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chocolate-doom.cfg(5)	      File Formats Manual	 chocolate-doom.cfg(5)

NAME
       chocolate-doom.cfg - Chocolate Doom configuration file

DESCRIPTION
       chocolate-doom.cfg is a configuration file for chocolate-doom(6).  This
       file acts as an auxiliary configuration file;  the  main	 configuration
       options	are  stored in default.cfg, which contains the same configura-
       tion options as Vanilla Doom (for  compatibility).   chocolate-doom.cfg
       contains	 configuration	options	 that  are  specific to	Chocolate Doom
       only.

       chocolate-doom.cfg is normally stored in	the user's home	directory,  as
       ~/.local/share/chocolate-doom/chocolate-doom.cfg.    The	 path  can  be
       overridden using	the XDG_DATA_HOME environment variable	(see  the  XDG
       Base Directory Specification).

       The  chocolate-setup(6)	tool  provides	a  simple to use front-end for
       editing chocolate-doom.cfg.

FILE FORMAT
       The file	format is the same as that used	for default.cfg(5).

CONFIGURATION VARIABLES
       video_driver
	      Name of the SDL video driver  to	use.   If  this	 is  an	 empty
	      string, the default video	driver is used.

       window_position
	      Position	of  the	 window	on the screen when running in windowed
	      mode. Accepted values are: "" (empty string) - don't care, "cen-
	      ter" - place window at center of screen, "x,y" - place window at
	      the specified coordinates.

       fullscreen
	      If non-zero, the game will run in	full screen  mode.   If	 zero,
	      the game will run	in a window.

       video_display
	      Index  of	 the display on	which the game should run. This	has no
	      effect if	running	in windowed mode (fullscreen=0)	and window_po-
	      sition is	not set	to "center".

       aspect_ratio_correct
	      If  non-zero, the	screen will be stretched vertically to display
	      correctly	on a square pixel video	mode.

       integer_scaling
	      If non-zero, forces integer  scales  for	resolution-independent
	      rendering.

       window_width
	      Window width when	running	in windowed mode.

       window_height
	      Window height when running in windowed mode.

       fullscreen_width
	      Width  for  screen  mode	when  running  fullscreen. If this and
	      fullscreen_height	are both set to	zero, we run fullscreen	 as  a
	      desktop  window  that covers the entire screen, rather than ever
	      switching	screen modes. It should	usually	be unnecessary to  set
	      this value.

       fullscreen_height
	      Height  for  screen mode when running fullscreen.	See documenta-
	      tion for fullscreen_width.

       force_software_renderer
	      If non-zero, force the use of a software renderer.  For  use  on
	      systems lacking hardware acceleration.

       max_scaling_buffer_pixels
	      Maximum number of	pixels to use for intermediate scaling buffer.
	      More pixels mean that the	screen can be rendered more precisely,
	      but there	are diminishing	returns	on quality. The	default	limits
	      to 16,000,000 pixels, which is enough to cover 4K	monitor	 stan-
	      dards.

       startup_delay
	      Number  of  milliseconds to wait on startup after	the video mode
	      has been set, before the	game  will  start.   This  allows  the
	      screen  to  settle on some monitors that do not display an image
	      for a brief interval after changing video	modes.

       show_endoom
	      If non-zero, the ENDOOM text screen is  displayed	 when  exiting
	      the game.	If zero, the ENDOOM screen is not displayed.

       show_diskicon
	      If non-zero, a disk activity indicator is	displayed when data is
	      read from	disk. If zero, the disk	activity indicator is not dis-
	      played.

       png_screenshots
	      If  non-zero,  save  screenshots in PNG format. If zero, screen-
	      shots are	saved in PCX format, as	Vanilla	Doom does.

       snd_samplerate
	      Sound output sample rate,	in Hz.	 Typical  values  to  use  are
	      11025, 22050, 44100 and 48000.

       snd_cachesize
	      Maximum  number of bytes to allocate for caching converted sound
	      effects in memory. If set	to zero, there is no limit applied.

       snd_maxslicetime_ms
	      Maximum size of the output sound buffer  size  in	 milliseconds.
	      Sound  output is generated periodically in slices. Higher	values
	      might be more efficient but will introduce latency to the	 sound
	      output.  The  default  is	28ms (one slice	per tic	with the 35fps
	      timer).

       snd_pitchshift
	      If non-zero, sound effects will have their pitch	varied	up  or
	      down by a	random amount during play. If zero, sound effects play
	      back at their default pitch.

       snd_musiccmd
	      External command to invoke to perform MIDI playback. If  set  to
	      the  empty  string,  SDL_mixer's internal	MIDI playback is used.
	      This only	has any	effect when snd_musicdevice is set to  General
	      MIDI output.

       snd_dmxoption
	      Value  to	 set  for  the DMXOPTION environment variable. If this
	      contains "-opl3",	output for an OPL3 chip	is generated  when  in
	      OPL MIDI playback	mode.

       opl_io_port
	      The  I/O port to use to access the OPL chip.  Only relevant when
	      using native OPL music playback.

       use_libsamplerate
	      Controls whether libsamplerate support is	 used  for  performing
	      sample rate conversions of sound effects.	 Support for this must
	      be compiled into the program. If zero, libsamplerate support  is
	      disabled.	  If  non-zero,	 libsamplerate	is enabled. Increasing
	      values roughly correspond	 to  higher  quality  conversion;  the
	      higher  the  quality, the	slower the conversion process.	Linear
	      conversion = 1; Zero order hold =	 2;  Fast  Sinc	 filter	 =  3;
	      Medium quality Sinc filter = 4; High quality Sinc	filter = 5.

       libsamplerate_scale
	      Scaling factor used by libsamplerate. This is used when convert-
	      ing sounds internally back into integer form; normally it	should
	      not  be  necessary to change it from the default value. The only
	      time it might be needed is if a PWAD file	is  loaded  that  con-
	      tains  very  loud	sounds,	in which case the conversion may cause
	      sound clipping and the scale factor should be reduced. The lower
	      the value, the quieter the sound effects become, so it should be
	      set as high as is	possible without clipping occurring.

       music_pack_path
	      Full path	to a directory containing configuration	files for sub-
	      stitute music packs. These packs contain high quality renderings
	      of game music  to	 be  played  instead  of  using	 the  system's
	      built-in MIDI playback.

       timidity_cfg_path
	      Full path	to a Timidity configuration file to use	for MIDI play-
	      back. The	file will be evaluated from the	directory where	it  is
	      evaluated, so there is no	need to	add "dir" commands into	it.

       gus_patch_path
	      Path  to	GUS patch files	to use when operating in GUS emulation
	      mode.

       gus_ram_kb
	      Number of	kilobytes of RAM to use	in GUS emulation  mode.	 Valid
	      values are 256, 512, 768 or 1024.

       vanilla_savegame_limit
	      If  non-zero,  the  Vanilla  savegame  limit is enforced;	if the
	      savegame exceeds 180224 bytes in size, the game will  exit  with
	      an error.	 If this has a value of	zero, there is no limit	to the
	      size of savegames.

       vanilla_demo_limit
	      If non-zero, the Vanilla demo size limit is enforced;  the  game
	      exits  with  an  error  when  a demo exceeds the demo size limit
	      (128KiB by default).  If this has	a value	of zero, there	is  no
	      limit to the size	of demos.

       vanilla_keyboard_mapping
	      If non-zero, the game behaves like Vanilla Doom, always assuming
	      an American keyboard mapping.  If	this has a value of zero,  the
	      native keyboard mapping of the keyboard is used.

       player_name
	      Name  to	use in network games for identification.  This is only
	      used on the "waiting" screen  while  waiting  for	 the  game  to
	      start.

       grabmouse
	      If this is non-zero, the mouse will be "grabbed" when running in
	      windowed mode so that it can be used as an  input	 device.  When
	      running full screen, this	has no effect.

       novert If  non-zero, all	vertical mouse movement	is ignored.  This emu-
	      lates the	behavior of the	"novert" tool available	under DOS that
	      performs the same	function.

       mouse_acceleration
	      Mouse acceleration factor.  When the speed of mouse movement ex-
	      ceeds the	threshold value	(mouse_threshold), the speed is	multi-
	      plied by this value.

       mouse_threshold
	      Mouse  acceleration threshold.  When the speed of	mouse movement
	      exceeds this threshold value, the	speed is multiplied by an  ac-
	      celeration factor	(mouse_acceleration).

       mouseb_strafeleft
	      Mouse button to strafe left.

       mouseb_straferight
	      Mouse button to strafe right.

       mouseb_use
	      Mouse button to "use" an object, eg. a door or switch.

       mouseb_backward
	      Mouse button to move backwards.

       mouseb_prevweapon
	      Mouse button to cycle to the previous weapon.

       mouseb_nextweapon
	      Mouse button to cycle to the next	weapon.

       dclick_use
	      If  non-zero,  double-clicking a mouse button acts like pressing
	      the "use"	key to use an object in-game, eg. a door or switch.

       joystick_guid
	      SDL GUID string indicating the joystick to use. An empty	string
	      indicates	that no	joystick is configured.

       joystick_index
	      Index  of	 SDL  joystick	to  use; this is only used in the case
	      where multiple identical joystick	devices	 are  connected	 which
	      have the same GUID, to distinguish between devices.

       joystick_x_axis
	      Joystick axis to use to for horizontal (X) movement.

       joystick_x_invert
	      If  non-zero,  movement  on  the horizontal joystick axis	is in-
	      verted.

       joystick_y_axis
	      Joystick axis to use to for vertical (Y) movement.

       joystick_y_invert
	      If non-zero, movement on the vertical joystick axis is inverted.

       joystick_strafe_axis
	      Joystick axis to use to for strafing movement.

       joystick_strafe_invert
	      If non-zero, movement on the joystick axis used for strafing  is
	      inverted.

       joystick_look_axis
	      Joystick axis to use to for looking up and down.

       joystick_look_invert
	      If  non-zero,  movement on the joystick axis used	for looking is
	      inverted.

       joystick_physical_button0
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #0.

       joystick_physical_button1
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #1.

       joystick_physical_button2
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #2.

       joystick_physical_button3
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #3.

       joystick_physical_button4
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #4.

       joystick_physical_button5
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #5.

       joystick_physical_button6
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #6.

       joystick_physical_button7
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #7.

       joystick_physical_button8
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #8.

       joystick_physical_button9
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #9.

       joystick_physical_button10
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #10.

       joyb_strafeleft
	      Joystick virtual button to make the player strafe	left.

       joyb_straferight
	      Joystick virtual button to make the player strafe	right.

       joyb_menu_activate
	      Joystick virtual button to activate the menu.

       joyb_toggle_automap
	      Joystick virtual button to toggle	the automap.

       joyb_prevweapon
	      Joystick virtual button that cycles to the previous weapon.

       joyb_nextweapon
	      Joystick virtual button that cycles to the next weapon.

       key_pause
	      Key to pause or unpause the game.

       key_menu_activate
	      Key that activates the menu when pressed.

       key_menu_up
	      Key that moves the cursor	up on the menu.

       key_menu_down
	      Key that moves the cursor	down on	the menu.

       key_menu_left
	      Key that moves the currently selected slider on the menu left.

       key_menu_right
	      Key that moves the currently selected slider on the menu right.

       key_menu_back
	      Key to go	back to	the previous menu.

       key_menu_forward
	      Key to activate the currently selected menu item.

       key_menu_confirm
	      Key to answer 'yes' to a question	in the menu.

       key_menu_abort
	      Key to answer 'no' to a question in the menu.

       key_menu_help
	      Keyboard shortcut	to bring up the	help screen.

       key_menu_save
	      Keyboard shortcut	to bring up the	save game menu.

       key_menu_load
	      Keyboard shortcut	to bring up the	load game menu.

       key_menu_volume
	      Keyboard shortcut	to bring up the	sound volume menu.

       key_menu_detail
	      Keyboard shortcut	to toggle the detail level.

       key_menu_qsave
	      Keyboard shortcut	to quicksave the current game.

       key_menu_endgame
	      Keyboard shortcut	to end the game.

       key_menu_messages
	      Keyboard shortcut	to toggle heads-up messages.

       key_menu_qload
	      Keyboard shortcut	to load	the last quicksave.

       key_menu_quit
	      Keyboard shortcut	to quit	the game.

       key_menu_gamma
	      Keyboard shortcut	to toggle the gamma correction level.

       key_spy
	      Keyboard shortcut	to switch view in multiplayer.

       key_menu_incscreen
	      Keyboard shortcut	to increase the	screen size.

       key_menu_decscreen
	      Keyboard shortcut	to decrease the	screen size.

       key_menu_screenshot
	      Keyboard shortcut	to save	a screenshot.

       key_map_toggle
	      Key to toggle the	map view.

       key_map_north
	      Key to pan north when in the map view.

       key_map_south
	      Key to pan south when in the map view.

       key_map_east
	      Key to pan east when in the map view.

       key_map_west
	      Key to pan west when in the map view.

       key_map_zoomin
	      Key to zoom in when in the map view.

       key_map_zoomout
	      Key to zoom out when in the map view.

       key_map_maxzoom
	      Key to zoom out the maximum amount when in the map view.

       key_map_follow
	      Key to toggle follow mode	when in	the map	view.

       key_map_grid
	      Key to toggle the	grid display when in the map view.

       key_map_mark
	      Key to set a mark	when in	the map	view.

       key_map_clearmark
	      Key to clear all marks when in the map view.

       key_weapon1
	      Key to select weapon 1.

       key_weapon2
	      Key to select weapon 2.

       key_weapon3
	      Key to select weapon 3.

       key_weapon4
	      Key to select weapon 4.

       key_weapon5
	      Key to select weapon 5.

       key_weapon6
	      Key to select weapon 6.

       key_weapon7
	      Key to select weapon 7.

       key_weapon8
	      Key to select weapon 8.

       key_prevweapon
	      Key to cycle to the previous weapon.

       key_nextweapon
	      Key to cycle to the next weapon.

       key_message_refresh
	      Key to re-display	last message.

       key_demo_quit
	      Key to quit the game when	recording a demo.

       key_multi_msg
	      Key to send a message during multiplayer games.

       key_multi_msgplayer1
	      Key to send a message to player 1	during multiplayer games.

       key_multi_msgplayer2
	      Key to send a message to player 2	during multiplayer games.

       key_multi_msgplayer3
	      Key to send a message to player 3	during multiplayer games.

       key_multi_msgplayer4
	      Key to send a message to player 4	during multiplayer games.

SEE ALSO
       chocolate-doom(6), default.cfg(5), chocolate-setup(6)

							 chocolate-doom.cfg(5)

NAME | DESCRIPTION | FILE FORMAT | CONFIGURATION VARIABLES | SEE ALSO

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