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chocolate-doom(6)		 Games Manual		     chocolate-doom(6)

       chocolate-doom -	historically compatible	Doom engine

       chocolate-doom [OPTIONS]

       Chocolate  Doom is a port of Id Software's 1993 game "Doom" that	is de-
       signed to behave	as similar to the original DOS version of Doom	as  is

       -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

	      Developer	 mode.	 F1  saves a screenshot	in the current working

       -dumpsubstconfig	<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.

	      Disable monsters.

	      Disable music.

       -nosfx Disable sound effects.

	      Disable all sound	output.

	      Monsters respawn after being killed.

       -savedir	<directory>
	      Specify  a path from which to load and save games. If the	direc-
	      tory does	not exist then it will automatically be	created.

       -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)

       -1     Don't scale up the screen. Implies -window.

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

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

	      Run in fullscreen	mode.

       -geometry <WxY>
	      Specify the dimensions of	the window. Implies -window.

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

	      Disable blitting the screen.

	      Disable rendering	the screen entirely.

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

	      Disable the mouse.

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

	      Run in a window.

	      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.

	      When recording or	playing	back demos, disable any	extensions  of
	      the  vanilla demo	format - record	demos as vanilla would do, and
	      play back	demos as vanilla would do.

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

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

	      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.

	      Start a deathmatch game.

	      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

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

	      Search the local LAN for running servers.

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

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

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

	      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.

	      Query  the  Internet  master  server for a global	list of	active

	      Start a multiplayer server, listening for	connections.

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

	      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.

       -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)

	      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.

	      Ignore cheats in dehacked	files.

       -nodeh Disable automatic	loading	of Dehacked patches for	 certain  IWAD

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

       -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 de-
	      fault (if	this option is not specified) is to emulate the	behav-
	      ior when running under Windows 98.

       -gameversion <version>
	      Emulate a	specific version of Doom.  Valid values	 are  "1.666",
	      "1.7",  "1.8",  "1.9", "ultimate", "final", "final2", "hacx" and

       -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".

       -setmem <version>
	      Specify DOS version to emulate for NULL pointer dereference emu-
	      lation.	Supported versions are:	dos622,	dos71, dosbox. The de-
	      fault 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 in the	/idgames archive).

       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 en-

       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.

	      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.

	      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.

	      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.

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

	      See the section, IWAD SEARCH PATHS above.

	      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).

	      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  in-
	      clude one. If present, it	may still require extra	work to	set up
	      and elevated security privileges to access.

	      The  main	 configuration	file  for  Chocolate  Doom.   See  de-

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

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

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

       Copyright (C) id	Software Inc.  Copyright (C) 2005-2016 Simon Howard.
       This is free software.  You may redistribute copies  of	it  under  the
       terms   of  the	GNU  General  Public  License  <
       censes/gpl.html>.  There	is NO WARRANTY,	to  the	 extent	 permitted  by



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