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chocolate-doom(6)					     chocolate-doom(6)

NAME
       chocolate-doom - historically compatible Doom engine

SYNOPSIS
       chocolate-doom [OPTIONS]

DESCRIPTION
       Chocolate  Doom	is  a  port  of Id Software's 1993 game "Doom" that is
       designed to behave as similar to the original DOS version of Doom as is
       possible.

GENERAL OPTIONS
       -cdrom [windows only] Save configuration data and savegames in c:\doom‐
	      data, allowing play from CD.

       -config <file>
	      Load main configuration from the specified file, instead of  the
	      default.

       -devparm
	      Developer	 mode.	 F1  saves a screenshot in the current working
	      directory.

       -dumpsubstconfig <output filename>
	      Read all MIDI files from loaded WAD files, dump an example  sub‐
	      stitution music config file to the specified filename and quit.

       -episode <n>
	      Start playing on episode n (1-4)

       -extraconfig <file>
	      Load  additional	configuration from the specified file, instead
	      of the default.

       -fast  Monsters move faster.

       -file <files>
	      Load the specified PWAD files.

       -iwad <file>
	      Specify an IWAD file to use.

       -loadgame <s>
	      Load the game in slot s.

       -mb <mb>
	      Specify the heap size, in MiB (default 16).

       -mmap  Use the OS's virtual memory subsystem to map WAD files  directly
	      into memory.

       -noblit
	      Disable blitting the screen.

       -nodraw
	      Disable rendering the screen entirely.

       -nomonsters
	      Disable monsters.

       -nomusic
	      Disable music.

       -nosfx Disable sound effects.

       -nosound
	      Disable all sound output.

       -pack <pack>
	      Explicitly  specify  a Doom II "mission pack" to run as, instead
	      of detecting  it	based  on  the	filename.  Valid  values  are:
	      "doom2", "tnt" and "plutonia".

       -respawn
	      Monsters respawn after being killed.

       -servername <name>
	      When starting a network server, specify a name for the server.

       -skill <skill>
	      Set  the game skill, 1-5 (1: easiest, 5: hardest).  A skill of 0
	      disables all monsters.

       -turbo <x>
	      Turbo mode.  The player's speed is multiplied by x%.  If unspec‐
	      ified,  x defaults to 200.  Values are rounded up to 10 and down
	      to 400.

       -warp [<x> <y> | <xy>]
	      Start a game immediately, warping to  ExMy  (Doom	 1)  or	 MAPxy
	      (Doom 2)

       -zonescan
	      Zone  memory  debugging flag. If set, each time memory is freed,
	      the zone heap is scanned to look for remaining pointers  to  the
	      freed block.

       -zonezero
	      Zone memory debugging flag. If set, memory is zeroed after it is
	      freed to deliberately break any code that	 attempts  to  use  it
	      after free.

COMPATIBILITY
       -donut <x> <y>
	      Use the specified magic values when emulating behavior caused by
	      memory overruns from improperly constructed donuts.  In  Vanilla
	      Doom  this  can  differ  depending on the operating system.  The
	      default (if this option is not  specified)  is  to  emulate  the
	      behavior when running under Windows 98.

       -gameversion <version>
	      Emulate  a  specific  version  of Doom.  Valid values are "1.9",
	      "ultimate", "final", "final2", "hacx" and "chex".

       -setmem <version>
	      Specify DOS version to emulate for NULL pointer dereference emu‐
	      lation.	Supported  versions  are:  dos622,  dos71, dosbox. The
	      default is to emulate DOS 7.1 (Windows 98).

       -spechit <n>
	      Use the specified magic value when emulating spechit overruns.

       -statdump <filename>
	      Dump statistics information to the specified file on the	levels
	      that were played. The output from this option matches the output
	      from statdump.exe (see ctrlapi.zip in the /idgames archive).

DEMO OPTIONS
       -longtics
	      Record a high resolution "Doom 1.91" demo.

       -maxdemo <size>
	      Specify the demo buffer size (KiB)

       -playdemo <demo>
	      Play back the demo named demo.lmp.

       -record <x>
	      Record a demo named x.lmp.

       -timedemo <demo>
	      Play back the demo named demo.lmp, determining the framerate  of
	      the screen.

DISPLAY OPTIONS
       -1     Don't scale up the screen.

       -2     Double up the screen to 2x its normal size.

       -3     Double up the screen to 3x its normal size.

       -8in32 Set the color depth of the screen to 32 bits per pixel.

       -bpp <bpp>
	      Specify the color depth of the screen, in bits per pixel.

       -fullscreen
	      Run in fullscreen mode.

       -geometry <WxY>[wf]
	      Specify  the  dimensions	of  the window or fullscreen mode.  An
	      optional letter of w or f appended  to  the  dimensions  selects
	      windowed or fullscreen mode.

       -grabmouse
	      Grab the mouse when running in windowed mode.

       -height <y>
	      Specify the screen height, in pixels.

       -nograbmouse
	      Don't grab the mouse when running in windowed mode.

       -nomouse
	      Disable the mouse.

       -nonovert
	      Enable vertical mouse movement.

       -novert
	      Disable vertical mouse movement.

       -width <x>
	      Specify the screen width, in pixels.

       -window
	      Run in a window.

NETWORKING OPTIONS
       -altdeath
	      Start  a	deathmatch 2.0 game.  Weapons do not stay in place and
	      all items respawn after 30 seconds.

       -autojoin
	      Automatically search the local LAN for a multiplayer server  and
	      join it.

       -avg   Austin Virtual Gaming: end levels after 20 minutes.

       -connect <address>
	      Connect to a multiplayer server running on the given address.

       -deathmatch
	      Start a deathmatch game.

       -dedicated
	      Start  a dedicated server, routing packets but not participating
	      in the game itself.

       -dup <n>
	      Reduce the resolution of the game by a factor of n, reducing the
	      amount of network bandwidth needed.

       -extratics <n>
	      Send  n  extra tics in every packet as insurance against dropped
	      packets.

       -ignoreversion
	      When running a netgame server, ignore version mismatches between
	      the  server  and	the  client.  Using this option may cause game
	      desyncs to occur,	 or  differences  in  protocol	may  mean  the
	      netgame will simply not function at all.

       -left  Run as the left screen in three screen mode.

       -localsearch
	      Search the local LAN for running servers.

       -newsync
	      Use  new	network	 client sync code rather than the classic sync
	      code. This is currently disabled by default because it has  some
	      bugs.

       -nodes <n>
	      Autostart	 the  netgame  when  n nodes (clients) have joined the
	      server.

       -port <n>
	      Use the specified UDP port for communications,  instead  of  the
	      default (2342).

       -privateserver
	      When  running  a	server,	 don't register with the global master
	      server. Implies -server.

       -query <address>
	      Query the status of the server running on the given IP address.

       -right Run as the right screen in three screen mode.

       -search
	      Query the Internet master server for a  global  list  of	active
	      servers.

       -server
	      Start a multiplayer server, listening for connections.

       -solo-net
	      Start  the  game	playing	 as  though in a netgame with a single
	      player.  This can also  be  used	to  play  back	single	player
	      netgame demos.

       -timer <n>
	      For multiplayer games: exit each level after n minutes.

DEHACKED AND WAD MERGING
       -aa <files>
	      Equivalent to "-af <files> -as <files>".

       -af <files>
	      Simulates	 the  behavior of NWT's -af option, merging flats into
	      the main IWAD directory.	Multiple files may be specified.

       -as <files>
	      Simulates the behavior of NWT's -as option, merging sprites into
	      the main IWAD directory.	Multiple files may be specified.

       -deh <files>
	      Load the given dehacked patch(es)

       -dehlump
	      Load  Dehacked  patches  from DEHACKED lumps contained in one of
	      the loaded PWAD files.

       -merge <files>
	      Simulates the behavior of deutex's -merge option, merging a PWAD
	      into the main IWAD.  Multiple files may be specified.

       -nocheats
	      Ignore cheats in dehacked files.

       -nodeh Disable  automatic  loading of Dehacked patches for certain IWAD
	      files.

       -nwtmerge <files>
	      Simulates the behavior of NWT's -merge option.   Multiple	 files
	      may be specified.

IWAD SEARCH PATHS
       To play, an IWAD file is needed. This is a large file containing all of
       the levels, graphics, sound effects, music and other material that make
       up  the	game. IWAD files are named according to the game; the standard
       names are:

       doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad
	      Doom, Doom II, Final Doom

       heretic.wad, heretic1.wad, hexen.wad, strife1.wad
	      Heretic, Hexen and Strife (commercial Doom engine games).

       hacx.wad, chex.wad
	      Hacx and Chex Quest - more  obscure  games  based	 on  the  Doom
	      engine.

       freedm.wad, freedoom1.wad, freedoom2.wad
	      The Freedoom open content IWAD files.

       The following directory paths are searched in order to find an IWAD:

       Current working directory
	      Any  IWAD	 files	found in the current working directory will be
	      used in preference to IWADs found in any other directories.

       DOOMWADDIR
	      This environment variable can be set to contain a path to a sin‐
	      gle  directory in which to look for IWAD files. This environment
	      variable is supported by most Doom source ports.

       DOOMWADPATH
	      This environment variable, if set, can contain a colon-separated
	      list of directories in which to look for IWAD files, or alterna‐
	      tively full paths to specific IWAD files.

       $HOME/.local/share/games/doom
	      Writeable directory in the user's home directory. The  path  can
	      be  overridden using the XDG_DATA_HOME environment variable (see
	      the XDG Base Directory Specification).

       /usr/local/share/games/doom, /usr/share/games/doom
	      System-wide locations that can be accessed  by  all  users.  The
	      path  /usr/share/games/doom is a standard path that is supported
	      by most Doom source ports. These paths can be  overridden	 using
	      the  XDG_DATA_DIRS environment variable (see the XDG Base Direc‐
	      tory Specification).

       The above can be overridden on a one-time basis by using the -iwad com‐
       mand  line  parameter  to provide the path to an IWAD file to use. This
       parameter can also be used to specify the name of a particular IWAD  to
       use  from  one  of  the above paths. For example, '-iwad doom.wad' will
       search the above paths for the file doom.wad to use.

ENVIRONMENT
       This section describes environment  variables  that  control  Chocolate
       Doom's behavior.

       DOOMWADDIR, DOOMWADPATH
	      See the section, IWAD SEARCH PATHS above.

       PCSOUND_DRIVER
	      When  running  in PC speaker sound effect mode, this environment
	      variable specifies a PC speaker driver to use for	 sound	effect
	      playback.	  Valid options are "Linux" for the Linux console mode
	      driver, "BSD" for the  NetBSD/OpenBSD  PC	 speaker  driver,  and
	      "SDL" for SDL-based emulated PC speaker playback (using the dig‐
	      ital output).

       OPL_DRIVER
	      When using OPL MIDI playback, this environment  variable	speci‐
	      fies  an OPL backend driver to use.  Valid options are "SDL" for
	      an SDL-based software emulated OPL chip, "Linux" for  the	 Linux
	      hardware	OPL driver, and "OpenBSD" for the OpenBSD/NetBSD hard‐
	      ware OPL driver.

	      Generally speaking, a real hardware OPL chip sounds better  than
	      software	emulation;  however,  modern  machines	do  not	 often
	      include one. If present, it may still require extra work to  set
	      up and elevated security privileges to access.

FILES
       $HOME/.chocolate-doom/default.cfg
	      The   main   configuration   file	  for	Chocolate  Doom.   See
	      default.cfg(5).

       $HOME/.chocolate-doom/chocolate-doom.cfg
	      Extra configuration values that are specific to  Chocolate  Doom
	      and not present in Vanilla Doom.	See chocolate-doom.cfg(5).

SEE ALSO
       chocolate-server(6),  chocolate-setup(6),  chocolate-heretic(6), choco‐
       late-hexen(6), chocolate-strife(6)

AUTHOR
       Chocolate Doom is written and maintained by Simon Howard.  It is	 based
       on the LinuxDoom source code, released by Id Software.

COPYRIGHT
       Copyright © id Software Inc.  Copyright © 2005-2013 Simon Howard.
       This  is	 free  software.   You may redistribute copies of it under the
       terms	  of	  the	   GNU	    General	  Public       License
       <http://www.gnu.org/licenses/gpl.html>.	 There	is NO WARRANTY, to the
       extent permitted by law.

							     chocolate-doom(6)
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