1chocolate-doom(6)                Games Manual                chocolate-doom(6)
2
3
4

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       -savedir <directory>
71              Specify  a path from which to load and save games. If the direc‐
72              tory does not exist then it will automatically be created.
73
74       -skill <skill>
75              Set the game skill, 1-5 (1: easiest, 5: hardest).  A skill of  0
76              disables all monsters.
77
78       -turbo <x>
79              Turbo mode.  The player's speed is multiplied by x%.  If unspec‐
80              ified, x defaults to 200.  Values are rounded up to 10 and  down
81              to 400.
82
83       -warp [<x> <y> | <xy>]
84              Start  a  game  immediately,  warping  to ExMy (Doom 1) or MAPxy
85              (Doom 2)
86
87

COMPATIBILITY

89       -donut <x> <y>
90              Use the specified magic values when emulating behavior caused by
91              memory  overruns  from improperly constructed donuts. In Vanilla
92              Doom this can differ depending on  the  operating  system.   The
93              default  (if  this  option  is  not specified) is to emulate the
94              behavior when running under Windows 98.
95
96       -gameversion <version>
97              Emulate a specific version of Doom.  Valid values  are  "1.666",
98              "1.7",  "1.8",  "1.9", "ultimate", "final", "final2", "hacx" and
99              "chex".
100
101       -pack <pack>
102              Explicitly specify a Doom II "mission pack" to run  as,  instead
103              of  detecting  it  based  on  the  filename.  Valid  values are:
104              "doom2", "tnt" and "plutonia".
105
106       -setmem <version>
107              Specify DOS version to emulate for NULL pointer dereference emu‐
108              lation.   Supported  versions  are:  dos622,  dos71, dosbox. The
109              default is to emulate DOS 7.1 (Windows 98).
110
111       -spechit <n>
112              Use the specified magic value when emulating spechit overruns.
113
114       -statdump <filename>
115              Dump statistics information to the specified file on the  levels
116              that were played. The output from this option matches the output
117              from statdump.exe (see ctrlapi.zip in the /idgames archive).
118
119

DEMO OPTIONS

121       -longtics
122              Record a high resolution "Doom 1.91" demo.
123
124       -maxdemo <size>
125              Specify the demo buffer size (KiB)
126
127       -playdemo <demo>
128              Play back the demo named demo.lmp.
129
130       -record <x>
131              Record a demo named x.lmp.
132
133       -strictdemos
134              When recording or playing back demos, disable any extensions  of
135              the  vanilla demo format - record demos as vanilla would do, and
136              play back demos as vanilla would do.
137
138       -timedemo <demo>
139              Play back the demo named demo.lmp, determining the framerate  of
140              the screen.
141
142

DISPLAY OPTIONS

144       -1     Don't scale up the screen. Implies -window.
145
146       -2     Double up the screen to 2x its normal size. Implies -window.
147
148       -3     Double up the screen to 3x its normal size. Implies -window.
149
150       -fullscreen
151              Run in fullscreen mode.
152
153       -geometry <WxY>
154              Specify the dimensions of the window. Implies -window.
155
156       -height <y>
157              Specify the screen height, in pixels. Implies -window.
158
159       -noblit
160              Disable blitting the screen.
161
162       -nodraw
163              Disable rendering the screen entirely.
164
165       -nograbmouse
166              Don't grab the mouse when running in windowed mode.
167
168       -nomouse
169              Disable the mouse.
170
171       -width <x>
172              Specify the screen width, in pixels. Implies -window.
173
174       -window
175              Run in a window.
176
177

NETWORKING OPTIONS

179       -altdeath
180              Start  a  deathmatch 2.0 game.  Weapons do not stay in place and
181              all items respawn after 30 seconds.
182
183       -autojoin
184              Automatically search the local LAN for a multiplayer server  and
185              join it.
186
187       -avg   Austin Virtual Gaming: end levels after 20 minutes.
188
189       -connect <address>
190              Connect to a multiplayer server running on the given address.
191
192       -deathmatch
193              Start a deathmatch game.
194
195       -dedicated
196              Start  a dedicated server, routing packets but not participating
197              in the game itself.
198
199       -dup <n>
200              Reduce the resolution of the game by a factor of n, reducing the
201              amount of network bandwidth needed.
202
203       -extratics <n>
204              Send  n  extra tics in every packet as insurance against dropped
205              packets.
206
207       -left  Run as the left screen in three screen mode.
208
209       -localsearch
210              Search the local LAN for running servers.
211
212       -newsync
213              Use new network client sync code rather than  the  classic  sync
214              code.  This is currently disabled by default because it has some
215              bugs.
216
217       -nodes <n>
218              Autostart the netgame when n nodes  (clients)  have  joined  the
219              server.
220
221       -port <n>
222              Use  the  specified  UDP port for communications, instead of the
223              default (2342).
224
225       -privateserver
226              When running a server, don't register  with  the  global  master
227              server. Implies -server.
228
229       -query <address>
230              Query the status of the server running on the given IP address.
231
232       -right Run as the right screen in three screen mode.
233
234       -search
235              Query  the  Internet  master  server for a global list of active
236              servers.
237
238       -server
239              Start a multiplayer server, listening for connections.
240
241       -servername <name>
242              When starting a network server, specify a name for the server.
243
244       -solo-net
245              Start the game playing as though in  a  netgame  with  a  single
246              player.   This  can  also  be  used  to  play back single player
247              netgame demos.
248
249       -timer <n>
250              For multiplayer games: exit each level after n minutes.
251
252

DEHACKED AND WAD MERGING

254       -aa <files>
255              Equivalent to "-af <files> -as <files>".
256
257       -af <files>
258              Simulates the behavior of NWT's -af option, merging  flats  into
259              the main IWAD directory.  Multiple files may be specified.
260
261       -as <files>
262              Simulates the behavior of NWT's -as option, merging sprites into
263              the main IWAD directory.  Multiple files may be specified.
264
265       -deh <files>
266              Load the given dehacked patch(es)
267
268       -dehlump
269              Load Dehacked patches from DEHACKED lumps contained  in  one  of
270              the loaded PWAD files.
271
272       -merge <files>
273              Simulates the behavior of deutex's -merge option, merging a PWAD
274              into the main IWAD.  Multiple files may be specified.
275
276       -nocheats
277              Ignore cheats in dehacked files.
278
279       -nodeh Disable automatic loading of Dehacked patches for  certain  IWAD
280              files.
281
282       -nwtmerge <files>
283              Simulates  the  behavior of NWT's -merge option.  Multiple files
284              may be specified.
285

IWAD SEARCH PATHS

287       To play, an IWAD file is needed. This is a large file containing all of
288       the levels, graphics, sound effects, music and other material that make
289       up the game. IWAD files are named according to the game;  the  standard
290       names are:
291
292       doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad
293              Doom, Doom II, Final Doom
294
295       heretic.wad, heretic1.wad, hexen.wad, strife1.wad
296              Heretic, Hexen and Strife (commercial Doom engine games).
297
298       hacx.wad, chex.wad
299              Hacx  and  Chex  Quest  -  more  obscure games based on the Doom
300              engine.
301
302       freedm.wad, freedoom1.wad, freedoom2.wad
303              The Freedoom open content IWAD files.
304
305       The following directory paths are searched in order to find an IWAD:
306
307       Current working directory
308              Any IWAD files found in the current working  directory  will  be
309              used in preference to IWADs found in any other directories.
310
311       DOOMWADDIR
312              This environment variable can be set to contain a path to a sin‐
313              gle directory in which to look for IWAD files. This  environment
314              variable is supported by most Doom source ports.
315
316       DOOMWADPATH
317              This environment variable, if set, can contain a colon-separated
318              list of directories in which to look for IWAD files, or alterna‐
319              tively full paths to specific IWAD files.
320
321       $HOME/.local/share/games/doom
322              Writeable  directory  in the user's home directory. The path can
323              be overridden using the XDG_DATA_HOME environment variable  (see
324              the XDG Base Directory Specification).
325
326       /usr/local/share/games/doom, /usr/share/games/doom
327              System-wide  locations  that  can  be accessed by all users. The
328              path /usr/share/games/doom is a standard path that is  supported
329              by  most  Doom source ports. These paths can be overridden using
330              the XDG_DATA_DIRS environment variable (see the XDG Base  Direc‐
331              tory Specification).
332
333       The above can be overridden on a one-time basis by using the -iwad com‐
334       mand line parameter to provide the path to an IWAD file  to  use.  This
335       parameter  can also be used to specify the name of a particular IWAD to
336       use from one of the above paths. For  example,  '-iwad  doom.wad'  will
337       search the above paths for the file doom.wad to use.
338

ENVIRONMENT

340       This  section  describes  environment  variables that control Chocolate
341       Doom's behavior.
342
343       DOOMWADDIR, DOOMWADPATH
344              See the section, IWAD SEARCH PATHS above.
345
346       PCSOUND_DRIVER
347              When running in PC speaker sound effect mode,  this  environment
348              variable  specifies  a PC speaker driver to use for sound effect
349              playback.  Valid options are "Linux" for the Linux console  mode
350              driver,  "BSD"  for  the  NetBSD/OpenBSD  PC speaker driver, and
351              "SDL" for SDL-based emulated PC speaker playback (using the dig‐
352              ital output).
353
354       OPL_DRIVER
355              When  using  OPL MIDI playback, this environment variable speci‐
356              fies an OPL backend driver to use.  Valid options are "SDL"  for
357              an  SDL-based  software emulated OPL chip, "Linux" for the Linux
358              hardware OPL driver, and "OpenBSD" for the OpenBSD/NetBSD  hard‐
359              ware OPL driver.
360
361              Generally  speaking, a real hardware OPL chip sounds better than
362              software  emulation;  however,  modern  machines  do  not  often
363              include  one. If present, it may still require extra work to set
364              up and elevated security privileges to access.
365
366

FILES

368       $HOME/.local/share/chocolate-doom/default.cfg
369              The  main  configuration   file   for   Chocolate   Doom.    See
370              default.cfg(5).
371
372       $HOME/.local/share/chocolate-doom/chocolate-doom.cfg
373              Extra  configuration  values that are specific to Chocolate Doom
374              and not present in Vanilla Doom.  See chocolate-doom.cfg(5).
375

SEE ALSO

377       chocolate-server(6), chocolate-setup(6),  chocolate-heretic(6),  choco‐
378       late-hexen(6), chocolate-strife(6)
379

AUTHOR

381       Chocolate  Doom is written and maintained by Simon Howard.  It is based
382       on the LinuxDoom source code, released by Id Software.
383
385       Copyright © id Software Inc.  Copyright © 2005-2016 Simon Howard.
386       This is free software.  You may redistribute copies  of  it  under  the
387       terms       of       the      GNU      General      Public      License
388       <http://www.gnu.org/licenses/gpl.html>.  There is NO WARRANTY,  to  the
389       extent permitted by law.
390
391
392
393
394                                                             chocolate-doom(6)
Impressum