Refer to readme.txt for installation instructions. This file only contains Dingoo specific
changes.

Keys:
-----
- Main menu:
    Start = New game
    Select = Exit game
    X = Preferences
    Y = Load saved game


- In game:
	dpad = forward, backward, turn

    b = primary fire/left hand weapon
    a = secondary fire/right hand weapon
    x = switch weapon
    y = walk/swim if underwater

   start = change weapon
   select = exit prompt (press start to exit game)

   l = hold to sidestep left/right using the dpad left/right
   r = hold to look up/down using the dpad up/down

   slider hold & back = map (not too useful, needs +/- to zoom in/out)

- In menus:
    dpad: Move around the options
    start: Set option
    select: Exit current menu


Known issues:
-------------
- In-game terminals are unreadable at 320x240 ruining the gameplay - you need some of
  that info to proceed.
  You can view them here instead: http://marathon.bungie.org/story/contents.html
- No buttoms for map zoom mapped. You can change that in the prefs, but you'd have to
  sacrifice another button.
- Framedrops in larger/crowded areas.
- Menu is a bit of a pain like this still
- Menu music... it's an ogg. M1A1 bg music (MP3) works fast though.
  BUT... you can fix this. Just transcode the .ogg file in the data directory you
  downloaded to .mp3. Now, open Scripts/Filenames.mml and change .ogg to .mp3.
  Done, perfect menu music.

These and all else that exists won't be fixed by me or me alone. **I can't code.** This is
the first time I actually edited any computer code. I'm hoping someone
who actually knows C or whatever it is I'm looking at adopts this project and polishes it up
a little further.

Please do not bug Pickle about this build unless you have questions about his code,
he's a GP2x developer. You can bug me but I can't do much more than I did because I simply
don't know how to code. At all. Your best bet is to post something about it on dingoonity.org
and hope you attract a developer's interest.


Release notes alephone-dingoo-v0 20101016:
------------------------------------------
- Based on Pickle's hard work, it basically compiled on Dingoo without trouble.
- Source changes: Needed an 'add #include <stdexcept>' in 'network_metaserver.h'
  and forced -march=mips32 to keep LUA happy. Also needs libboost in Dingux toolchain. -O3 flags
  halve the binary size and *triple* speed. Sometimes things work like they do in the movies...
- Commented out Pickle's Wiz key mapping (not needed on Dingoo, gp2x.h, screen.cpp and others).
  Found and changed menu keymapping from PC to Dingoo to eliminate the need for a mouse 
  driver/workaround (shell.cpp).
- New menu dialog theme that's better readable (prefs, load, quit game, etc) and fits on the
  Dingoo's small screen (mostly). Looks like crap, but trust me, the original is worse when
  halved from 640x480 to 320x240. Remember: the whole game is still rendered at 640x480 and then
  scaled to fit the screen on your Dingoo.
- Shiny icons :). Made these 7 years ago @ 128x128. They finally have a use.
- A readme that's bigger than Pickle's while having done only a fraction of the work he did.


Nigel