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diff --git a/binaries/system/Microsoft.VC80.DebugCRT.manifest b/binaries/system/Microsoft.VC80.DebugCRT.manifest
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diff --git a/binaries/system/ScEd_Changes.txt b/binaries/system/ScEd_Changes.txt
deleted file mode 100644
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--- a/binaries/system/ScEd_Changes.txt
+++ /dev/null
@@ -1,185 +0,0 @@
-23/09/04 - v0.0.7.8
-- support for actor sub-folders
-
-30/08/04 - v0.0.7.6
-- unit deletion (via Unit->Delete on main menu, or Delete on keyboard)
-- basic, experimental auto-terrain flattening, on per-actor basis
-- added "cast shadows" property on per-actor basis
-- changed default camera orientation
-- half a dozen minor bug fixes
-
-20/08/04 - v0.0.7.5
-- prop selection defaults to prop directory
-
-20/08/04 - v0.0.7.4
-- fixed stupid bug with animation speed spin controls
-
-29/05/04 - v0.0.7.2
- - bugfix: lighting on props should now be correct
- - more internal stuff related to animation
- - removed test mode
-
-27/05/04 - v0.0.7.1
- - bunch of internal changes related to editor cleanup
-
-23/05/04 - v0.0.7.0
- - support for propping added
- - simple test mode
-
-22/05/04 - v0.0.6.4
- - slew of internal changes related to model animation
- - placeholder object selection
- - object rotation when applied to map through click+hold
- - placeholder shadow implementation
- - PaintObject tool no longer snaps to tile centre; multiple objects per tile permissable
- - more work on conversion to new asset directory structure
- - screenshots now dumped to root "screenshots" directory, rather than subdirectory of data
- - optional animation speed modifier for actor XML files supported
- - ScEd XML save current doesn't support this
- - ScEd currently provides no UI for this
- - hacked workaround for broken MFC accelerators for undo/redo
-
-15/05/04 - v0.0.6.3
- - initial work on conversion to new asset directory structure
- - another code merge, complete update to VC7
-
-12/04/04 - v0.0.6.2
- - code merge with Simon's work to allow better integration with engine, fixed compile issues on VC7
-
-11/04/04 - v0.0.6.1
- - bugfix: changing lighting settings now recalculates lighting on existing models in the scene
- - added camera zoom via mouse wheel
- - removed old style zoom/pan navigation via ALT + mouse button + scrub
- - normal skinning working correctly - skinned models should be lit correctly
- - support for animation on boned models added
- - jazzed up the object editor display a bit; different background color, reference grid of same size as terrain grid
- - tinkered with Smooth tool, not happy with it; needs a rethink, probably when Roughen tools implemented
- - removed SMD converter
- - minimap now colored correctly for DDS textures
- - added support for mipmaps on DDS textures on cards supporting GL_SGIS_generate_mipmap (all target hardware, AFAIK)
- - upgraded low level lib code to CVS contents as of 27/03/04
- - so DXT1a textures *may* work; requires testing
-
-27/03/04 - v0.0.6.0
- - bugfix: heightfield tracing - terrain tile selection now works correctly; was previously missing 1/4 of the terrain
- - changed to speed-based click-hold for elevation tools, rather than click-click
- - preliminary support for boned models
-
-22/02/04 - v0.0.5.2
- - disabled VBO usage to test for crash on ATI cards
-
-22/02/04 - v0.0.5.1
- - temporary workaround for the SMD->bones, PMD->nobones problem
-
-22/02/04 - v0.0.5.0
- - bugfix: moving off edge of minimap whilst dragging no longer requires clicking back into minimap to reactivate it
- - enabled blending for DXT3 DDS textures
- - lighting settings dialog supports rejectable preview
- - undo/redo history added for altering light parameters
- - bugfix: lighting parameters are now saved out; maps generated with 0.0.4.0 still load
- - bugfix: last directory for models and textures in object editor now correctly remembered
- - bugfix: DDS and PNG files no longer appear flipped when applied to models
- - TGAs and BMPs no longer supported on models
- - still valid for terrains until mipmap support for DDS files added
- - blend maps changed from TGA to PNG files
- - fairly major speedup of transparent object rendering
- - bugfix: faces of transparent objects now correctly sorted back to front (according to centre of face)
- - added frustum culling for models
- - commandeered info box for rendering stats: F1 or View->Render Stats to toggle it
- - added wireframe and edged face modes for models as debug aid
- - models now rendered using VBOs
- - terrain now rendered using VBOs
- - bugfix: minimap no longer reverts to 16 bit on ATI cards where texture quality slider isn't set to highest
-
-08/02/04 - v0.0.4.1
- - minor change to the model/bone system to allow support for models generated using the (currently boneless) pmdexp MAX exporter
-
-07/02/04 - v0.0.4.0
- - bugfix: DDS DXT1 and DXT3 files now load; orientation issue remains
- - toolbar for switching between tool modes, or to return to the null "do nothing" mode
- - converted from 8 to 16 bit heightmaps
- - scenario load/save
- - removed TextureTools->Add; need to add TextureTools->Rescan at some point
- - slight relaxation of restrictions on heightmap loads; arbitrary sizes allowed, texture rescaled to nearest map size
- - automatic creation of object types and automatic loading of object descriptions from data
- found in data\objects directory tree
- - bugfix: list of available objects now scrolls up/down, not left/right
- - added grid and shaded wireframe modes for terrain again
- - minor cosmetic change: default elevation of light changed to 45
- - added map resizing to the same size maps (Small, Medium, Large, Huge) as dictated by DD
- - evil MFC hackery: changed message loop processing to switch to periodic updates instead of
- change-driven updates (a prerequisite for animation)
- - added info box; only info it shows at the minute is the FPS, though
- - removed random heightmap generation
- - automatic creation of texture types and automatic loading of textures from data found in
- data\terrains\textures directory tree
- - changes to data layout; data now read from various subdirectories
- - basic functionality for remembering last used directories etc
-
-
-18/01/04 - v0.0.3.2
- - Added (broken) alphamap support as a temporary workaround until proper implementation complete
- - Added initial categorisation of terrain texture by type (grass, sand, road) etc; terrain types are fixed (hardcoded) at present
- - Automatic update of model/texture on clicking "<<" from object editing back to terrain editing
- - Altered SMD conversion to dump to user-chosen file
- - Minor cosmetic changes:
- - default view closer to terrain
- - default ambient color for units changed
-
-
-16/01/04 - v0.0.3.1
- - improved support for transparency
- - added DDS support (suspect bug in PNG and DDS code, though - incorrect transparency).
-
-
-15/01/04 - v0.0.3.0
- - initial support for addition of models
- - currently with incorrect transparency, incorrect lighting
- (Map->Lighting Setting->Unit Ambient Color does affect lighting, though)
- - XML loading/saving of basic object definition files
- - initial support for elevation tools: raise, lower and smooth terrain
- - some support for undo/redo history; not all functions supported at present - Elevation tools, and "Add Unit" work
- - built in SMD->0adm converter
- - PNG support for terrain and model textures
- - all alphamap support disabled until implementation of correct alphamapping
- - "fine" grid view temporarily disabled
- - changed from generic triangle soup ray acceleration to regular grid based approached; faster terrain load/build times as a result
- - fixed bug in terrain lighting due to converting a color as a quantised normal rather than a regular FP color
-
-
-21/11/03 - v0.0.2.1
- - minor changes to alphamapping calculations; still issues with blending in some cases
- - minimap now shaded according to terrain
- - RTS style scrolling (configurable scroll speed via Tools->Options)
- - dragging over minimap whilst painting textures no longer moves camera
- - default light position changed to 270 degrees
- - TexTools bar turned into draggable, dockable window
- - grid size now 8x8 to match size of one repeat of texture
- - updated blend textures with those from Render.
- - various internal changes (largely related to separation of UI/non-UI code)
-
-
-18/11/03 - v0.0.2.0:
- - basic texture mapping support, including
- - automatic alpha map calculation between 2 base textures
- - brush size adjustment
- - basic texture browser
- - Map->Texture Select removed, no longer required
- - initial minimap navigation
- - terrain grid (togglable)
- - removed wireframe, shaded and texture modes while base renderer changes being made
- - BUGFIX: fixed crash starting in 256 color or 16 bpp mode
- - BUGFIX: fixed crash on bad GL implementations
- - dialog box, followed by application exit, if no hardware support found
- - dialog box, followed by application exit, if insufficient GL extensions found
- - BUGFIX: unit ambient color should be remembered now
- - quick fix for zooming through terrain; you can still pan off in outer space
-
-
-06/11/03 - v0.0.1.0:
- - viewing of terrain in wireframe, textured or shaded mode.
- - changing the lighting by specifying different lighting parameters.
- - changing the (sole) texture applied to a terrain.
- - changing the terrain by specifying a new heightmap texture, or by generation of a random heightmap of dubious quality.
- - very primitive navigation around terrain
- - screenshot facility
\ No newline at end of file
diff --git a/binaries/system/ScEd_readme.txt b/binaries/system/ScEd_readme.txt
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--- a/binaries/system/ScEd_readme.txt
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@@ -1,57 +0,0 @@
-0AD Terrain Editor
--------------------
-
-Notes:
-------
-- Load/Save facility is available for scenarios, but there's no guarantee that scenarios generated in the current version will be loadable in subsequent versions
-- Texture browser is under Map->Texture Tools
- - current texture for painting in top box
- - click texture in list to use it for painting
-- Heightmap textures (used via "Map -> Load Terrain" must be TGAs; the heightmap is always generated from the red component of the texture
-- Other textures must be a power of 2 in both width and height, but don't necessarily need to be square)
-- Getting around:
- - mouse wheel - zoom in/out
- - click and drag on minimap
- - RTS style scroll navigation
-- Screenshot hotkey on F9, for anyone that wants : these are saved as consecutive numbered TGAs in a "screenshots" subdirectory of the directory containing ScEd.exe
- - counter resets to 1 each time the editor is restarted, so copy TGAs somewhere else to preserve them
- - probably more use later on when submitting graphics bugs
-
-
-Elevation Tools
------------------
-1. Raise/Lower: use left mouse to raise, and right mouse to lower terrain. "Brush Effect" indicates scale of alteration
-2. Smooth: use left mouse to smooth. "Brush Effect" indicates "scale" of smoothing.
-
-
-Unit Tools
------------------
-To create a new object to add to the scenario:
-1. Go to Map->Unit Tools
-2. Click Add
-3. Enter the name of the new unit
-4. On the next page, enter the name of the 0adm file, and the name of texture to use on the model. The "..." button will bring up
-a file browser to search for valid files
-5. Click "Update" to rebuild the model data
-6. Click "<<<" to return to the scenario editor
-
-Notes:
- - if you re-export an SMD file, it is possible to update existing models in the scene using that file:
- - Go to Tools->SMD Conversion; and convert the file, overwriting the existing filename
- - Go to Map->Unit Tools->Add, then click "Update" on the Object Properties Page. Click "<<<" and everything should
- be redrawn with the new model.
- - bad texture files, or bad model data aren't yet handled correctly - you'll either get a crash, or no model shown
- - there's no trackball yet - the view in the Object Editor is fixed at the minute; if the model is offset from the origin, it's possible
- you won't see it
-
-To apply models to the terrain, just highlight the object name in the list, and left click somewhere in the world view.
-
-
-Known Issues
---------------
- - crash on certain video cards using VBOs; eg Radeons in laptops
- - minimap not always updating when painting textures/altering elevation
- - textures loaded by the engine are locked once opened
- - ie it's not possible to resave textures from (eg) Photoshop are reload them
- - either have to restart editor, or save to different name; appreciate this isn't much fun, will be fixed for next release, hopefully.
- - incorrect normals/colour interpolation along terrain "creases"
\ No newline at end of file