1chocolate-doom(6)                Games Manual                chocolate-doom(6)
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NAME

6       chocolate-doom - historically compatible Doom engine
7

SYNOPSIS

9       chocolate-doom [OPTIONS]
10

DESCRIPTION

12       Chocolate  Doom  is  a  port  of Id Software's 1993 game "Doom" that is
13       designed to behave as similar to the original DOS version of Doom as is
14       possible.
15

GENERAL OPTIONS

17       -cdrom [windows only] Save configuration data and savegames in c:\doom‐
18              data, allowing play from CD.
19
20       -config <file>
21              Load main configuration from the specified file, instead of  the
22              default.
23
24       -devparm
25              Developer  mode.   F1  saves a screenshot in the current working
26              directory.
27
28       -dumpsubstconfig <filename>
29              Read all MIDI files from loaded WAD files, dump an example  sub‐
30              stitution music config file to the specified filename and quit.
31
32       -episode <n>
33              Start playing on episode n (1-4)
34
35       -extraconfig <file>
36              Load  additional  configuration from the specified file, instead
37              of the default.
38
39       -fast  Monsters move faster.
40
41       -file <files>
42              Load the specified PWAD files.
43
44       -iwad <file>
45              Specify an IWAD file to use.
46
47       -loadgame <s>
48              Load the game in slot s.
49
50       -mb <mb>
51              Specify the heap size, in MiB (default 16).
52
53       -mmap  Use the OS's virtual memory subsystem to map WAD files  directly
54              into memory.
55
56       -nomonsters
57              Disable monsters.
58
59       -nomusic
60              Disable music.
61
62       -nosfx Disable sound effects.
63
64       -nosound
65              Disable all sound output.
66
67       -respawn
68              Monsters respawn after being killed.
69
70       -skill <skill>
71              Set  the game skill, 1-5 (1: easiest, 5: hardest).  A skill of 0
72              disables all monsters.
73
74       -turbo <x>
75              Turbo mode.  The player's speed is multiplied by x%.  If unspec‐
76              ified,  x defaults to 200.  Values are rounded up to 10 and down
77              to 400.
78
79       -warp [<x> <y> | <xy>]
80              Start a game immediately, warping to  ExMy  (Doom  1)  or  MAPxy
81              (Doom 2)
82
83

COMPATIBILITY

85       -donut <x> <y>
86              Use the specified magic values when emulating behavior caused by
87              memory overruns from improperly constructed donuts.  In  Vanilla
88              Doom  this  can  differ  depending on the operating system.  The
89              default (if this option is not  specified)  is  to  emulate  the
90              behavior when running under Windows 98.
91
92       -gameversion <version>
93              Emulate  a  specific version of Doom.  Valid values are "1.666",
94              "1.7", "1.8", "1.9", "ultimate", "final", "final2",  "hacx"  and
95              "chex".
96
97       -pack <pack>
98              Explicitly  specify  a Doom II "mission pack" to run as, instead
99              of detecting  it  based  on  the  filename.  Valid  values  are:
100              "doom2", "tnt" and "plutonia".
101
102       -setmem <version>
103              Specify DOS version to emulate for NULL pointer dereference emu‐
104              lation.  Supported versions  are:  dos622,  dos71,  dosbox.  The
105              default is to emulate DOS 7.1 (Windows 98).
106
107       -spechit <n>
108              Use the specified magic value when emulating spechit overruns.
109
110       -statdump <filename>
111              Dump  statistics information to the specified file on the levels
112              that were played. The output from this option matches the output
113              from statdump.exe (see ctrlapi.zip in the /idgames archive).
114
115

DEMO OPTIONS

117       -longtics
118              Record a high resolution "Doom 1.91" demo.
119
120       -maxdemo <size>
121              Specify the demo buffer size (KiB)
122
123       -playdemo <demo>
124              Play back the demo named demo.lmp.
125
126       -record <x>
127              Record a demo named x.lmp.
128
129       -strictdemos
130              When  recording or playing back demos, disable any extensions of
131              the vanilla demo format - record demos as vanilla would do,  and
132              play back demos as vanilla would do.
133
134       -timedemo <demo>
135              Play  back the demo named demo.lmp, determining the framerate of
136              the screen.
137
138

DISPLAY OPTIONS

140       -1     Don't scale up the screen.
141
142       -2     Double up the screen to 2x its normal size.
143
144       -3     Double up the screen to 3x its normal size.
145
146       -8in32 Set the color depth of the screen to 32 bits per pixel.
147
148       -bpp <bpp>
149              Specify the color depth of the screen, in bits per pixel.
150
151       -fullscreen
152              Run in fullscreen mode.
153
154       -geometry <WxY>[wf]
155              Specify the dimensions of the window  or  fullscreen  mode.   An
156              optional  letter  of  w  or f appended to the dimensions selects
157              windowed or fullscreen mode.
158
159       -grabmouse
160              Grab the mouse when running in windowed mode.
161
162       -height <y>
163              Specify the screen height, in pixels.
164
165       -noblit
166              Disable blitting the screen.
167
168       -nodraw
169              Disable rendering the screen entirely.
170
171       -nograbmouse
172              Don't grab the mouse when running in windowed mode.
173
174       -nomouse
175              Disable the mouse.
176
177       -nonovert
178              Enable vertical mouse movement.
179
180       -novert
181              Disable vertical mouse movement.
182
183       -width <x>
184              Specify the screen width, in pixels.
185
186       -window
187              Run in a window.
188
189

NETWORKING OPTIONS

191       -altdeath
192              Start a deathmatch 2.0 game.  Weapons do not stay in  place  and
193              all items respawn after 30 seconds.
194
195       -autojoin
196              Automatically  search the local LAN for a multiplayer server and
197              join it.
198
199       -avg   Austin Virtual Gaming: end levels after 20 minutes.
200
201       -connect <address>
202              Connect to a multiplayer server running on the given address.
203
204       -deathmatch
205              Start a deathmatch game.
206
207       -dedicated
208              Start a dedicated server, routing packets but not  participating
209              in the game itself.
210
211       -dup <n>
212              Reduce the resolution of the game by a factor of n, reducing the
213              amount of network bandwidth needed.
214
215       -extratics <n>
216              Send n extra tics in every packet as insurance  against  dropped
217              packets.
218
219       -ignoreversion
220              When running a netgame server, ignore version mismatches between
221              the server and the client. Using  this  option  may  cause  game
222              desyncs  to  occur,  or  differences  in  protocol  may mean the
223              netgame will simply not function at all.
224
225       -left  Run as the left screen in three screen mode.
226
227       -localsearch
228              Search the local LAN for running servers.
229
230       -newsync
231              Use new network client sync code rather than  the  classic  sync
232              code.  This is currently disabled by default because it has some
233              bugs.
234
235       -nodes <n>
236              Autostart the netgame when n nodes  (clients)  have  joined  the
237              server.
238
239       -port <n>
240              Use  the  specified  UDP port for communications, instead of the
241              default (2342).
242
243       -privateserver
244              When running a server, don't register  with  the  global  master
245              server. Implies -server.
246
247       -query <address>
248              Query the status of the server running on the given IP address.
249
250       -right Run as the right screen in three screen mode.
251
252       -search
253              Query  the  Internet  master  server for a global list of active
254              servers.
255
256       -server
257              Start a multiplayer server, listening for connections.
258
259       -servername <name>
260              When starting a network server, specify a name for the server.
261
262       -solo-net
263              Start the game playing as though in  a  netgame  with  a  single
264              player.   This  can  also  be  used  to  play back single player
265              netgame demos.
266
267       -timer <n>
268              For multiplayer games: exit each level after n minutes.
269
270

DEHACKED AND WAD MERGING

272       -aa <files>
273              Equivalent to "-af <files> -as <files>".
274
275       -af <files>
276              Simulates the behavior of NWT's -af option, merging  flats  into
277              the main IWAD directory.  Multiple files may be specified.
278
279       -as <files>
280              Simulates the behavior of NWT's -as option, merging sprites into
281              the main IWAD directory.  Multiple files may be specified.
282
283       -deh <files>
284              Load the given dehacked patch(es)
285
286       -dehlump
287              Load Dehacked patches from DEHACKED lumps contained  in  one  of
288              the loaded PWAD files.
289
290       -merge <files>
291              Simulates the behavior of deutex's -merge option, merging a PWAD
292              into the main IWAD.  Multiple files may be specified.
293
294       -nocheats
295              Ignore cheats in dehacked files.
296
297       -nodeh Disable automatic loading of Dehacked patches for  certain  IWAD
298              files.
299
300       -nwtmerge <files>
301              Simulates  the  behavior of NWT's -merge option.  Multiple files
302              may be specified.
303

IWAD SEARCH PATHS

305       To play, an IWAD file is needed. This is a large file containing all of
306       the levels, graphics, sound effects, music and other material that make
307       up the game. IWAD files are named according to the game;  the  standard
308       names are:
309
310       doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad
311              Doom, Doom II, Final Doom
312
313       heretic.wad, heretic1.wad, hexen.wad, strife1.wad
314              Heretic, Hexen and Strife (commercial Doom engine games).
315
316       hacx.wad, chex.wad
317              Hacx  and  Chex  Quest  -  more  obscure games based on the Doom
318              engine.
319
320       freedm.wad, freedoom1.wad, freedoom2.wad
321              The Freedoom open content IWAD files.
322
323       The following directory paths are searched in order to find an IWAD:
324
325       Current working directory
326              Any IWAD files found in the current working  directory  will  be
327              used in preference to IWADs found in any other directories.
328
329       DOOMWADDIR
330              This environment variable can be set to contain a path to a sin‐
331              gle directory in which to look for IWAD files. This  environment
332              variable is supported by most Doom source ports.
333
334       DOOMWADPATH
335              This environment variable, if set, can contain a colon-separated
336              list of directories in which to look for IWAD files, or alterna‐
337              tively full paths to specific IWAD files.
338
339       $HOME/.local/share/games/doom
340              Writeable  directory  in the user's home directory. The path can
341              be overridden using the XDG_DATA_HOME environment variable  (see
342              the XDG Base Directory Specification).
343
344       /usr/local/share/games/doom, /usr/share/games/doom
345              System-wide  locations  that  can  be accessed by all users. The
346              path /usr/share/games/doom is a standard path that is  supported
347              by  most  Doom source ports. These paths can be overridden using
348              the XDG_DATA_DIRS environment variable (see the XDG Base  Direc‐
349              tory Specification).
350
351       The above can be overridden on a one-time basis by using the -iwad com‐
352       mand line parameter to provide the path to an IWAD file  to  use.  This
353       parameter  can also be used to specify the name of a particular IWAD to
354       use from one of the above paths. For  example,  '-iwad  doom.wad'  will
355       search the above paths for the file doom.wad to use.
356

ENVIRONMENT

358       This  section  describes  environment  variables that control Chocolate
359       Doom's behavior.
360
361       DOOMWADDIR, DOOMWADPATH
362              See the section, IWAD SEARCH PATHS above.
363
364       PCSOUND_DRIVER
365              When running in PC speaker sound effect mode,  this  environment
366              variable  specifies  a PC speaker driver to use for sound effect
367              playback.  Valid options are "Linux" for the Linux console  mode
368              driver,  "BSD"  for  the  NetBSD/OpenBSD  PC speaker driver, and
369              "SDL" for SDL-based emulated PC speaker playback (using the dig‐
370              ital output).
371
372       OPL_DRIVER
373              When  using  OPL MIDI playback, this environment variable speci‐
374              fies an OPL backend driver to use.  Valid options are "SDL"  for
375              an  SDL-based  software emulated OPL chip, "Linux" for the Linux
376              hardware OPL driver, and "OpenBSD" for the OpenBSD/NetBSD  hard‐
377              ware OPL driver.
378
379              Generally  speaking, a real hardware OPL chip sounds better than
380              software  emulation;  however,  modern  machines  do  not  often
381              include  one. If present, it may still require extra work to set
382              up and elevated security privileges to access.
383
384

FILES

386       $HOME/.chocolate-doom/default.cfg
387              The  main  configuration   file   for   Chocolate   Doom.    See
388              default.cfg(5).
389
390       $HOME/.chocolate-doom/chocolate-doom.cfg
391              Extra  configuration  values that are specific to Chocolate Doom
392              and not present in Vanilla Doom.  See chocolate-doom.cfg(5).
393

SEE ALSO

395       chocolate-server(6), chocolate-setup(6),  chocolate-heretic(6),  choco‐
396       late-hexen(6), chocolate-strife(6)
397

AUTHOR

399       Chocolate  Doom is written and maintained by Simon Howard.  It is based
400       on the LinuxDoom source code, released by Id Software.
401
403       Copyright © id Software Inc.  Copyright © 2005-2013 Simon Howard.
404       This is free software.  You may redistribute copies  of  it  under  the
405       terms       of       the      GNU      General      Public      License
406       <http://www.gnu.org/licenses/gpl.html>.  There is NO WARRANTY,  to  the
407       extent permitted by law.
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412                                                             chocolate-doom(6)
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