1chocolate-doom(6) Games Manual chocolate-doom(6)
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6 chocolate-doom - historically compatible Doom engine
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9 chocolate-doom [OPTIONS]
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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
17 -cdrom [windows only] Save configuration data and savegames in c:\doom‐
18 data, allowing play from CD.
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20 -config <file>
21 Load main configuration from the specified file, instead of the
22 default.
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24 -devparm
25 Developer mode. F1 saves a screenshot in the current working
26 directory.
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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.
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32 -episode <n>
33 Start playing on episode n (1-4)
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35 -extraconfig <file>
36 Load additional configuration from the specified file, instead
37 of the default.
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39 -fast Monsters move faster.
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41 -file <files>
42 Load the specified PWAD files.
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44 -iwad <file>
45 Specify an IWAD file to use.
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47 -loadgame <s>
48 Load the game in slot s.
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50 -mb <mb>
51 Specify the heap size, in MiB (default 16).
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53 -mmap Use the OS's virtual memory subsystem to map WAD files directly
54 into memory.
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56 -nomonsters
57 Disable monsters.
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59 -nomusic
60 Disable music.
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62 -nosfx Disable sound effects.
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64 -nosound
65 Disable all sound output.
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67 -respawn
68 Monsters respawn after being killed.
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70 -skill <skill>
71 Set the game skill, 1-5 (1: easiest, 5: hardest). A skill of 0
72 disables all monsters.
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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.
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79 -warp [<x> <y> | <xy>]
80 Start a game immediately, warping to ExMy (Doom 1) or MAPxy
81 (Doom 2)
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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.
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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".
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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.
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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).
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117 -longtics
118 Record a high resolution "Doom 1.91" demo.
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120 -maxdemo <size>
121 Specify the demo buffer size (KiB)
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123 -playdemo <demo>
124 Play back the demo named demo.lmp.
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126 -record <x>
127 Record a demo named x.lmp.
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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.
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134 -timedemo <demo>
135 Play back the demo named demo.lmp, determining the framerate of
136 the screen.
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140 -1 Don't scale up the screen.
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142 -2 Double up the screen to 2x its normal size.
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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.
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148 -bpp <bpp>
149 Specify the color depth of the screen, in bits per pixel.
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151 -fullscreen
152 Run in fullscreen mode.
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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.
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159 -grabmouse
160 Grab the mouse when running in windowed mode.
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162 -height <y>
163 Specify the screen height, in pixels.
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165 -noblit
166 Disable blitting the screen.
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168 -nodraw
169 Disable rendering the screen entirely.
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171 -nograbmouse
172 Don't grab the mouse when running in windowed mode.
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174 -nomouse
175 Disable the mouse.
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177 -nonovert
178 Enable vertical mouse movement.
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180 -novert
181 Disable vertical mouse movement.
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183 -width <x>
184 Specify the screen width, in pixels.
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186 -window
187 Run in a window.
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191 -altdeath
192 Start a deathmatch 2.0 game. Weapons do not stay in place and
193 all items respawn after 30 seconds.
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195 -autojoin
196 Automatically search the local LAN for a multiplayer server and
197 join it.
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199 -avg Austin Virtual Gaming: end levels after 20 minutes.
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201 -connect <address>
202 Connect to a multiplayer server running on the given address.
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204 -deathmatch
205 Start a deathmatch game.
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207 -dedicated
208 Start a dedicated server, routing packets but not participating
209 in the game itself.
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211 -dup <n>
212 Reduce the resolution of the game by a factor of n, reducing the
213 amount of network bandwidth needed.
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215 -extratics <n>
216 Send n extra tics in every packet as insurance against dropped
217 packets.
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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.
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227 -localsearch
228 Search the local LAN for running servers.
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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.
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235 -nodes <n>
236 Autostart the netgame when n nodes (clients) have joined the
237 server.
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239 -port <n>
240 Use the specified UDP port for communications, instead of the
241 default (2342).
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243 -privateserver
244 When running a server, don't register with the global master
245 server. Implies -server.
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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.
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252 -search
253 Query the Internet master server for a global list of active
254 servers.
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256 -server
257 Start a multiplayer server, listening for connections.
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259 -servername <name>
260 When starting a network server, specify a name for the server.
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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.
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267 -timer <n>
268 For multiplayer games: exit each level after n minutes.
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272 -aa <files>
273 Equivalent to "-af <files> -as <files>".
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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.
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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.
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283 -deh <files>
284 Load the given dehacked patch(es)
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286 -dehlump
287 Load Dehacked patches from DEHACKED lumps contained in one of
288 the loaded PWAD files.
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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.
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294 -nocheats
295 Ignore cheats in dehacked files.
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297 -nodeh Disable automatic loading of Dehacked patches for certain IWAD
298 files.
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300 -nwtmerge <files>
301 Simulates the behavior of NWT's -merge option. Multiple files
302 may be specified.
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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:
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310 doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad
311 Doom, Doom II, Final Doom
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313 heretic.wad, heretic1.wad, hexen.wad, strife1.wad
314 Heretic, Hexen and Strife (commercial Doom engine games).
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316 hacx.wad, chex.wad
317 Hacx and Chex Quest - more obscure games based on the Doom
318 engine.
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320 freedm.wad, freedoom1.wad, freedoom2.wad
321 The Freedoom open content IWAD files.
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323 The following directory paths are searched in order to find an IWAD:
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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.
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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.
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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.
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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).
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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).
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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.
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358 This section describes environment variables that control Chocolate
359 Doom's behavior.
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361 DOOMWADDIR, DOOMWADPATH
362 See the section, IWAD SEARCH PATHS above.
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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).
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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.
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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.
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386 $HOME/.chocolate-doom/default.cfg
387 The main configuration file for Chocolate Doom. See
388 default.cfg(5).
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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).
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395 chocolate-server(6), chocolate-setup(6), chocolate-heretic(6), choco‐
396 late-hexen(6), chocolate-strife(6)
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399 Chocolate Doom is written and maintained by Simon Howard. It is based
400 on the LinuxDoom source code, released by Id Software.
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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)