chocolate-doom man page on DragonFly
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chocolate-doom(6) chocolate-doom(6)
NAME
chocolate-doom - historically compatible Doom engine
SYNOPSIS
chocolate-doom [OPTIONS]
DESCRIPTION
Chocolate Doom is a port of Id Software's 1993 game "Doom" that is
designed to behave as similar to the original DOS version of Doom as is
possible.
GENERAL OPTIONS
-cdrom [windows only] Save configuration data and savegames in c:\doom‐
data, allowing play from CD.
-config <file>
Load main configuration from the specified file, instead of the
default.
-devparm
Developer mode. F1 saves a screenshot in the current working
directory.
-dumpsubstconfig <output filename>
Read all MIDI files from loaded WAD files, dump an example sub‐
stitution music config file to the specified filename and quit.
-episode <n>
Start playing on episode n (1-4)
-extraconfig <file>
Load additional configuration from the specified file, instead
of the default.
-fast Monsters move faster.
-file <files>
Load the specified PWAD files.
-iwad <file>
Specify an IWAD file to use.
-loadgame <s>
Load the game in slot s.
-mb <mb>
Specify the heap size, in MiB (default 16).
-mmap Use the OS's virtual memory subsystem to map WAD files directly
into memory.
-noblit
Disable blitting the screen.
-nodraw
Disable rendering the screen entirely.
-nomonsters
Disable monsters.
-nomusic
Disable music.
-nosfx Disable sound effects.
-nosound
Disable all sound output.
-pack <pack>
Explicitly specify a Doom II "mission pack" to run as, instead
of detecting it based on the filename. Valid values are:
"doom2", "tnt" and "plutonia".
-respawn
Monsters respawn after being killed.
-servername <name>
When starting a network server, specify a name for the server.
-skill <skill>
Set the game skill, 1-5 (1: easiest, 5: hardest). A skill of 0
disables all monsters.
-turbo <x>
Turbo mode. The player's speed is multiplied by x%. If unspec‐
ified, x defaults to 200. Values are rounded up to 10 and down
to 400.
-warp [<x> <y> | <xy>]
Start a game immediately, warping to ExMy (Doom 1) or MAPxy
(Doom 2)
-zonescan
Zone memory debugging flag. If set, each time memory is freed,
the zone heap is scanned to look for remaining pointers to the
freed block.
-zonezero
Zone memory debugging flag. If set, memory is zeroed after it is
freed to deliberately break any code that attempts to use it
after free.
COMPATIBILITY
-donut <x> <y>
Use the specified magic values when emulating behavior caused by
memory overruns from improperly constructed donuts. In Vanilla
Doom this can differ depending on the operating system. The
default (if this option is not specified) is to emulate the
behavior when running under Windows 98.
-gameversion <version>
Emulate a specific version of Doom. Valid values are "1.9",
"ultimate", "final", "final2", "hacx" and "chex".
-setmem <version>
Specify DOS version to emulate for NULL pointer dereference emu‐
lation. Supported versions are: dos622, dos71, dosbox. The
default is to emulate DOS 7.1 (Windows 98).
-spechit <n>
Use the specified magic value when emulating spechit overruns.
-statdump <filename>
Dump statistics information to the specified file on the levels
that were played. The output from this option matches the output
from statdump.exe (see ctrlapi.zip in the /idgames archive).
DEMO OPTIONS
-longtics
Record a high resolution "Doom 1.91" demo.
-maxdemo <size>
Specify the demo buffer size (KiB)
-playdemo <demo>
Play back the demo named demo.lmp.
-record <x>
Record a demo named x.lmp.
-timedemo <demo>
Play back the demo named demo.lmp, determining the framerate of
the screen.
DISPLAY OPTIONS
-1 Don't scale up the screen.
-2 Double up the screen to 2x its normal size.
-3 Double up the screen to 3x its normal size.
-8in32 Set the color depth of the screen to 32 bits per pixel.
-bpp <bpp>
Specify the color depth of the screen, in bits per pixel.
-fullscreen
Run in fullscreen mode.
-geometry <WxY>[wf]
Specify the dimensions of the window or fullscreen mode. An
optional letter of w or f appended to the dimensions selects
windowed or fullscreen mode.
-grabmouse
Grab the mouse when running in windowed mode.
-height <y>
Specify the screen height, in pixels.
-nograbmouse
Don't grab the mouse when running in windowed mode.
-nomouse
Disable the mouse.
-nonovert
Enable vertical mouse movement.
-novert
Disable vertical mouse movement.
-width <x>
Specify the screen width, in pixels.
-window
Run in a window.
NETWORKING OPTIONS
-altdeath
Start a deathmatch 2.0 game. Weapons do not stay in place and
all items respawn after 30 seconds.
-autojoin
Automatically search the local LAN for a multiplayer server and
join it.
-avg Austin Virtual Gaming: end levels after 20 minutes.
-connect <address>
Connect to a multiplayer server running on the given address.
-deathmatch
Start a deathmatch game.
-dedicated
Start a dedicated server, routing packets but not participating
in the game itself.
-dup <n>
Reduce the resolution of the game by a factor of n, reducing the
amount of network bandwidth needed.
-extratics <n>
Send n extra tics in every packet as insurance against dropped
packets.
-ignoreversion
When running a netgame server, ignore version mismatches between
the server and the client. Using this option may cause game
desyncs to occur, or differences in protocol may mean the
netgame will simply not function at all.
-left Run as the left screen in three screen mode.
-localsearch
Search the local LAN for running servers.
-newsync
Use new network client sync code rather than the classic sync
code. This is currently disabled by default because it has some
bugs.
-nodes <n>
Autostart the netgame when n nodes (clients) have joined the
server.
-port <n>
Use the specified UDP port for communications, instead of the
default (2342).
-privateserver
When running a server, don't register with the global master
server. Implies -server.
-query <address>
Query the status of the server running on the given IP address.
-right Run as the right screen in three screen mode.
-search
Query the Internet master server for a global list of active
servers.
-server
Start a multiplayer server, listening for connections.
-solo-net
Start the game playing as though in a netgame with a single
player. This can also be used to play back single player
netgame demos.
-timer <n>
For multiplayer games: exit each level after n minutes.
DEHACKED AND WAD MERGING
-aa <files>
Equivalent to "-af <files> -as <files>".
-af <files>
Simulates the behavior of NWT's -af option, merging flats into
the main IWAD directory. Multiple files may be specified.
-as <files>
Simulates the behavior of NWT's -as option, merging sprites into
the main IWAD directory. Multiple files may be specified.
-deh <files>
Load the given dehacked patch(es)
-dehlump
Load Dehacked patches from DEHACKED lumps contained in one of
the loaded PWAD files.
-merge <files>
Simulates the behavior of deutex's -merge option, merging a PWAD
into the main IWAD. Multiple files may be specified.
-nocheats
Ignore cheats in dehacked files.
-nodeh Disable automatic loading of Dehacked patches for certain IWAD
files.
-nwtmerge <files>
Simulates the behavior of NWT's -merge option. Multiple files
may be specified.
IWAD SEARCH PATHS
To play, an IWAD file is needed. This is a large file containing all of
the levels, graphics, sound effects, music and other material that make
up the game. IWAD files are named according to the game; the standard
names are:
doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad
Doom, Doom II, Final Doom
heretic.wad, heretic1.wad, hexen.wad, strife1.wad
Heretic, Hexen and Strife (commercial Doom engine games).
hacx.wad, chex.wad
Hacx and Chex Quest - more obscure games based on the Doom
engine.
freedm.wad, freedoom1.wad, freedoom2.wad
The Freedoom open content IWAD files.
The following directory paths are searched in order to find an IWAD:
Current working directory
Any IWAD files found in the current working directory will be
used in preference to IWADs found in any other directories.
DOOMWADDIR
This environment variable can be set to contain a path to a sin‐
gle directory in which to look for IWAD files. This environment
variable is supported by most Doom source ports.
DOOMWADPATH
This environment variable, if set, can contain a colon-separated
list of directories in which to look for IWAD files, or alterna‐
tively full paths to specific IWAD files.
$HOME/.local/share/games/doom
Writeable directory in the user's home directory. The path can
be overridden using the XDG_DATA_HOME environment variable (see
the XDG Base Directory Specification).
/usr/local/share/games/doom, /usr/share/games/doom
System-wide locations that can be accessed by all users. The
path /usr/share/games/doom is a standard path that is supported
by most Doom source ports. These paths can be overridden using
the XDG_DATA_DIRS environment variable (see the XDG Base Direc‐
tory Specification).
The above can be overridden on a one-time basis by using the -iwad com‐
mand line parameter to provide the path to an IWAD file to use. This
parameter can also be used to specify the name of a particular IWAD to
use from one of the above paths. For example, '-iwad doom.wad' will
search the above paths for the file doom.wad to use.
ENVIRONMENT
This section describes environment variables that control Chocolate
Doom's behavior.
DOOMWADDIR, DOOMWADPATH
See the section, IWAD SEARCH PATHS above.
PCSOUND_DRIVER
When running in PC speaker sound effect mode, this environment
variable specifies a PC speaker driver to use for sound effect
playback. Valid options are "Linux" for the Linux console mode
driver, "BSD" for the NetBSD/OpenBSD PC speaker driver, and
"SDL" for SDL-based emulated PC speaker playback (using the dig‐
ital output).
OPL_DRIVER
When using OPL MIDI playback, this environment variable speci‐
fies an OPL backend driver to use. Valid options are "SDL" for
an SDL-based software emulated OPL chip, "Linux" for the Linux
hardware OPL driver, and "OpenBSD" for the OpenBSD/NetBSD hard‐
ware OPL driver.
Generally speaking, a real hardware OPL chip sounds better than
software emulation; however, modern machines do not often
include one. If present, it may still require extra work to set
up and elevated security privileges to access.
FILES
$HOME/.chocolate-doom/default.cfg
The main configuration file for Chocolate Doom. See
default.cfg(5).
$HOME/.chocolate-doom/chocolate-doom.cfg
Extra configuration values that are specific to Chocolate Doom
and not present in Vanilla Doom. See chocolate-doom.cfg(5).
SEE ALSO
chocolate-server(6), chocolate-setup(6), chocolate-heretic(6), choco‐
late-hexen(6), chocolate-strife(6)
AUTHOR
Chocolate Doom is written and maintained by Simon Howard. It is based
on the LinuxDoom source code, released by Id Software.
COPYRIGHT
Copyright © id Software Inc. Copyright © 2005-2013 Simon Howard.
This is free software. You may redistribute copies of it under the
terms of the GNU General Public License
<http://www.gnu.org/licenses/gpl.html>. There is NO WARRANTY, to the
extent permitted by law.
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