Pgn2ltx tries to be as flexible as possible, regarding its LaTeX output. All relevant informations about how to format the single PGN tags are hidden inside special macros that are defined at the start of the LaTeX file.
With a little bit of LaTeX experience you should be able to change these definitions, customizing them to your needs. However, it is important that you only redefine them but never delete a macro, because the rest of the text relies on them. You can apply your changes to the resulting LaTeX file directly, of course. But if you plan to export several PGN files with the same outlook this can get a tedious task. It would be better to define your own Pgn2ltx header....
I suggest that you start by deciding which of the provided headers is close to your image of how a decent game header should look like. Let's say you selected the "siteevent" type. Instead of converting a complete set of PGN games with this option - in order to find out how the header is defined - you can call Pgn2ltx like this:
pgn2ltx -e -l siteevent > myheader.tex
The ``-e
'' option tells Pgn2ltx to not process
any data but simply export the selected header and quit afterwards.
Now, you can change the definitions in `myheader.tex
', but
don't delete any macros or the last two lines that start the first
game!
Given the ``-f
'' option, Pgn2ltx reads the following
filename and copies it to ``stdout
'' as the LaTeX
header. So, if you want to use your new header you have to say:
pgn2ltx -f myheader.tex < a.pgn > a.tex
and there you are!