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chocolate-heretic(6)		 Games Manual		  chocolate-heretic(6)

       chocolate-heretic - historically	compatible Heretic engine

       chocolate-heretic [OPTIONS]

       Chocolate  Heretic  is  a  port of Raven	Software's 1994	game "Heretic"
       that aims to behave as similar to the original DOS version  of  Heretic
       as possible.

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

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

       -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.

       -file <files>
	      Load the specified PWAD files.

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

       -loadgame <s>
	      Load the game in savegame	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.

	      Allow artifacts to be used when the run key is held down.

	      Disable monsters.

	      Disable music.

       -nosfx Disable sound effects.

	      Disable all sound	output.

	      Take screenshots when F1 is pressed.

	      Monsters respawn after being killed.

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

       -warp <x> <y>
	      Start a game immediately,	warping	to level ExMy.

       -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).

	      Record  or  playback a demo without automatically	quitting after
	      either level exit	or player respawn.

	      Record or	playback a demo	with high resolution turning.

       -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.

       -recordfrom <savenum> <demofile>
	      Record a demo, loading from the given  filename.	Equivalent  to
	      -loadgame	<savenum> -record <demofile>.

	      Smooth out low resolution	turning	when recording a demo.

	      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.

       -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.

	      Run in fullscreen	mode.

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

	      Grab the mouse when running in windowed mode.

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

	      Disable blitting the screen.

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

	      Disable the mouse.

	      Enable vertical mouse movement.

	      Disable vertical mouse movement.

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

	      Run in a window.

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

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

	      Start a deathmatch game.

       -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

	      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.

	      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.

	      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)

       -hhever <version>
	      Select  the Heretic version number that was used to generate the
	      HHE patch	to be loaded.  Patches for each	of the Vanilla Heretic
	      versions	(1.0, 1.2, 1.3)	can be loaded, but the correct version
	      number must be specified.

       -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.

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

       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
       Heretic'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   Heretic.	   See

	      Extra  configuration  values  that  are  specific	 to  Chocolate
	      Heretic and not  present	in  Vanilla  Heretic.  See  chocolate-

       chocolate-doom(6),  chocolate-hexen(6), chocolate-server(6), chocolate-

       Chocolate Heretic is part of the	Chocolate Doom	project,  written  and
       maintained by Simon Howard. It is based on the Heretic source code, re-
       leased by Raven Software.

       Copyright (C) id	Software  Inc.	 Copyright  (C)	 Raven	Software  Inc.
       Copyright (C) 2005-2013 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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