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.
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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.
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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.
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)
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87

DISPLAY OPTIONS

89       -1     Don't scale up the screen. Implies -window.
90
91       -2     Double up the screen to 2x its normal size. Implies -window.
92
93       -3     Double up the screen to 3x its normal size. Implies -window.
94
95       -fullscreen
96              Run in fullscreen mode.
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98       -geometry <WxY>
99              Specify the dimensions of the window. Implies -window.
100
101       -height <y>
102              Specify the screen height, in pixels. Implies -window.
103
104       -noblit
105              Disable blitting the screen.
106
107       -nodraw
108              Disable rendering the screen entirely.
109
110       -nograbmouse
111              Don't grab the mouse when running in windowed mode.
112
113       -nomouse
114              Disable the mouse.
115
116       -width <x>
117              Specify the screen width, in pixels. Implies -window.
118
119       -window
120              Run in a window.
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122

DEMO OPTIONS

124       -longtics
125              Record a high resolution "Doom 1.91" demo.
126
127       -maxdemo <size>
128              Specify the demo buffer size (KiB)
129
130       -playdemo <demo>
131              Play back the demo named demo.lmp.
132
133       -record <x>
134              Record a demo named x.lmp.
135
136       -strictdemos
137              When recording or playing back demos, disable any extensions  of
138              the  vanilla demo format - record demos as vanilla would do, and
139              play back demos as vanilla would do.
140
141       -timedemo <demo>
142              Play back the demo named demo.lmp, determining the framerate  of
143              the screen.
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145

NETWORKING OPTIONS

147       -altdeath
148              Start  a  deathmatch 2.0 game.  Weapons do not stay in place and
149              all items respawn after 30 seconds.
150
151       -autojoin
152              Automatically search the local LAN for a multiplayer server  and
153              join it.
154
155       -avg   Austin Virtual Gaming: end levels after 20 minutes.
156
157       -connect <address>
158              Connect to a multiplayer server running on the given address.
159
160       -deathmatch
161              Start a deathmatch game.
162
163       -dedicated
164              Start  a dedicated server, routing packets but not participating
165              in the game itself.
166
167       -dup <n>
168              Reduce the resolution of the game by a factor of n, reducing the
169              amount of network bandwidth needed.
170
171       -extratics <n>
172              Send  n  extra tics in every packet as insurance against dropped
173              packets.
174
175       -left  Run as the left screen in three screen mode.
176
177       -localsearch
178              Search the local LAN for running servers.
179
180       -newsync
181              Use new network client sync code rather than  the  classic  sync
182              code.  This is currently disabled by default because it has some
183              bugs.
184
185       -nodes <n>
186              Autostart the netgame when n nodes  (clients)  have  joined  the
187              server.
188
189       -port <n>
190              Use  the  specified  UDP port for communications, instead of the
191              default (2342).
192
193       -privateserver
194              When running a server, don't register  with  the  global  master
195              server. Implies -server.
196
197       -query <address>
198              Query the status of the server running on the given IP address.
199
200       -right Run as the right screen in three screen mode.
201
202       -search
203              Query  the  Internet  master  server for a global list of active
204              servers.
205
206       -server
207              Start a multiplayer server, listening for connections.
208
209       -servername <name>
210              When starting a network server, specify a name for the server.
211
212       -solo-net
213              Start the game playing as though in  a  netgame  with  a  single
214              player.   This  can  also  be  used  to  play back single player
215              netgame demos.
216
217       -timer <n>
218              For multiplayer games: exit each level after n minutes.
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220

DEHACKED AND WAD MERGING

222       -aa <files>
223              Equivalent to "-af <files> -as <files>".
224
225       -af <files>
226              Simulates the behavior of NWT's -af option, merging  flats  into
227              the main IWAD directory.  Multiple files may be specified.
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229       -as <files>
230              Simulates the behavior of NWT's -as option, merging sprites into
231              the main IWAD directory.  Multiple files may be specified.
232
233       -deh <files>
234              Load the given dehacked patch(es)
235
236       -dehlump
237              Load Dehacked patches from DEHACKED lumps contained  in  one  of
238              the loaded PWAD files.
239
240       -merge <files>
241              Simulates the behavior of deutex's -merge option, merging a PWAD
242              into the main IWAD.  Multiple files may be specified.
243
244       -nocheats
245              Ignore cheats in dehacked files.
246
247       -nodeh Disable automatic loading of Dehacked patches for  certain  IWAD
248              files.
249
250       -nwtmerge <files>
251              Simulates  the  behavior of NWT's -merge option.  Multiple files
252              may be specified.
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254

COMPATIBILITY

256       -donut <x> <y>
257              Use the specified magic values when emulating behavior caused by
258              memory  overruns  from improperly constructed donuts. In Vanilla
259              Doom this can differ depending on  the  operating  system.   The
260              default  (if  this  option  is  not specified) is to emulate the
261              behavior when running under Windows 98.
262
263       -gameversion <version>
264              Emulate a specific version of Doom.  Valid values  are  "1.666",
265              "1.7",  "1.8",  "1.9", "ultimate", "final", "final2", "hacx" and
266              "chex".
267
268       -pack <pack>
269              Explicitly specify a Doom II "mission pack" to run  as,  instead
270              of  detecting  it  based  on  the  filename.  Valid  values are:
271              "doom2", "tnt" and "plutonia".
272
273       -setmem <version>
274              Specify DOS version to emulate for NULL pointer dereference emu‐
275              lation.   Supported  versions  are:  dos622,  dos71, dosbox. The
276              default is to emulate DOS 7.1 (Windows 98).
277
278       -spechit <n>
279              Use the specified magic value when emulating spechit overruns.
280
281       -statdump <filename>
282              Dump statistics information to the specified file on the  levels
283              that were played. The output from this option matches the output
284              from statdump.exe (see ctrlapi.zip in the /idgames archive).
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
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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.
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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.
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394                                                             chocolate-doom(6)
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