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.
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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 -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.
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74 -skill <skill>
75 Set the game skill, 1-5 (1: easiest, 5: hardest). A skill of 0
76 disables all monsters.
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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.
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83 -warp [<x> <y> | <xy>]
84 Start a game immediately, warping to ExMy (Doom 1) or MAPxy
85 (Doom 2)
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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.
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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".
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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".
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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).
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111 -spechit <n>
112 Use the specified magic value when emulating spechit overruns.
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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).
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121 -longtics
122 Record a high resolution "Doom 1.91" demo.
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124 -maxdemo <size>
125 Specify the demo buffer size (KiB)
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127 -playdemo <demo>
128 Play back the demo named demo.lmp.
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130 -record <x>
131 Record a demo named x.lmp.
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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.
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138 -timedemo <demo>
139 Play back the demo named demo.lmp, determining the framerate of
140 the screen.
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144 -1 Don't scale up the screen. Implies -window.
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146 -2 Double up the screen to 2x its normal size. Implies -window.
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148 -3 Double up the screen to 3x its normal size. Implies -window.
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150 -fullscreen
151 Run in fullscreen mode.
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153 -geometry <WxY>
154 Specify the dimensions of the window. Implies -window.
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156 -height <y>
157 Specify the screen height, in pixels. Implies -window.
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159 -noblit
160 Disable blitting the screen.
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162 -nodraw
163 Disable rendering the screen entirely.
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165 -nograbmouse
166 Don't grab the mouse when running in windowed mode.
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168 -nomouse
169 Disable the mouse.
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171 -width <x>
172 Specify the screen width, in pixels. Implies -window.
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174 -window
175 Run in a window.
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179 -altdeath
180 Start a deathmatch 2.0 game. Weapons do not stay in place and
181 all items respawn after 30 seconds.
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183 -autojoin
184 Automatically search the local LAN for a multiplayer server and
185 join it.
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187 -avg Austin Virtual Gaming: end levels after 20 minutes.
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189 -connect <address>
190 Connect to a multiplayer server running on the given address.
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192 -deathmatch
193 Start a deathmatch game.
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195 -dedicated
196 Start a dedicated server, routing packets but not participating
197 in the game itself.
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199 -dup <n>
200 Reduce the resolution of the game by a factor of n, reducing the
201 amount of network bandwidth needed.
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203 -extratics <n>
204 Send n extra tics in every packet as insurance against dropped
205 packets.
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207 -left Run as the left screen in three screen mode.
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209 -localsearch
210 Search the local LAN for running servers.
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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.
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217 -nodes <n>
218 Autostart the netgame when n nodes (clients) have joined the
219 server.
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221 -port <n>
222 Use the specified UDP port for communications, instead of the
223 default (2342).
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225 -privateserver
226 When running a server, don't register with the global master
227 server. Implies -server.
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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.
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234 -search
235 Query the Internet master server for a global list of active
236 servers.
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238 -server
239 Start a multiplayer server, listening for connections.
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241 -servername <name>
242 When starting a network server, specify a name for the server.
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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.
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249 -timer <n>
250 For multiplayer games: exit each level after n minutes.
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254 -aa <files>
255 Equivalent to "-af <files> -as <files>".
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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.
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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.
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265 -deh <files>
266 Load the given dehacked patch(es)
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268 -dehlump
269 Load Dehacked patches from DEHACKED lumps contained in one of
270 the loaded PWAD files.
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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.
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276 -nocheats
277 Ignore cheats in dehacked files.
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279 -nodeh Disable automatic loading of Dehacked patches for certain IWAD
280 files.
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282 -nwtmerge <files>
283 Simulates the behavior of NWT's -merge option. Multiple files
284 may be specified.
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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:
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292 doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad
293 Doom, Doom II, Final Doom
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295 heretic.wad, heretic1.wad, hexen.wad, strife1.wad
296 Heretic, Hexen and Strife (commercial Doom engine games).
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298 hacx.wad, chex.wad
299 Hacx and Chex Quest - more obscure games based on the Doom
300 engine.
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302 freedm.wad, freedoom1.wad, freedoom2.wad
303 The Freedoom open content IWAD files.
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305 The following directory paths are searched in order to find an IWAD:
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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.
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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.
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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.
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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).
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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).
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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.
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340 This section describes environment variables that control Chocolate
341 Doom's behavior.
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343 DOOMWADDIR, DOOMWADPATH
344 See the section, IWAD SEARCH PATHS above.
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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).
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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.
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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.
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368 $HOME/.local/share/chocolate-doom/default.cfg
369 The main configuration file for Chocolate Doom. See
370 default.cfg(5).
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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).
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377 chocolate-server(6), chocolate-setup(6), chocolate-heretic(6), choco‐
378 late-hexen(6), chocolate-strife(6)
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381 Chocolate Doom is written and maintained by Simon Howard. It is based
382 on the LinuxDoom source code, released by Id Software.
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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.
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394 chocolate-doom(6)