diff --git a/judge/manager/manual.txt b/judge/manager/manual.txt
deleted file mode 100644
index 239c6acaf1d47778ee705e6509e820bdc69f5afe..0000000000000000000000000000000000000000
--- a/judge/manager/manual.txt
+++ /dev/null
@@ -1,246 +0,0 @@
-NAME
-	stratego - Interface to manage games of stratego between AI programs and/or human players
-	
-WARNING
-	This program is still a work in progress. Consider it a Beta version.
-
-SYNOPSIS
-	stratego {[-gpirb] [-o output_file ] [-t stall_time] [-m max_turns] {red_player blue_player | -f input_file} | {-h | --help} }
-
-DESCRIPTION
-	stratego manages a game of Stratego. It stores the state of the board, and uses a simple protocol to interface with AI programs.
-	By itself, stratego does not "play" the game. An external AI program must be used. stratego is intended to be used for the testing of 
-	various AI strategies, written in any programming language. It will be used for the UCC Programming Competition 2012.
-
-	Unless the -h (--help) or -f switch is given, both red_player and blue_player must be supplied.
-
-	red_player
-		Should be either a path to an executable file which will control the Red player, or "human".
-		If set to "human", stratego will request the user to make moves for the Red player using stdin.
-		NOTES
-			1. There is no plan to support AI programs named "human". Deal with it.
-			2. The graphical interface for human players is... basic. Deal with it.
-	blue_player
-		As red_player, except for controlling the Blue player.
-
-A WARNING ABOUT BUFFERING
-	The AI programs must unbuffer their stdin and stdout streams, otherwise it will be seen to be non-responsive.
-	If you C and you know a way to force the process started by exec() to have unbuffered stdin/stdout, please email the author.
-
-	In C or C++, unbuffering is accomplished with the following lines, which should appear near the start of main()
-		setbuf(stdin, NULL);
-		setbuf(stdout, NULL);
-	In python, unbuffering is accomplished by passing the -u switch to the interpreter, ie: The first line of a script reads:
-		#!/usr/bin/python -u
-	
-	
-OPTIONS
-	-g
-		By default, graphics are disabled. If the -g switch is present, stratego will draw the game as it is played using SDL/OpenGL
-		
-	-p
-		By default, even if graphics are disabled, the board state is not printed. If -p is present, the board will be printed to stdout.
-		If the system supports colour, the characters will be in colour.
-		Yes, If -p and -g are both present you will see both behaviours (overkill)!
-	-i
-		By default, stratego will exit if a move which is deemed "illegal" is made. If the -i switch is present, illegal moves will be ignored.
-		That is, the move will not be made (effectively the player making the illegal move loses a turn).
-
-		NOTE: If -i is not given and a human player accidentally(?) makes an illegal move, they will be asked to make a different move. The game will continue.
-		This is intended to prevent fits of rage due to the horrible graphical interface causing humans to make illegal moves.
-	-r
-		By default, the identities of all pieces are shown. If the -r switch is present, and graphics are enabled, red pieces will be disguised.
-		If graphics are disabled, the -r switch has no effect.
-
-		Pieces which have previously taken part in combat (and survived) will be revealed.
-	-b
-		As -r, except blue pieces will be disguised.
-		NOTE: Both -r and -b may be used together.
-	-o
-		By default, stratego does not log moves. If the -o switch is present, the result of each move is printed to a file. 
-		If output_file is "stdout" then stdout will be used instead of a text file.
-	-t
-		By default, stratego executes moves as fast as they are recieved. If the -t switch is present, a delay of stall_time will be introduced
-		between each move.
-		
-		If stall_time is negative or "inf", stratego will wait for the user to press enter before moving to the next move.
-		
-		It is tentatively planned to allow the user to enter various commands to alter the game or proceed to specified turns.
-		However this is slightly complicated. So it might never be done.
-	-m
-		By default, the game is declared a Draw after 5000 turns have ellapsed.
-		Use this option to change the maximum number of turns.
-		To play for an infinite number of turns, supply "inf" as max_number. This is not recommended for obvious reasons.
-
-	-f
-		By default, stratego requires red_player and blue_player to enact a game.
-		If this option is supplied, a file previously produced by using the -o switch is read, and the game reenacted.
-		All switches function as normal with -f.
-		NOTE: It is recommended that -g is used with -f.
-
-	-h, --help
-		If the -h switch is used, this page will be printed and stratego will exit.
-		
-		
-
-GAME RULES
-		Each player controls up to 40 pieces on the Board. The pieces are represented by the following characters:
-
-		Piece	Name		Rank	Number	Abilities
-		1	Marshal		1	1	Dies if attacked by Spy
-		2	General		2	1	
-		3	Colonel 	3	2	
-		4	Major		4	3	
-		5	Captain		5	4	
-		6	Lieutenant 	6	4
-		7	Sergeant   	7	4
-		8	Miner		8	5	Destroys Bombs
-		9	Scout		9	8	May move more through multiple empty squares
-		s	Spy		10	1	If the Spy attacks the Marshal, the Marshal dies
-		B	Bomb		NA	6	Immobile. If any piece (except a Miner) attacks an enemy Bomb, that piece is destroyed.
-		F	Flag		NA	1	Immobile. If any piece attacks the enemy Flag, the controlling player wins.
-
-		Additional pieces, not controlled by the player:
-		Piece	Name			Number	Notes
-		+	Obstacle		8	Immobile. Do not belong to either player. Can't be passed through.
-		#	Enemy Piece		0 - 40	Indicates that the position on the board is occupied by an enemy piece.
-		.	Empty			NA	Indicates that the position on the board is empty.
-		
-		Players take turns to move their pieces. RED begins the game.
-
-		Pieces may only move one square horizontally or vertically unless otherwise stated.
-		Pieces may not move through squares occupied by allied pieces, or Obstacle (+) pieces.
-		Pieces may move into squares occupied by Enemy Pieces (#), in which case the piece with the lower rank (higher number) is destroyed.
-
-		Each player's pieces are hidden from the other player. When two pieces encounter each other, the ranks will be revealed.
-
-		The objective is to destroy all Enemy Pieces (#) or capture the Enemy Flag (also #).
-
-		Since 20/12 Bombs reflect the traditional rules; they are only destroyed by Miners.
-		In previous versions contact of an attacker other than a Miner with a Bomb destroyed the Bomb as well as the attacking piece.
-		
-
-PROTOCOL
-	In order to interface with stratego, an AI program must satisfy the following protocol. 
-	Each query is followed by a newline, and responses are expected to be followed with a newline.
-	The queries are recieved through stdin, and responses should be written to stdout.
-	
-	1. SETUP
-		QUERY: YOUR_COLOUR OPPONENT_ID BOARD_WIDTH BOARD_HEIGHT
-
-		RESPONSE: 4 lines, each of length BOARD_WIDTH, of characters. Each character represents a piece. The characters are shown above.
-
-		RED's pieces are placed at the top of the board, and BLUE's pieces are placed at the bottom.
-
-		An AI program does not have to place all 40 pieces, but must at least place the flag ('F').
-
-	2. TURN
-		QUERY: 	START | CONFIRMATION
-			BOARD_STATE
-
-			On the first turn, "START" is printed to the Red player.
-			On subsequent turns, the CONFIRMATION of the opponent's last turn is printed (see below).
-
-			BOARD_STATE consists of a BOARD_HEIGHT lines of length BOARD_WIDTH characters, each of which represents a single piece
-			as described in the GAME_RULES section. Each line ends with the newline character.
-			
-
-		RESPONSE: X Y DIRECTION [MULTIPLIER=1] | NO_MOVE
-			X and Y are the coords (starting from 0) of the piece to move
-			DIRECTION is either UP, DOWN, LEFT or RIGHT
-			MULTIPLIER is optional and only valid for units of type Scout. Scouts may move through any number of unblocked squares
-			in one direction.
-
-			The AI program should print "NO_MOVE" if it is unable to determine a move.
-			This will typically occur when the only pieces belonging to the AI program are Bombs and the Flag.
-
-		CONFIRMATION: X Y DIRECTION [MULTIPLIER=1] OUTCOME | NO_MOVE {OK | ILLEGAL} | QUIT [RESULT]
-
-			OUTCOME may be either OK, ILLEGAL, KILLS or DIES
-				OK - Move was successful
-				ILLEGAL - Move was not allowed. If stratego was not started with the -i switch, the game will end.
-				KILLS ATTACKER_RANK DEFENDER_RANK - The piece moved into an occupied square and killed the defender.
-				DIES ATTACKER_RANK DEFENDER_RANK - The piece moved into an occupied square and was killed by the defender.
-
-			Most turns will be confirmed with: "X Y DIRECTION [MULTIPLIER=1] OUTCOME"
-
-			A confirmation of "NO_MOVE OK" occurs when the AI program made no move for a legitimate reason.
-			"NO_MOVE ILLEGAL" is printed if the AI program made no move for an illegitimate reason.
-
-			If both AI programs successively make a "NO_MOVE" response, then the game will end.
-			The player with the highest piece value will win, or a draw will be declared if the values are equal.
-
-	3. END GAME
-		If the CONFIRMATION line is of the form:
-			QUIT [RESULT]
-		Then the game is about to end.
-	
-		If present, RESULT will be a direct copy of the message to stdout described in the EXIT/OUTPUT section below.
-		
-	
-	4. TIMEOUTS
-		If a program fails to respond to a query within 2 (two) seconds, the game will end and that AI will be sent the ILLEGAL result.
-		Human players are not subject to the timeout restriction.
-		
-			
-
-EXIT/OUTPUT
-	If the game ends due to a player either winning, or making an illegal move, stratego will print one of the following result messages to stdout.
-
-	NAME COLOUR OUTCOME TURN_NUMBER OUTCOME RED_PIECE_VALUE BLUE_PIECE_VALUE
-
-	Where:
-		NAME is the name of the player on whose turn the game ended,
-		COLOUR is the colour of that player,
-		OUTCOME is one of the following:
-			VICTORY - The indicated player won
-			DEFEAT - The indicated player lost
-			SURRENDER - The indicated player surrendered
-			DRAW - The game ended in a draw because neither player moved
-			DRAW_DEFAULT - The game ended in a draw because the maximum number of moves was exceeded
-			ILLEGAL - The indicated player loses due to an Illegal move/response
-			DEFAULT - The indicated player wins by default due to the other player making an Illegal move/response
-			BOTH_ILLEGAL - Both players made an Illegal move/response. Usually occurs due to simultaneous setup errors, or bad executable paths.
-			INTERNAL_ERROR - The game ended, even though it shouldn't have.
-			
-		TURN_NUMBER is the number of turns that elapsed before the game ended
-
-		RED_PIECE_VALUE and BLUE_PIECE_VALUE are the summed piece values of the pieces of RED and BLUE respectively.
-		Bombs and Flags are worth zero, and the ranked pieces (Spys -> Marshal) are worth (11 - rank).
-		So the Spy is worth 1 point, ... the Marshal is worth 10.
-
-		(The initial piece values can be determined by running with -m 0)
-		
-
-	stratego will then return exit code 0.
-
-	If an error occurs within stratego itself, an error message will be printed to stderr and return exit code 1.
-	If possible, stratego will print the message "QUIT" to both AI programs, and they should exit as soon as possible.
-	
-
-BUGS	
-	Occasionally the result is not printed at the end of the game. 
-	So far this has only been observed to occur when RED wins the game by Flag capture.
-
-	stratego is still a work in progress. Report another bug to the AUTHOR (see below).
-
-
-AUTHORS
-	Sam Moore (for the UCC Programming Competition 2012) <matches@ucc.asn.au>
-
-NOTES
-	0. This program is still a work in progress and subject to changes.
-	
-	1. UCC Programming Competition 2012 Description
-	   http://matches.ucc.asn.au/stratego/
-
-	2. UCC Programming Competition 2012 Git repository
-	   git://git.ucc.asn.au/progcomp2012.git
-
- 
-	3. IRC Channel
-	   irc://irc.ucc.asn.au #progcomp
-
-THIS PAGE LAST UPDATED
-	20/12/11 by Sam Moore
-	
diff --git a/judge/manager/manual.txt b/judge/manager/manual.txt
new file mode 120000
index 0000000000000000000000000000000000000000..f810119d4401a984f52e10dd8012c120f6ebd745
--- /dev/null
+++ b/judge/manager/manual.txt
@@ -0,0 +1 @@
+web/doc/manager_manual.txt
\ No newline at end of file
diff --git a/web/doc/manager_manual.txt b/web/doc/manager_manual.txt
new file mode 100644
index 0000000000000000000000000000000000000000..239c6acaf1d47778ee705e6509e820bdc69f5afe
--- /dev/null
+++ b/web/doc/manager_manual.txt
@@ -0,0 +1,246 @@
+NAME
+	stratego - Interface to manage games of stratego between AI programs and/or human players
+	
+WARNING
+	This program is still a work in progress. Consider it a Beta version.
+
+SYNOPSIS
+	stratego {[-gpirb] [-o output_file ] [-t stall_time] [-m max_turns] {red_player blue_player | -f input_file} | {-h | --help} }
+
+DESCRIPTION
+	stratego manages a game of Stratego. It stores the state of the board, and uses a simple protocol to interface with AI programs.
+	By itself, stratego does not "play" the game. An external AI program must be used. stratego is intended to be used for the testing of 
+	various AI strategies, written in any programming language. It will be used for the UCC Programming Competition 2012.
+
+	Unless the -h (--help) or -f switch is given, both red_player and blue_player must be supplied.
+
+	red_player
+		Should be either a path to an executable file which will control the Red player, or "human".
+		If set to "human", stratego will request the user to make moves for the Red player using stdin.
+		NOTES
+			1. There is no plan to support AI programs named "human". Deal with it.
+			2. The graphical interface for human players is... basic. Deal with it.
+	blue_player
+		As red_player, except for controlling the Blue player.
+
+A WARNING ABOUT BUFFERING
+	The AI programs must unbuffer their stdin and stdout streams, otherwise it will be seen to be non-responsive.
+	If you C and you know a way to force the process started by exec() to have unbuffered stdin/stdout, please email the author.
+
+	In C or C++, unbuffering is accomplished with the following lines, which should appear near the start of main()
+		setbuf(stdin, NULL);
+		setbuf(stdout, NULL);
+	In python, unbuffering is accomplished by passing the -u switch to the interpreter, ie: The first line of a script reads:
+		#!/usr/bin/python -u
+	
+	
+OPTIONS
+	-g
+		By default, graphics are disabled. If the -g switch is present, stratego will draw the game as it is played using SDL/OpenGL
+		
+	-p
+		By default, even if graphics are disabled, the board state is not printed. If -p is present, the board will be printed to stdout.
+		If the system supports colour, the characters will be in colour.
+		Yes, If -p and -g are both present you will see both behaviours (overkill)!
+	-i
+		By default, stratego will exit if a move which is deemed "illegal" is made. If the -i switch is present, illegal moves will be ignored.
+		That is, the move will not be made (effectively the player making the illegal move loses a turn).
+
+		NOTE: If -i is not given and a human player accidentally(?) makes an illegal move, they will be asked to make a different move. The game will continue.
+		This is intended to prevent fits of rage due to the horrible graphical interface causing humans to make illegal moves.
+	-r
+		By default, the identities of all pieces are shown. If the -r switch is present, and graphics are enabled, red pieces will be disguised.
+		If graphics are disabled, the -r switch has no effect.
+
+		Pieces which have previously taken part in combat (and survived) will be revealed.
+	-b
+		As -r, except blue pieces will be disguised.
+		NOTE: Both -r and -b may be used together.
+	-o
+		By default, stratego does not log moves. If the -o switch is present, the result of each move is printed to a file. 
+		If output_file is "stdout" then stdout will be used instead of a text file.
+	-t
+		By default, stratego executes moves as fast as they are recieved. If the -t switch is present, a delay of stall_time will be introduced
+		between each move.
+		
+		If stall_time is negative or "inf", stratego will wait for the user to press enter before moving to the next move.
+		
+		It is tentatively planned to allow the user to enter various commands to alter the game or proceed to specified turns.
+		However this is slightly complicated. So it might never be done.
+	-m
+		By default, the game is declared a Draw after 5000 turns have ellapsed.
+		Use this option to change the maximum number of turns.
+		To play for an infinite number of turns, supply "inf" as max_number. This is not recommended for obvious reasons.
+
+	-f
+		By default, stratego requires red_player and blue_player to enact a game.
+		If this option is supplied, a file previously produced by using the -o switch is read, and the game reenacted.
+		All switches function as normal with -f.
+		NOTE: It is recommended that -g is used with -f.
+
+	-h, --help
+		If the -h switch is used, this page will be printed and stratego will exit.
+		
+		
+
+GAME RULES
+		Each player controls up to 40 pieces on the Board. The pieces are represented by the following characters:
+
+		Piece	Name		Rank	Number	Abilities
+		1	Marshal		1	1	Dies if attacked by Spy
+		2	General		2	1	
+		3	Colonel 	3	2	
+		4	Major		4	3	
+		5	Captain		5	4	
+		6	Lieutenant 	6	4
+		7	Sergeant   	7	4
+		8	Miner		8	5	Destroys Bombs
+		9	Scout		9	8	May move more through multiple empty squares
+		s	Spy		10	1	If the Spy attacks the Marshal, the Marshal dies
+		B	Bomb		NA	6	Immobile. If any piece (except a Miner) attacks an enemy Bomb, that piece is destroyed.
+		F	Flag		NA	1	Immobile. If any piece attacks the enemy Flag, the controlling player wins.
+
+		Additional pieces, not controlled by the player:
+		Piece	Name			Number	Notes
+		+	Obstacle		8	Immobile. Do not belong to either player. Can't be passed through.
+		#	Enemy Piece		0 - 40	Indicates that the position on the board is occupied by an enemy piece.
+		.	Empty			NA	Indicates that the position on the board is empty.
+		
+		Players take turns to move their pieces. RED begins the game.
+
+		Pieces may only move one square horizontally or vertically unless otherwise stated.
+		Pieces may not move through squares occupied by allied pieces, or Obstacle (+) pieces.
+		Pieces may move into squares occupied by Enemy Pieces (#), in which case the piece with the lower rank (higher number) is destroyed.
+
+		Each player's pieces are hidden from the other player. When two pieces encounter each other, the ranks will be revealed.
+
+		The objective is to destroy all Enemy Pieces (#) or capture the Enemy Flag (also #).
+
+		Since 20/12 Bombs reflect the traditional rules; they are only destroyed by Miners.
+		In previous versions contact of an attacker other than a Miner with a Bomb destroyed the Bomb as well as the attacking piece.
+		
+
+PROTOCOL
+	In order to interface with stratego, an AI program must satisfy the following protocol. 
+	Each query is followed by a newline, and responses are expected to be followed with a newline.
+	The queries are recieved through stdin, and responses should be written to stdout.
+	
+	1. SETUP
+		QUERY: YOUR_COLOUR OPPONENT_ID BOARD_WIDTH BOARD_HEIGHT
+
+		RESPONSE: 4 lines, each of length BOARD_WIDTH, of characters. Each character represents a piece. The characters are shown above.
+
+		RED's pieces are placed at the top of the board, and BLUE's pieces are placed at the bottom.
+
+		An AI program does not have to place all 40 pieces, but must at least place the flag ('F').
+
+	2. TURN
+		QUERY: 	START | CONFIRMATION
+			BOARD_STATE
+
+			On the first turn, "START" is printed to the Red player.
+			On subsequent turns, the CONFIRMATION of the opponent's last turn is printed (see below).
+
+			BOARD_STATE consists of a BOARD_HEIGHT lines of length BOARD_WIDTH characters, each of which represents a single piece
+			as described in the GAME_RULES section. Each line ends with the newline character.
+			
+
+		RESPONSE: X Y DIRECTION [MULTIPLIER=1] | NO_MOVE
+			X and Y are the coords (starting from 0) of the piece to move
+			DIRECTION is either UP, DOWN, LEFT or RIGHT
+			MULTIPLIER is optional and only valid for units of type Scout. Scouts may move through any number of unblocked squares
+			in one direction.
+
+			The AI program should print "NO_MOVE" if it is unable to determine a move.
+			This will typically occur when the only pieces belonging to the AI program are Bombs and the Flag.
+
+		CONFIRMATION: X Y DIRECTION [MULTIPLIER=1] OUTCOME | NO_MOVE {OK | ILLEGAL} | QUIT [RESULT]
+
+			OUTCOME may be either OK, ILLEGAL, KILLS or DIES
+				OK - Move was successful
+				ILLEGAL - Move was not allowed. If stratego was not started with the -i switch, the game will end.
+				KILLS ATTACKER_RANK DEFENDER_RANK - The piece moved into an occupied square and killed the defender.
+				DIES ATTACKER_RANK DEFENDER_RANK - The piece moved into an occupied square and was killed by the defender.
+
+			Most turns will be confirmed with: "X Y DIRECTION [MULTIPLIER=1] OUTCOME"
+
+			A confirmation of "NO_MOVE OK" occurs when the AI program made no move for a legitimate reason.
+			"NO_MOVE ILLEGAL" is printed if the AI program made no move for an illegitimate reason.
+
+			If both AI programs successively make a "NO_MOVE" response, then the game will end.
+			The player with the highest piece value will win, or a draw will be declared if the values are equal.
+
+	3. END GAME
+		If the CONFIRMATION line is of the form:
+			QUIT [RESULT]
+		Then the game is about to end.
+	
+		If present, RESULT will be a direct copy of the message to stdout described in the EXIT/OUTPUT section below.
+		
+	
+	4. TIMEOUTS
+		If a program fails to respond to a query within 2 (two) seconds, the game will end and that AI will be sent the ILLEGAL result.
+		Human players are not subject to the timeout restriction.
+		
+			
+
+EXIT/OUTPUT
+	If the game ends due to a player either winning, or making an illegal move, stratego will print one of the following result messages to stdout.
+
+	NAME COLOUR OUTCOME TURN_NUMBER OUTCOME RED_PIECE_VALUE BLUE_PIECE_VALUE
+
+	Where:
+		NAME is the name of the player on whose turn the game ended,
+		COLOUR is the colour of that player,
+		OUTCOME is one of the following:
+			VICTORY - The indicated player won
+			DEFEAT - The indicated player lost
+			SURRENDER - The indicated player surrendered
+			DRAW - The game ended in a draw because neither player moved
+			DRAW_DEFAULT - The game ended in a draw because the maximum number of moves was exceeded
+			ILLEGAL - The indicated player loses due to an Illegal move/response
+			DEFAULT - The indicated player wins by default due to the other player making an Illegal move/response
+			BOTH_ILLEGAL - Both players made an Illegal move/response. Usually occurs due to simultaneous setup errors, or bad executable paths.
+			INTERNAL_ERROR - The game ended, even though it shouldn't have.
+			
+		TURN_NUMBER is the number of turns that elapsed before the game ended
+
+		RED_PIECE_VALUE and BLUE_PIECE_VALUE are the summed piece values of the pieces of RED and BLUE respectively.
+		Bombs and Flags are worth zero, and the ranked pieces (Spys -> Marshal) are worth (11 - rank).
+		So the Spy is worth 1 point, ... the Marshal is worth 10.
+
+		(The initial piece values can be determined by running with -m 0)
+		
+
+	stratego will then return exit code 0.
+
+	If an error occurs within stratego itself, an error message will be printed to stderr and return exit code 1.
+	If possible, stratego will print the message "QUIT" to both AI programs, and they should exit as soon as possible.
+	
+
+BUGS	
+	Occasionally the result is not printed at the end of the game. 
+	So far this has only been observed to occur when RED wins the game by Flag capture.
+
+	stratego is still a work in progress. Report another bug to the AUTHOR (see below).
+
+
+AUTHORS
+	Sam Moore (for the UCC Programming Competition 2012) <matches@ucc.asn.au>
+
+NOTES
+	0. This program is still a work in progress and subject to changes.
+	
+	1. UCC Programming Competition 2012 Description
+	   http://matches.ucc.asn.au/stratego/
+
+	2. UCC Programming Competition 2012 Git repository
+	   git://git.ucc.asn.au/progcomp2012.git
+
+ 
+	3. IRC Channel
+	   irc://irc.ucc.asn.au #progcomp
+
+THIS PAGE LAST UPDATED
+	20/12/11 by Sam Moore
+	
diff --git a/web/index.html b/web/index.html
index ff1fea505097c5145c62755ea4bc9df2d4e8eba5..5ac04c21b9cc39f0b0819c0888bb11be6ec31944 100644
--- a/web/index.html
+++ b/web/index.html
@@ -40,10 +40,10 @@
 <img border="0" src="screenshot.png" alt="Graphical output of 'stratego' manager program." title="Graphical output of 'stratego' manager program. Options '-g' for graphics and '-b' to hide Blue pieces that have not taken part in combat yet. Red and Blue are both linked to the 'asmodeus' AI. Taken with scrot on 7/12/11." width="327" height="344" />
 
 <h3> Protocol </h3>
-<p> For the sake of simplicity and keeping things in one place, the protocol is now entirely described in the <a href="http://matches.ucc.asn.au/progcomp2012/progcomp/judge/manager/manual.txt"/>manual page</a> of the manager program. All updates to the protocol will be reflected in that file. </p>
+<p> For the sake of simplicity and keeping things in one place, the protocol is now entirely described in the <a href="doc/manager_manual.txt"/>manual page</a> of the manager program. All updates to the protocol will be reflected in that file. </p>
 
 
-<p> <b> Warning:</b> The accuracy of the above file depends on how recently I pulled it from git. To ensure you get the latest version, find it under "manager/manual.txt" in the <a href="http://git.ucc.asn.au/?p=progcomp2012.git;a=summary"/>git repository</a> </p>
+<p> <b> Warning:</b> The accuracy of the above file depends on how recently I pulled it from git. To ensure you get the latest version, find it under "web/doc/manager_manual.txt" in the <a href="http://git.ucc.asn.au/?p=progcomp2012.git;a=summary"/>git repository</a> </p>
 
 <p> <b> Another Warning:</b> AI programs <b>must</b> unbuffer stdin and stdout themselves. This is explained in the manual page, but I figured no one would read it. It is fairly simple to unbuffer stdin/stdout in C/C++ and python, I have not investigated other languages yet. </p>