIDI" to your sequencer device - e.g., /dev/sequencer
-
-If you have problems with not hearing audio in this configuration, it is
-possible you will need to set the "SCUMMVM\_MIDIPORT" variable to 1 or 2. This
-selects the port on the selected sequencer to use. Then start scummvm with the
--eseq parameter. This should work on several cards, and may offer better
-performance and quality than Adlib emulation. However, for those systems where
-sequencer support does not work, you can always fall back on Adlib emulation.
-
-
-\subsubsection{Playing sound with ALSA sequencer}
-
-If you have installed the ALSA driver with the sequencer support, then
-set the environment variable SCUMMVM\_PORT or the config file parameter
-alsa\_port to your sequencer port. The default is "65:0".
-
-Here is a little howto on how to use the ALSA sequencer with your soundcard.
-In all cases, to have a list of all the sequencer ports you have, try the
-command 
-\begin{verbatim}
-     aconnect -o -l
-\end{verbatim}
-This should give output similar to:
-\begin{verbatim}
-client 64: 'External MIDI 0' [type=kernel]
-    0 'MIDI 0-0        '
-client 65: 'Emu10k1 WaveTable' [type=kernel]
-    0 'Emu10k1 Port 0  '
-    1 'Emu10k1 Port 1  '
-    2 'Emu10k1 Port 2  '
-    3 'Emu10k1 Port 3  '
-client 128: 'Client-128' [type=user]
-    0 'TiMidity port 0 '
-    1 'TiMidity port 1 '
-\end{verbatim}
-%
-This means the external MIDI output of the sound card is located on the
-port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2
-and 65:3, and two TiMidity ports, located at 128:0 and 128:1.
-
-If you have a FM-chip on your card, like the SB16, then you have to load
-the soundfonts using the sbiload software. \\
-Example:
-\begin{verbatim}
-  sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
-\end{verbatim}
-%
-If you have a WaveTable capable sound card, you have to load a sbk or sf2
-soundfont using the sfxload software\\
-Example:
-\begin{verbatim}
-  sfxload /path/to/8mbgmsfx.sf2
-\end{verbatim}
-%
-If you don't have a MIDI capable soundcard, there are two options: FluidSynth
-and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag'
-behind music. This is very noticable in iMUSE-enabled games, which use fast
-and dynamic music transitions. Running TiMidity as root will allow it to
-setup real time priority, which may reduce music lag.
-
-Asking TiMidity to become an ALSA sequencer:
-\begin{verbatim}
-  timidity -iAqqq -B2,8 -Os1S -s 44100 &
-\end{verbatim}
-If you get distorted output with this setting, you can try dropping the 
--B2,8 or changing the value.
+\subsection{Playing sound with MIDI emulation}
 
-Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
-\begin{verbatim}
-  fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
-\end{verbatim}
-%
-Once either TiMidity or FluidSynth are running, use
-\begin{verbatim}
-      aconnect -o -l
-\end{verbatim}
-as described earlier in this section.
+Some games (such as Sam and Max) only contain MIDI music data.  This once
+prevented music for these games from working on platforms that do not support
+MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will
+not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled
+waves and Adlib, FluidSynth MIDI emulation or MT-32 emulation using the
+-eadlib, -efluidsynth or -emt32 options respectively.  However, if you are
+capable of using native MIDI, we recommend using one of the MIDI modes below
+for best sound.

Index: 07_05.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_05.tex,v
retrieving revision 1.8
retrieving revision 1.8.2.1
diff -u -d -r1.8 -r1.8.2.1
--- 07_05.tex	28 Jul 2005 13:52:46 -0000	1.8
+++ 07_05.tex	22 Jan 2006 00:29:23 -0000	1.8.2.1
@@ -4,162 +4,38 @@
 %%% TeX-master: "readme"
 %%% End: 
 
-\subsection{Using compressed audiofiles (MP3, Ogg Vorbis, Flac)}
-\label{sect-compressing-audiofiles}
-
-\subsubsection{Using MP3 files for CD audio}
-
-Use LAME or some other MP3 encoder to rip the CD audio tracks to files. Name
-the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support
-to use this option. You'll need to rip the file from the CD as a WAV file,
-then encode the MP3 files in constant bit rate. This can be done with the 
-following LAME command line:
-\begin{verbatim}
-  lame -t -q 0 -b 96 track1.wav track1.mp3
-\end{verbatim}
-
-
-\subsubsection{Using Ogg Vorbis files for CD audio}
-
-Use oggenc or some other vorbis encoder to encode the audio tracks to files.
-Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis
-support to use this option. You'll need to rip the files from the CD as a WAV
-file, then encode the vorbis files. This can be done with the following oggenc
-command line with the value after q specifying the desired quality from 0 to 10:
-\begin{verbatim}
-  oggenc -q 5 track1.wav
-\end{verbatim}
-
-
-\subsubsection{Using Flac files for CD audio}
-Use flac or some other flac encoder to encode the audio tracks to files.
-Name the files track1.flac track2.flac etc. In your filesystem only allows 
-three letter extensions, name the files track1.fla track2.fla etc. 
-ScummVM must be compiled with flac support to use this option. You'll need to 
-rip the files from the CD as a WAV file, then encode the flac files. This can 
-be done with the following flac command line:
-\begin{verbatim}
-  flac --best track1.wav
-\end{verbatim}
-%
-Remember that the quality is always the same, varying encoder options will only
-affect the encoding time and resulting filesize. 
-
-
-\subsubsection{Compressing MONSTER.SOU with MP3}
-
-You need LAME, and our extract util from the scummvm-tools package to perform
-this task, and ScummVM must be compiled with MAD support.
-\begin{verbatim}
-  extract monster.sou
-\end{verbatim}
-%
-Eventually you will have a much smaller monster.so3 file, copy this file
-to your game directory. You can safely remove the monster.sou file.
-
-
-\subsubsection{Compressing MONSTER.SOU with Ogg Vorbis}
-
-As above, but ScummVM must be compiled with OGG support. Run:
-\begin{verbatim}
-  extract --vorbis monster.sou
-\end{verbatim}
-%
-This should produce a smaller monster.sog file, which you should copy to your
-game directory. Ogg encoding may take a considerable longer amount of time
-than MP3, so have a good book handy.
-
-
-\subsubsection{Compressing MONSTER.SOU with Flac}
-
-As above, but ScummVM must be compiled with Flac support. Run:
-\begin{verbatim}
-  extract --flac --best -b 1152 monster.sou
-\end{verbatim}
-%
-This should produce a smaller monster.sof file, which you should copy to your
-game directory. Remember that the quality is always the same, varying encoder
-options will only affect the encoding time and resulting  filesize. Playing
-with the blocksize (-b <value>), has the biggest impact on the resulting
-filesize -- 1152 seems to be a good value for those kind of soundfiles. Be sure
-to read the encoder documentation before you use other values.
-
-
-\subsubsection{Compressing sfx/speech in Simon the Sorcerer 1 and 2}
-
-Use our simon2mp3 util from the scummvm-tools package to perform this task.
-You can choose between multiple target formats, but note that you can only use
-each if ScummVM was compiled with the respective decoder support enabled.
-
-\begin{tabular}[h]{ll}
-  simon2mp3 effects    &(For simon1acorn)\\
-  simon2mp3 simon      &(For simon1acorn)\\
-  simon2mp3 effects.voc&(For simon1talkie)\\
-  simon2mp3 simon.voc  &(For simon1talkie)\\
-  simon2mp3 simon.wav  &(For simon1win)\\
-  simon2mp3 simon2.voc &(For simon2talkie)\\
-  simon2mp3 simon2.wav &(For simon2win)\\
-  simon2mp3 mac        &(For simon2mac)\\
-\end{tabular}
-
-For Ogg Vorbis add --vorbis to the options, i.e.
-\begin{verbatim}
-  simon2mp3 --vorbis
-\end{verbatim}
-%
-For Flac add --flac and optional parameters, i.e.
-\begin{verbatim}
-  simon2mp3 --flac --best -b 1152 
-\end{verbatim}
-%
-Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this
-file to your game dir. You can safely remove the old file.
-
-\subsubsection{Compressing speech/music in Broken Sword 1}
-
-The sword1mp3 tool from the scummvm-tools package can encode music and speech
-to MP3 as well as Ogg Vorbis.
-Easiest way to encode the files is simply copying the executable into your
-BS1 directory (together with the lame encoder) and run it from there.
-This way, it'll automatically encode everything to MP3.
-Afterwards, you can manually remove the SPEECH?.CLU files and the wave music files.
-
-Running 
-\begin{verbatim}
-  sword1mp3 --vorbis
-\end{verbatim}
-%
-will compress the files using Ogg Vorbis instead of MP3.
+\subsection{Playing sound with Native MIDI}
+% FIXME: Hardcoding < and > here produces wrong output
+Use the appropriate -e<mode> command line option from the list above to
+select your preferred MIDI device. For example, if you wish to use the
+Windows MIDI driver, use the -ewindows option.
 
-Use 
-\begin{verbatim}
-  sword1mp3 --help
-\end{verbatim}
-%
-to get a full list of the options.
+\subsubsection{Using MIDI options to customize Native MIDI output}
+ScummVM supports a variety of MIDI modes, depending on the capabilities
+of your MIDI device.
 
-\subsubsection{Compressing speech/music in Broken Sword 2}
+If --native-mt32 is specified, ScummVM will treat your device as a real
+MT-32. Because the instrument mappings and system exclusive commands of
+the MT-32 vary from those of General MIDI devices, you should only
+enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
+CM-32L, CM-500, or GS device with an MT-32 map.
 
-Use our sword2mp3 util rom the scummvm-tools package to perform this task.
-You can choose between multiple target formats, but note  that you can only use
-each if ScummVM was compiled with the respective decoder support enabled.
+If --enable-gs is specified, ScummVM will initialize your GS-compatible
+device with settings that mimic the MT-32's reverb, (lack of) chorus,
+pitch bend sensitivity, etc. If it is specified in conjunction with
+--native-mt32, ScummVM will select the MT-32-compatible map and drumset on
+your GS device. This setting works better than default GM or GS emulation
+with games that do not have custom instrument mappings (Loom and Monkey1).
+You should only specify both settings if you are using a GS device that
+has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
+Please note that --enable-gs is automatically disabled in both DOTT and
+Samnmax, since they use General MIDI natively.
 
-\begin{verbatim}
-  sword2mp3 speech1.clu
-  sword2mp3 music1.clu
-\end{verbatim}
-%
-For Ogg Vorbis add --vorbis to the options, i.e.
-\begin{verbatim}
-  sword2mp3 --vorbis
-\end{verbatim}
-%
-Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to
-your game dir. You can safely remove the old file.
+If neither of the above settings is enabled, ScummVM will initialize your
+device in General MIDI mode and use GM emulation in games with MT-32
+soundtracks.
 
-It is possible to use Flac compression by adding the --flac option. However,
-the resulting *.clf file will actually be larger than the original.
+Some games contain sound effects that are exclusive to the Adlib soundtrack.
+For these games, you may wish to specify --multi-midi in order to combine
+MIDI music with Adlib sound effects.
 
-Please note that sword2mp3 will only work with the four speech/music files in
-Broken Sword 2. It will not work with any of the other *.clu files, nor will it
-work with the speech files from Broken Sword 1.

Index: 07_06.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_06.tex,v
retrieving revision 1.3
retrieving revision 1.3.2.1
diff -u -d -r1.3 -r1.3.2.1
--- 07_06.tex	28 Jul 2005 14:23:38 -0000	1.3
+++ 07_06.tex	22 Jan 2006 00:29:23 -0000	1.3.2.1
@@ -1,32 +1,87 @@
+
 %%% Local Variables: 
 %%% mode: latex
 %%% TeX-master: "readme"
 %%% End: 
 
-\subsection{Output sample rate}
+\subsection{Playing sound with Sequencer MIDI}
 
-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.
+If your soundcard driver supports a sequencer, you may set the environment
+variable "SCUMMVM\_MIDI" to your sequencer device -- for example, to 
+/dev/sequencer
 
-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.
+If you have problems with not hearing audio in this configuration, it is
+possible you will need to set the "SCUMMVM\_MIDIPORT" variable to 1 or 2. This
+selects the port on the selected sequencer to use. Then start scummvm with the
+-eseq parameter. This should work on several cards, and may offer better
+performance and quality than Adlib emulation. However, for those systems where
+sequencer support does not work, you can always fall back on Adlib emulation.
 
-Some games use CD audio. If you use compressed files for this, they are
-probably sampled at 44100 Hz, so for these games that may be a better choice of
-sample rate.
 
-When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM
-is responsible for generating the samples. Usually 22050 Hz will be plenty for
-these, but there is at least one piece of Adlib music in Beneath a Steel Sky
-that will sound a lot better at 44100 Hz.
+\subsubsection{Playing sound with ALSA sequencer}
 
-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.
+If you have installed the ALSA driver with the sequencer support, then
+set the environment variable SCUMMVM\_PORT or the config file parameter
+alsa\_port to your sequencer port. The default is "65:0".
+
+Here is a little howto on how to use the ALSA sequencer with your soundcard.
+In all cases, to have a list of all the sequencer ports you have, try the
+command 
+\begin{verbatim}
+     aconnect -o -l
+\end{verbatim}
+This should give output similar to:
+\begin{verbatim}
+client 64: 'External MIDI 0' [type=kernel]
+    0 'MIDI 0-0        '
+client 65: 'Emu10k1 WaveTable' [type=kernel]
+    0 'Emu10k1 Port 0  '
+    1 'Emu10k1 Port 1  '
+    2 'Emu10k1 Port 2  '
+    3 'Emu10k1 Port 3  '
+client 128: 'Client-128' [type=user]
+    0 'TiMidity port 0 '
+    1 'TiMidity port 1 '
+\end{verbatim}
+%
+This means the external MIDI output of the sound card is located on the
+port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2
+and 65:3, and two TiMidity ports, located at 128:0 and 128:1.
+
+If you have a FM-chip on your card, like the SB16, then you have to load
+the soundfonts using the sbiload software. \\
+Example:
+\begin{verbatim}
+  sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
+\end{verbatim}
+%
+If you have a WaveTable capable sound card, you have to load a sbk or sf2
+soundfont using the sfxload software\\
+Example:
+\begin{verbatim}
+  sfxload /path/to/8mbgmsfx.sf2
+\end{verbatim}
+%
+If you don't have a MIDI capable soundcard, there are two options: FluidSynth
+and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag'
+behind music. This is very noticable in iMUSE-enabled games, which use fast
+and dynamic music transitions. Running TiMidity as root will allow it to
+setup real time priority, which may reduce music lag.
+
+Asking TiMidity to become an ALSA sequencer:
+\begin{verbatim}
+  timidity -iAqqq -B2,8 -Os1S -s 44100 &
+\end{verbatim}
+If you get distorted output with this setting, you can try dropping the 
+-B2,8 or changing the value.
+
+Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
+\begin{verbatim}
+  fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
+\end{verbatim}
+%
+Once either TiMidity or FluidSynth are running, use
+\begin{verbatim}
+      aconnect -o -l
+\end{verbatim}
+as described earlier in this section.

Index: 08.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/08.tex,v
retrieving revision 1.15.2.2
retrieving revision 1.15.2.3
diff -u -d -r1.15.2.2 -r1.15.2.3
--- 08.tex	14 Jan 2006 20:13:11 -0000	1.15.2.2
+++ 08.tex	22 Jan 2006 00:29:23 -0000	1.15.2.3
@@ -53,7 +53,6 @@
         [monkey2]
         path=C:\amiga_mi2\
         music_driver=windows
-        amiga=true
 \end{verbatim}
 %
 The following keywords are recognized:
@@ -102,7 +101,7 @@
                         &         supported by some MIDI drivers.)\\
         native\_mt32    &bool     If true, disable GM emulation and assume that\\
                         &         there is a true Roland MT-32 available.\\
-	   enable\_gs      &bool     If true, enable Roland GS-specific features to\\
+        enable\_gs      &bool     If true, enable Roland GS-specific features to\\
                         &         enhance GM emulation. If native\_mt32 is also\\
                         &         true, the GS device will select an MT-32 map\\
                         &         to play the correct instruments.\\

Index: 10.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/10.tex,v
retrieving revision 1.26.2.4
retrieving revision 1.26.2.5
diff -u -d -r1.26.2.4 -r1.26.2.5
--- 10.tex	5 Dec 2005 23:10:56 -0000	1.26.2.4
+++ 10.tex	22 Jan 2006 00:29:23 -0000	1.26.2.5
@@ -1,93 +1,292 @@
 % This file was generated by credits.pl. Do not edit by hand!
 \section{Credits}
-\begin{itemize}
-\item \textbf{The ScummVM team}\\
-  \begin{tabular}[h]{p{4cm}l}
-    James Brown & Lead developer\\
-    Max Horn & Lead developer\\
-    Torbj\"orn Andersson & Engine: SCUMM, Broken Sword 2, SAGA, Gob\\
-    David Eriksson & Engine: Flight of the Amazon Queen\\
-    Robert G\"offringmann & Engine: Beneath a Steel Sky, Broken Sword 1\\
-    Jonathan Gray & Engine: SCUMM, HE, Broken Sword 2\\
-    Travis Howell & Engine: SCUMM, HE, Simon the Sorcerer\\
-    Oliver Kiehl & Engine: Beneath a Steel Sky, Simon\\
-    Pawe{\l} Ko{\l}odziejski & Engine: SCUMM (Codecs, iMUSE, Smush, etc.)\\
-    Andrew Kurushin & Engine: SAGA\\
-    Gregory Montoir & Engine: Flight of the Amazon Queen, HE, Kyra\\
-    Joost Peters & Engine: Beneath a Steel Sky, Flight of the Amazon Queen\\
-    Eugene Sandulenko & Engine: SCUMM (FT INSANE), HE, SAGA, Gob\\
-    Johannes Schickel & Engine: Kyra, GUI improvements\\
-    Chris Apers & Port: PalmOS\\
-    Nicolas Bacca & Port: PocketPC/WinCE\\
-    Jurgen Braam & Port: EPOC/SymbianOS maintainer\\
-    Marcus Comstedt & Port: Dreamcast\\
-    Hans-J\"org Frieden & Port: AmigaOS 4\\
-    Lars Persson & Port: EPOC/SymbianOS, ESDL\\
-    Jerome Fisher & MT-32 emulator\\
-    Jochen Hoenicke & Speaker \& PCjr sound support, Adlib work\\
+\begin{trivlist}
+\item \textbf{\LARGE ScummVM Team}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item \textbf{\large Project Leaders}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    James Brown & \textit{}\\
+    Max Horn & \textit{This is a long desc. A really, really long long description. No I really mean *long* like in 'very long'!}\\
   \end{tabular}
-\item \textbf{Retired Team Members}\\
-  \begin{tabular}[h]{p{4cm}l}
-    Ralph Brorsen & Help with GUI implementation\\
-    Jamieson Christian & iMUSE, MIDI, all things musical\\
-    Vincent Hamm & Co-Founder\\
-    Ruediger Hanke & Port: MorphOS\\
-    Felix Jakschitsch & Zak256 reverse engineering\\
-    Mutwin Kraus & Original MacOS porter\\
-    Peter Moraliyski & Port: GP32\\
-    Jeremy Newman & Former webmaster\\
-    Ludvig Strigeus & Original ScummVM and SimonVM author\\
-    Lionel Ulmer & Port: X11\\
+\end{list}
+\item \textbf{\large Engine Teams}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item \textbf{ SCUMM}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Torbj\"orn Andersson & \textit{}\\
+    James Brown & \textit{}\\
+    Jonathan Gray & \textit{}\\
+    Max Horn & \textit{}\\
+    Travis Howell & \textit{}\\
+    Pawe{\l} Ko{\l}odziejski & \textit{Codecs, iMUSE, Smush, etc.}\\
+    Eugene Sandulenko & \textit{FT INSANE, MM NES, MM C64, game detection, Herc/CGA}\\
   \end{tabular}
-\item \textbf{Contributors}\\
-  \begin{tabular}[h]{p{4cm}l}
-    Tore Anderson & Packaging for Debian GNU/Linux\\
-    Dobó Bal\'azs & Website design\\
-    Stuart Caie & Decoders for Simon 1 Amiga data files\\
-    Yaroslav Fedevych & HTML/CSS for the website\\
-    Chris Gray & Windows64 builds\\
-    Janne Huttunen & V3 actor mask support, Dig/FT SMUSH audio\\
-    Kov\'acs Endre J\'anos & Several fixes for Simon1\\
-    Jeroen Janssen & Numerous readability and bugfix patches\\
-    Andreas Karlsson & Initial port for EPOC/SymbianOS\\
-    Robert Kelsen & Packaging for SlackWare\\
-    Jean Marc & ScummVM logo\\
-    Claudio Matsuoka & Daily Linux builds\\
-    Kostas Nakos & PocketPC 2002 builds\\
-    Mikesch Nepomuk & MI1 VGA floppy patches\\
-    Juha Niemim\"aki & AmigaOS 4 port maintaining\\
-    Nicolas Noble & Config file and ALSA support\\
-    Willem Jan Palenstijn & Packaging for Fedora/RedHat\\
-    Stefan Parviainen & Packaging for BeOS\\
-    Quietust & Sound support for Amiga SCUMM V2/V3 games, MM NES support\\
-    Andreas R\"over & Broken Sword 1/2 MPEG2 cutscene support\\
-    Edward Rudd & Fixes for playing MP3 versions of MI1/Loom audio\\
-    Daniel Schepler & Final MI1 CD music support, initial Ogg Vorbis support\\
-    Paul Smedley & OS/2 fixes and packaging\\
-    Andr\'e Souza & SDL-based OpenGL renderer\\
-    Tim ??? & Initial MI1 CD music support\\
+\end{list}
+\item \textbf{ HE}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Jonathan Gray & \textit{}\\
+    Travis Howell & \textit{}\\
+    Gregory Montoir & \textit{}\\
+    Eugene Sandulenko & \textit{}\\
   \end{tabular}
-
+\end{list}
+\item \textbf{ BASS}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Robert G\"offringmann & \textit{}\\
+    Oliver Kiehl & \textit{}\\
+    Joost Peters & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ Broken Sword 1}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Robert G\"offringmann & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ Broken Sword 2}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Torbj\"orn Andersson & \textit{}\\
+    Jonathan Gray & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ FOTAQ}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    David Eriksson & \textit{}\\
+    Gregory Montoir & \textit{}\\
+    Joost Peters & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ Gob}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Torbj\"orn Andersson & \textit{}\\
+    Sven Hesse & \textit{}\\
+    Eugene Sandulenko & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ Kyra}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Oystein Eftevaag & \textit{}\\
+    Gregory Montoir & \textit{}\\
+    Johannes Schickel & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ SAGA}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Torbj\"orn Andersson & \textit{}\\
+    Andrew Kurushin & \textit{}\\
+    Eugene Sandulenko & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ Simon}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Travis Howell & \textit{}\\
+    Oliver Kiehl & \textit{}\\
+  \end{tabular}
+\end{list}
+\end{list}
+\item \textbf{\large Backend Teams}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item \textbf{ Dreamcast}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Marcus Comstedt & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ SymbianOS}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Jurgen Braam & \textit{}\\
+    Lars Persson & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ PalmOS}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Chris Apers & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ PocketPC / WinCE}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Nicolas Bacca & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ Playstation 2}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Robert G\"offringmann & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ PSP (PlayStation Portable)}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Joost Peters & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ SDL (Win/Linux/OS X/etc.)}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Max Horn & \textit{}\\
+    Eugene Sandulenko & \textit{Asm routines, GFX layers}\\
+  \end{tabular}
+\end{list}
+\end{list}
+\item \textbf{\large Other subsystems}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Jerome Fisher & \textit{MT-32 emulator}\\
+    Jochen Hoenicke & \textit{Speaker \& PCjr sound support, Adlib work}\\
+  \end{tabular}
+\end{list}
+\item \textbf{\large Website (content)}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item
+All active team members
+\end{list}
+\item \textbf{\large Retired Team Members}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Ralph Brorsen & \textit{Help with GUI implementation}\\
+    Jamieson Christian & \textit{iMUSE, MIDI, all things musical}\\
+    Vincent Hamm & \textit{Co-Founder}\\
+    Ruediger Hanke & \textit{Port: MorphOS}\\
+    Felix Jakschitsch & \textit{Zak256 reverse engineering}\\
+    Mutwin Kraus & \textit{Original MacOS porter}\\
+    Peter Moraliyski & \textit{Port: GP32}\\
+    Jeremy Newman & \textit{Former webmaster}\\
+    Ludvig Strigeus & \textit{Original ScummVM and SimonVM author}\\
+    Lionel Ulmer & \textit{Port: X11}\\
+  \end{tabular}
+\end{list}
+\end{list}
+\item \textbf{\LARGE Other contributions}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item \textbf{\large Packages}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item \textbf{ AmigaOS 4}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Hans-J\"org Frieden & \textit{}\\
+    Juha Niemim\"aki & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ BeOS}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Stefan Parviainen & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ Debian GNU/Linux}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Tore Anderson & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ Fedora / RedHat}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Willem Jan Palenstijn & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ Mac OS X}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Max Horn & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ OS/2}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Paul Smedley & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ PocketPC 2002}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Kostas Nakos & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ SlackWare}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Robert Kelsen & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ Win32}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Travis Howell & \textit{}\\
+  \end{tabular}
+\end{list}
+\item \textbf{ Win64}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Chris Gray & \textit{}\\
+  \end{tabular}
+\end{list}
+\end{list}
+\item \textbf{\large Website (design)}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Dob\'o Bal\'azs & \textit{Website design}\\
+    Yaroslav Fedevych & \textit{HTML/CSS for the website}\\
+    Jean Marc & \textit{ScummVM logo}\\
+  \end{tabular}
+\end{list}
+\item \textbf{\large Code contributions}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Stuart Caie & \textit{Decoders for Simon 1 Amiga data files}\\
+    Janne Huttunen & \textit{V3 actor mask support, Dig/FT SMUSH audio}\\
+    Kov\'acs Endre J\'anos & \textit{Several fixes for Simon1}\\
+    Jeroen Janssen & \textit{Numerous readability and bugfix patches}\\
+    Andreas Karlsson & \textit{Initial port for EPOC/SymbianOS}\\
+    Claudio Matsuoka & \textit{Daily Linux builds}\\
+    Mikesch Nepomuk & \textit{MI1 VGA floppy patches}\\
+    Nicolas Noble & \textit{Config file and ALSA support}\\
+    Quietust & \textit{Sound support for Amiga SCUMM V2/V3 games, MM NES support}\\
+    Andreas R\"over & \textit{Broken Sword 1/2 MPEG2 cutscene support}\\
+    Edward Rudd & \textit{Fixes for playing MP3 versions of MI1/Loom audio}\\
+    Daniel Schepler & \textit{Final MI1 CD music support, initial Ogg Vorbis support}\\
+    Andr\'e Souza & \textit{SDL-based OpenGL renderer}\\
+    Tim ??? & \textit{Initial MI1 CD music support}\\
+  \end{tabular}
+\end{list}
+\item
 And to all the contributors, users, and beta testers we've missed. Thanks!
-\item \textbf{Special thanks to}\\
-  \begin{tabular}[h]{p{4cm}l}
-    Sander Buskens & For his work on the initial reversing of Monkey2\\
-    Canadacow & For the original MT-32 emulator\\
-    Kevin Carnes & For Scumm16, the basis of ScummVM's older gfx codecs\\
-    Ivan Dubrov & For contributing the initial version of the Gobliiins engine\\
-    Jezar & For his freeverb filter implementation\\
-    Jim Leiterman & Various info on his FM-TOWNS/Marty SCUMM ports\\
-    lloyd & For deep tech details about C64 Zak \& MM\\
-    Jimmi Th{\o}gersen & For ScummRev, and much obscure code/documentation\\
-    Tristan & For additional work on the original MT-32 emulator\\
+\end{list}
+\item \textbf{\LARGE Special thanks to}
+\begin{list}{}{\setlength{\leftmargin}{0.2cm}}
+\item  \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}}
+    Sander Buskens & \textit{For his work on the initial reversing of Monkey2}\\
+    Canadacow & \textit{For the original MT-32 emulator}\\
+    Kevin Carnes & \textit{For Scumm16, the basis of ScummVM's older gfx codecs}\\
+    Ivan Dubrov & \textit{For contributing the initial version of the Gobliiins engine}\\
+    Joachim Eberhard & \textit{For numerous contributions to documentation}\\
+    Jezar & \textit{For his freeverb filter implementation}\\
+    Jim Leiterman & \textit{Various info on his FM-TOWNS/Marty SCUMM ports}\\
+    lloyd & \textit{For deep tech details about C64 Zak \& MM}\\
+    Jimmi Th{\o}gersen & \textit{For ScummRev, and much obscure code/documentation}\\
+    Tristan & \textit{For additional work on the original MT-32 emulator}\\
   \end{tabular}
-
+\item
 Tony Warriner and everyone at Revolution Software Ltd. for sharing with us the source of some of their brilliant games, allowing us to release Beneath a Steel Sky as freeware... and generally being supportive above and beyond the call of duty.
-
+\item
 John Passfield and Steve Stamatiadis for sharing the source of their classic title, Flight of the Amazon Queen and also being incredibly supportive.
-
+\item
 Joe Pearce from The Wyrmkeep Entertainment Co. for sharing the source of their famous title Inherit the Earth and always prompt replies to our questions.
-
+\item
 Aric Wilmunder, Ron Gilbert, David Fox, Vince Lee, and all those at LucasFilm/LucasArts who made SCUMM the insane mess to reimplement that it is today. Feel free to drop us a line and tell us what you think, guys!
-\end{itemize}
+\end{list}
+\end{trivlist}
 

--- 03_05a.tex DELETED ---

--- 07_02a.tex DELETED ---

--- 07_02b.tex DELETED ---





More information about the Scummvm-git-logs mailing list