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Change BS 1 & 2 to I & II (see discussion on -devel)

svn-id: r46951
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1 parent d13b23d commit df81b68967d379c527b60c4bca2203a88c4be5d9 @fingolfin fingolfin committed Jan 3, 2010
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8 AUTHORS
@@ -54,11 +54,11 @@ ScummVM Team
Oliver Kiehl - (retired)
Joost Peters
- Broken Sword 1:
+ Broken Sword:
Fabio Battaglia - PSX version support
Robert Goeffringmann - (retired)
- Broken Sword 2:
+ Broken Sword II:
Torbjorn Andersson
Fabio Battaglia - PSX version support
Jonathan Gray - (retired)
@@ -323,7 +323,7 @@ Other contributions
Stuart Caie - Decoders for Amiga and AtariST data files (AGOS
engine)
Paolo Costabel - PSP port contributions
- Thierry Crozat - Support for Broken Sword 1 Macintosh version
+ Thierry Crozat - Support for Broken Sword Macintosh version
Martin Doucha - CinE engine objectification
Thomas Fach-Pedersen - ProTracker module player
Tobias Gunkel - Sound support for C64 version of MM/Zak, Loom
@@ -344,7 +344,7 @@ Other contributions
Quietust - Sound support for Amiga SCUMM V2/V3 games, MM
NES support
segra - Improved support for Apple II/C64 versions of MM
- Andreas Roever - Broken Sword 1/2 MPEG2 cutscene support
+ Andreas Roever - Broken Sword I & II 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
View
84 README
@@ -21,7 +21,7 @@ Table of Contents:
* 3.4 Macintosh games notes
* 3.5 Multi-CD games notes
* 3.6 The Curse of Monkey Island notes
- * 3.7 Broken Sword notes
+ * 3.7 Broken Sword games notes
* 3.8 Beneath a Steel Sky notes
* 3.9 Flight of the Amazon Queen notes
* 3.10 Gobliiins notes
@@ -72,14 +72,14 @@ shipped with the game, allowing you to play them on systems for which
they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon
-the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1
-and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the
-Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of
-Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility
-for Maniac Mansion) system such as Monkey Island, Day of the Tentacle,
-Sam and Max and more. You can find a thorough list with details on which
-games are supported and how well on the compatibility page. ScummVM is
-continually improving, so check back often.
+the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword I
+and II; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel
+Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games
+based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion)
+system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
+You can find a thorough list with details on which games are supported
+and how well on the compatibility page. ScummVM is continually
+improving, so check back often.
Among the systems on which you can play those games are Windows, Linux,
Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, PSP, PS2,
@@ -237,8 +237,8 @@ MADE Games by Activision:
Other Games:
Beneath a Steel Sky [sky]
- Broken Sword 1: The Shadow of the Templars [sword1]
- Broken Sword 2: The Smoking Mirror [sword2]
+ Broken Sword: The Shadow of the Templars [sword1]
+ Broken Sword II: The Smoking Mirror [sword2]
Cruise for a Corpse [cruise]
Discworld [dw]
Discworld 2: Missing Presumed ...!? [dw2]
@@ -463,24 +463,24 @@ two CDs. Some of the files appear on both CDs, but again they're
identical.
-3.7) Broken Sword notes:
----- -------------------
+3.7) Broken Sword games notes:
+---- -------------------------
The instructions for the Broken Sword games are for the Sold-Out
Software versions, with each game on two CDs, since these were the
versions most easily available at the time ScummVM gained support for
them. Hopefully they are general enough to be useful to other releases
as well.
-3.7.1) Broken Sword cutscenes:
------- -----------------------
+3.7.1) Broken Sword games cutscenes:
+------ -----------------------------
The cutscenes for the Broken Sword games have a bit of a history (see
-the next section, if you are interested), but in general all you need
-to do is to copy the .SMK files from the "SMACKS" or "SMACKSHI"
-directories on the CDs to the same directory as the other game data
-files. (Broken Sword 1 has a "SMACKSLO" directory with the same
-cutscenes, but these are of lower quality.) You can put them in a
-subdirectory called "video" if you find that neater.
+the next section, if you are interested), but in general all you need to
+do is to copy the .SMK files from the "SMACKS" or "SMACKSHI" directories
+on the CDs to the same directory as the other game data files. (Broken
+Sword has a "SMACKSLO" directory with the same cutscenes, but these are
+of lower quality.) You can put them in a subdirectory called "video" if
+you find that neater.
Some re-releases of the games, as well as the PlayStation version, do
not have Smacker videos. Revolution Software has kindly allowed us to
@@ -498,19 +498,19 @@ audio for these cutscenes is also provided separately as OGG Vorbis
audio. Viewing these cutscenes with OGG Vorbis audio requires a version
of ScummVM compiled with both libVorbis and zlib support.
-For Broken Sword 1, we also provide a subtitles add-on. Simply unpack
-it and follow the instructions in its readme.txt file. (Broken Sword 2
+For Broken Sword, we also provide a subtitles add-on. Simply unpack it
+and follow the instructions in its readme.txt file. (Broken Sword II
already has subtitles; no extra work is needed for them.)
-3.7.2) Broken Sword cutscenes, in retrospect
------- -------------------------------------
+3.7.2) Broken Sword games cutscenes, in retrospect
+------ -------------------------------------------
The original releases of the Broken Sword games used RAD Game Tools's
Smacker(tm) format. As RAD was unwilling to open the older legacy
versions of this format to us, and had requested we not reverse engineer
it, an alternative solution had to be found.
-In Broken Sword 2, it was possible to play back the voice-over without
+In Broken Sword II, it was possible to play back the voice-over without
playing the video itself. This remained a fallback until ScummVM 1.0.0,
but was never the only solution for any stable release.
@@ -528,8 +528,8 @@ decoding MPEG movies added a lot of complexity, and they didn't look as
good as the Smacker and DXA versions anyway.
-3.7.3) Broken Sword 1:
------- ---------------
+3.7.3) Broken Sword:
+------ -------------
For this game, you will need all of the files from the clusters
directories on both CDs. For the Windows and Macintosh versions, you
will also need the speech.clu files from the speech directories, but
@@ -548,8 +548,8 @@ ScummVM does not support the original cutscene files, so there is no
need to copy them.
-3.7.4) Broken Sword 2:
------- ---------------
+3.7.4) Broken Sword II:
+------ ----------------
For this game, you will 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.)
@@ -997,10 +997,10 @@ Examples:
5.2) Language options:
---- -----------------
ScummVM includes a language option for Maniac Mansion, Zak McKracken,
-The Dig, The Curse of Monkey Island, Beneath a Steel Sky, Broken Sword 1
+The Dig, The Curse of Monkey Island, Beneath a Steel Sky, Broken Sword
and Simon the Sorcerer 1 and 2.
-Note that with the exception of Beneath a Steel Sky, Broken Sword 1,
+Note that with the exception of Beneath a Steel Sky, Broken Sword,
multilanguage versions of Goblins games and Nippon Safes Inc., using
this option does *not* change the language of the game (which usually is
hardcoded), but rather is only used to select the appropriate font (e.g.
@@ -1043,7 +1043,7 @@ Beneath a Steel Sky
es - Spanish
se - Swedish
-Broken Sword 1
+Broken Sword
en - English (default)
de - German
fr - French
@@ -1198,10 +1198,10 @@ other games.
Escape - Skips the game intro
Period (.) - Skips current line of text
- Broken Sword 1:
+ Broken Sword:
F5 or Escape - Displays save/load box
- Broken Sword 2:
+ Broken Sword II:
Ctrl-d - Starts the debugger
Ctrl-f - Toggle fast mode
p - Pauses
@@ -1772,8 +1772,8 @@ Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy
this file to your game directory. You can safely remove the old file.
-7.8.7) Compressing speech/music in Broken Sword 1
------- ------------------------------------------
+7.8.7) Compressing speech/music in Broken Sword
+------ ----------------------------------------
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
@@ -1790,8 +1790,8 @@ instead of MP3.
Use "compress_sword1 --help" to get a full list of the options.
-7.8.8) Compressing speech/music in Broken Sword 2
------- ------------------------------------------
+7.8.8) Compressing speech/music in Broken Sword II
+------ -------------------------------------------
Use our 'compress_sword2' utility 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
@@ -1812,9 +1812,9 @@ 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
+speech/music files in Broken Sword II. It will not work with any of the
other *.clu files, nor will it work with the speech files from Broken
-Sword 1.
+Sword.
7.9) Output sample rate:
@@ -1979,7 +1979,7 @@ The following keywords are recognized:
boot_param number Pass this number to the boot script
-Broken Sword 2 adds the following non-standard keywords:
+Broken Sword II adds the following non-standard keywords:
gfx_details number Graphics details setting (0-3)
music_mute bool If true, music is muted
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6 backends/platform/wince/README-WinCE.txt
@@ -527,9 +527,9 @@ How can I scroll through my inventory items in Zak Mc Kracken ?
You need to map the hide toolbar button (see the General Questions section) or
double tap at the top of the screen (from 0.8.0+)
-------------------------
--- Broken Sword 1 & 2 --
-------------------------
+-------------------------
+-- Broken Sword I & II --
+-------------------------
I've installed the movies pack but they are not playing/they are slow
---------------------------------------------------------------------
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4 configure
@@ -102,8 +102,8 @@ add_engine saga2 "SAGA 2 games" no
add_engine sci "SCI" yes "sci32"
add_engine sci32 "SCI32 games" no
add_engine sky "Beneath a Steel Sky" yes
-add_engine sword1 "Broken Sword 1" yes
-add_engine sword2 "Broken Sword 2" yes
+add_engine sword1 "Broken Sword" yes
+add_engine sword2 "Broken Sword II" yes
add_engine teenagent "Teen Agent" yes
add_engine tinsel "Tinsel" yes
add_engine touche "Touche: The Adventures of the Fifth Musketeer" yes
View
2 dists/redhat/scummvm.spec
@@ -36,7 +36,7 @@ ScummVM is an interpreter that will play graphic adventure games written for
LucasArts' SCUMM virtual machine (such as Day of the Tentacle and
Monkey Island), Sierra's AGI adventures (such as early King's Quest and
Space Quest games), Adventure Soft's Simon the Sorcerer 1, 2 and Feeble Files,
-Revolution Software's Beneath a Steel Sky and Broken Sword 1 and 2,
+Revolution Software's Beneath a Steel Sky and Broken Sword I and II,
Interactive Binary Illusions' Flight of the Amazon Queen,
Coktel Vision's Gobliiins, Wyrmkeep's Inherit the Earth, Westwood's
Legend of Kyrandia, and various others.
View
2 dists/redhat/scummvm.spec.in
@@ -36,7 +36,7 @@ ScummVM is an interpreter that will play graphic adventure games written for
LucasArts' SCUMM virtual machine (such as Day of the Tentacle and
Monkey Island), Sierra's AGI adventures (such as early King's Quest and
Space Quest games), Adventure Soft's Simon the Sorcerer 1, 2 and Feeble Files,
-Revolution Software's Beneath a Steel Sky and Broken Sword 1 and 2,
+Revolution Software's Beneath a Steel Sky and Broken Sword I and II,
Interactive Binary Illusions' Flight of the Amazon Queen,
Coktel Vision's Gobliiins, Wyrmkeep's Inherit the Earth, Westwood's
Legend of Kyrandia, and various others.
View
2 dists/wii/meta.xml
@@ -7,6 +7,6 @@
<short_description>Point &amp; Click Adventures</short_description>
<long_description>ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
-Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.</long_description>
+Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky and Broken Sword I & II; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.</long_description>
</app>
View
2 dists/wii/meta.xml.in
@@ -7,6 +7,6 @@
<short_description>Point &amp; Click Adventures</short_description>
<long_description>ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
-Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.</long_description>
+Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky and Broken Sword I & II; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.</long_description>
</app>
View
14 engines/sword1/detection.cpp
@@ -36,19 +36,19 @@
#include "engines/metaengine.h"
-/* Broken Sword 1 */
+/* Broken Sword */
static const PlainGameDescriptorGUIOpts sword1FullSettings =
- {"sword1", "Broken Sword 1: The Shadow of the Templars", Common::GUIO_NOMIDI};
+ {"sword1", "Broken Sword: The Shadow of the Templars", Common::GUIO_NOMIDI};
static const PlainGameDescriptorGUIOpts sword1DemoSettings =
- {"sword1demo", "Broken Sword 1: The Shadow of the Templars (Demo)", Common::GUIO_NOMIDI};
+ {"sword1demo", "Broken Sword: The Shadow of the Templars (Demo)", Common::GUIO_NOMIDI};
static const PlainGameDescriptorGUIOpts sword1MacFullSettings =
- {"sword1mac", "Broken Sword 1: The Shadow of the Templars (Mac)", Common::GUIO_NOMIDI};
+ {"sword1mac", "Broken Sword: The Shadow of the Templars (Mac)", Common::GUIO_NOMIDI};
static const PlainGameDescriptorGUIOpts sword1MacDemoSettings =
- {"sword1macdemo", "Broken Sword 1: The Shadow of the Templars (Mac demo)", Common::GUIO_NOMIDI};
+ {"sword1macdemo", "Broken Sword: The Shadow of the Templars (Mac demo)", Common::GUIO_NOMIDI};
static const PlainGameDescriptorGUIOpts sword1PSXSettings =
- {"sword1psx", "Broken Sword 1: The Shadow of the Templars (PlayStation)", Common::GUIO_NOMIDI};
+ {"sword1psx", "Broken Sword: The Shadow of the Templars (PlayStation)", Common::GUIO_NOMIDI};
static const PlainGameDescriptorGUIOpts sword1PSXDemoSettings =
- {"sword1psxdemo", "Broken Sword 1: The Shadow of the Templars (PlayStation demo)", Common::GUIO_NOMIDI};
+ {"sword1psxdemo", "Broken Sword: The Shadow of the Templars (PlayStation demo)", Common::GUIO_NOMIDI};
// check these subdirectories (if present)
View
2 engines/sword2/memory.cpp
@@ -31,7 +31,7 @@
// with our PocketPC version.
//
// There is one thing that prevents us from replacing the whole memory manager
-// with the standard memory allocation functions: Broken Sword 2 absolutely,
+// with the standard memory allocation functions: Broken Sword II absolutely,
// positively needs to be able to encode pointers as 32-bit integers. The
// original engine did this simply by casting between pointers and integers,
// but as far as I know that's not a very portable thing to do.
View
4 engines/sword2/protocol.cpp
@@ -305,7 +305,7 @@ byte *Sword2Engine::fetchPsxBackground(uint32 location) {
byte *buffer;
if (!file.open("screens.clu")) {
- GUIErrorMessage("Broken Sword 2: Cannot open screens.clu");
+ GUIErrorMessage("Broken Sword II: Cannot open screens.clu");
return NULL;
}
@@ -373,7 +373,7 @@ byte *Sword2Engine::fetchPsxParallax(uint32 location, uint8 level) {
return NULL;
if (!file.open("screens.clu")) {
- GUIErrorMessage("Broken Sword 2: Cannot open screens.clu");
+ GUIErrorMessage("Broken Sword II: Cannot open screens.clu");
return NULL;
}
View
14 engines/sword2/resman.cpp
@@ -106,7 +106,7 @@ bool ResourceManager::init() {
Common::File file;
if (!file.open("resource.inf")) {
- GUIErrorMessage("Broken Sword 2: Cannot open resource.inf");
+ GUIErrorMessage("Broken Sword II: Cannot open resource.inf");
return false;
}
@@ -127,7 +127,7 @@ bool ResourceManager::init() {
_resFiles[_totalClusters].numEntries = -1;
_resFiles[_totalClusters].entryTab = NULL;
if (++_totalClusters >= MAX_res_files) {
- GUIErrorMessage("Broken Sword 2: Too many entries in resource.inf");
+ GUIErrorMessage("Broken Sword II: Too many entries in resource.inf");
return false;
}
}
@@ -136,7 +136,7 @@ bool ResourceManager::init() {
// Now load in the binary id to res conversion table
if (!file.open("resource.tab")) {
- GUIErrorMessage("Broken Sword 2: Cannot open resource.tab");
+ GUIErrorMessage("Broken Sword II: Cannot open resource.tab");
return false;
}
@@ -153,7 +153,7 @@ bool ResourceManager::init() {
if (file.eos() || file.err()) {
file.close();
- GUIErrorMessage("Broken Sword 2: Cannot read resource.tab");
+ GUIErrorMessage("Broken Sword II: Cannot read resource.tab");
return false;
}
@@ -163,7 +163,7 @@ bool ResourceManager::init() {
// version, which has all files on one disc.
if (!file.open("cd.inf") && !Sword2Engine::isPsx()) {
- GUIErrorMessage("Broken Sword 2: Cannot open cd.inf");
+ GUIErrorMessage("Broken Sword II: Cannot open cd.inf");
return false;
}
@@ -181,7 +181,7 @@ bool ResourceManager::init() {
if (file.eos() || file.err()) {
delete[] cdInf;
file.close();
- GUIErrorMessage("Broken Sword 2: Cannot read cd.inf");
+ GUIErrorMessage("Broken Sword II: Cannot read cd.inf");
return false;
}
@@ -209,7 +209,7 @@ bool ResourceManager::init() {
// the resource manager will print a fatal error.
if (cdInf[i].cd == 0 && !Common::File::exists((char *)cdInf[i].clusterName)) {
- GUIErrorMessage("Broken Sword 2: Cannot find " + Common::String((char *)cdInf[i].clusterName));
+ GUIErrorMessage("Broken Sword II: Cannot find " + Common::String((char *)cdInf[i].clusterName));
delete[] cdInf;
return false;
}
View
14 engines/sword2/sword2.cpp
@@ -66,12 +66,12 @@ struct GameSettings {
};
static const GameSettings sword2_settings[] = {
- /* Broken Sword 2 */
- {"sword2", "Broken Sword 2: The Smoking Mirror", 0, "players.clu" },
- {"sword2alt", "Broken Sword 2: The Smoking Mirror (alt)", 0, "r2ctlns.ocx" },
- {"sword2psx", "Broken Sword 2: The Smoking Mirror (PlayStation)", 0, "screens.clu"},
- {"sword2psxdemo", "Broken Sword 2: The Smoking Mirror (PlayStation/Demo)", Sword2::GF_DEMO, "screens.clu"},
- {"sword2demo", "Broken Sword 2: The Smoking Mirror (Demo)", Sword2::GF_DEMO, "players.clu" },
+ /* Broken Sword II */
+ {"sword2", "Broken Sword II: The Smoking Mirror", 0, "players.clu" },
+ {"sword2alt", "Broken Sword II: The Smoking Mirror (alt)", 0, "r2ctlns.ocx" },
+ {"sword2psx", "Broken Sword II: The Smoking Mirror (PlayStation)", 0, "screens.clu"},
+ {"sword2psxdemo", "Broken Sword II: The Smoking Mirror (PlayStation/Demo)", Sword2::GF_DEMO, "screens.clu"},
+ {"sword2demo", "Broken Sword II: The Smoking Mirror (Demo)", Sword2::GF_DEMO, "players.clu" },
{NULL, NULL, 0, NULL}
};
@@ -80,7 +80,7 @@ static const GameSettings sword2_settings[] = {
class Sword2MetaEngine : public MetaEngine {
public:
virtual const char *getName() const {
- return "Broken Sword 2";
+ return "Broken Sword II";
}
virtual const char *getOriginalCopyright() const {
return "Broken Sword Games (C) Revolution";
View
8 gui/credits.h
@@ -66,13 +66,13 @@ static const char *credits[] = {
"C2""(retired)",
"C0""Joost Peters",
"",
-"C1""Broken Sword 1",
+"C1""Broken Sword",
"C0""Fabio Battaglia",
"C2""PSX version support",
"C0""Robert G\366ffringmann",
"C2""(retired)",
"",
-"C1""Broken Sword 2",
+"C1""Broken Sword II",
"C0""Torbj\366rn Andersson",
"C0""Fabio Battaglia",
"C2""PSX version support",
@@ -368,7 +368,7 @@ static const char *credits[] = {
"C0""Paolo Costabel",
"C2""PSP port contributions",
"C0""Thierry Crozat",
-"C2""Support for Broken Sword 1 Macintosh version",
+"C2""Support for Broken Sword Macintosh version",
"C0""Martin Doucha",
"C2""CinE engine objectification",
"C0""Thomas Fach-Pedersen",
@@ -404,7 +404,7 @@ static const char *credits[] = {
"C0""segra",
"C2""Improved support for Apple II/C64 versions of MM",
"C0""Andreas R\366ver",
-"C2""Broken Sword 1/2 MPEG2 cutscene support",
+"C2""Broken Sword I & II MPEG2 cutscene support",
"C0""Edward Rudd",
"C2""Fixes for playing MP3 versions of MI1/Loom audio",
"C0""Daniel Schepler",
View
8 tools/credits.pl
@@ -526,12 +526,12 @@ sub add_paragraph {
add_person("Joost Peters", "joostp", "");
end_section();
- begin_section("Broken Sword 1");
+ begin_section("Broken Sword");
add_person("Fabio Battaglia", "Hkz", "PSX version support");
add_person("Robert G&ouml;ffringmann", "lavosspawn", "(retired)");
end_section();
- begin_section("Broken Sword 2");
+ begin_section("Broken Sword II");
add_person("Torbj&ouml;rn Andersson", "eriktorbjorn", "");
add_person("Fabio Battaglia", "Hkz", "PSX version support");
add_person("Jonathan Gray", "khalek", "(retired)");
@@ -854,7 +854,7 @@ sub add_paragraph {
add_person("Ori Avtalion", "salty-horse", "Subtitle control options in the GUI; BASS GUI fixes");
add_person("Stuart Caie", "", "Decoders for Amiga and AtariST data files (AGOS engine)");
add_person("Paolo Costabel", "", "PSP port contributions");
- add_person("Thierry Crozat", "criezy", "Support for Broken Sword 1 Macintosh version");
+ add_person("Thierry Crozat", "criezy", "Support for Broken Sword Macintosh version");
add_person("Martin Doucha", "next_ghost", "CinE engine objectification");
add_person("Thomas Fach-Pedersen", "madmoose", "ProTracker module player");
add_person("Tobias Gunkel", "hennymcc", "Sound support for C64 version of MM/Zak, Loom PCE support");
@@ -872,7 +872,7 @@ sub add_paragraph {
add_person("Tim Phillips", "realmz", "Initial MI1 CD music support");
add_person("", "Quietust", "Sound support for Amiga SCUMM V2/V3 games, MM NES support");
add_person("", "segra", "Improved support for Apple II/C64 versions of MM");
- add_person("Andreas R&ouml;ver", "", "Broken Sword 1/2 MPEG2 cutscene support");
+ add_person("Andreas R&ouml;ver", "", "Broken Sword I & II MPEG2 cutscene support");
add_person("Edward Rudd", "urkle", "Fixes for playing MP3 versions of MI1/Loom audio");
add_person("Daniel Schepler", "dschepler", "Final MI1 CD music support, initial Ogg Vorbis support");
add_person("Andr&eacute; Souza", "luke_br", "SDL-based OpenGL renderer");

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