Provided by: chocolate-doom_1.6.0-1_i386
chocolate-doom - historically compatible doom engine
Chocolate Doom is a modern doom engine designed to behave as similar to
the original doom game as is possible.
-cdrom [windows only] Save configuration data and savegames in
c:\doomdata, allowing play from CD.
Load configuration from the specified file, instead of
Developer mode. F1 saves a screenshot in the current working
Start playing on episode n (1-4)
Load extra configuration from the specified file, instead of
-fast Monsters move faster.
Load the specified PWAD files.
Specify an IWAD file to use.
Load the game in slot s.
Specify the heap size, in MiB (default 16).
-mmap Use the OS's virtual memory subsystem to map WAD files directly
Disable blitting the screen.
Disable rendering the screen entirely.
-nosfx Disable sound effects.
Disable all sound output.
Monsters respawn after being killed.
When starting a network server, specify a name for the server.
Set the game skill, 1-5 (1: easiest, 5: hardest). A skill of 0
disables all monsters.
Turbo mode. The player's speed is multiplied by x%. If
unspecified, 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
-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.
Emulate a specific version of Doom. Valid values are "1.9",
"ultimate", "final", "final2", "hacx" and "chex".
Specify DOS version to emulate for NULL pointer dereference
emulation. Supported versions are: dos622, dos71, dosbox. The
default is to emulate DOS 7.1 (Windows 98).
Use the specified magic value when emulating spechit overruns.
-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.
Specify the color depth of the screen, in bits per pixel.
Run in fullscreen mode.
-gdi [windows only] Use the Windows GDI driver instead of DirectX.
Specify the screen mode (when running fullscreen) or the window
dimensions (when running in windowed mode).
Grab the mouse when running in windowed mode.
Specify the screen height, in pixels.
Don't grab the mouse when running in windowed mode.
Disable the mouse.
Enable vertical mouse movement.
Disable vertical mouse movement.
Specify the screen width, in pixels.
Run in a window.
Record a high resolution "Doom 1.91" demo.
Specify the demo buffer size (KiB)
Play back the demo named demo.lmp.
Record a demo named x.lmp.
Play back the demo named demo.lmp, determining the framerate of
Start a deathmatch 2.0 game. Weapons do not stay in place and
all items respawn after 30 seconds.
Automatically search the local LAN for a multiplayer server and
-avg Austin Virtual Gaming: end levels after 20 minutes.
Connect to a multiplayer server running on the given address.
Start a deathmatch game.
Start a dedicated server, routing packets but not participating
in the game itself.
Reduce the resolution of the game by a factor of n, reducing the
amount of network bandwidth needed.
Send n extra tics in every packet as insurance against dropped
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.
Search the local LAN for running servers.
Use original game sync code.
Use the specified UDP port for communications, instead of the
When running a server, don't register with the global master
server. Implies -server.
Query the status of the server running on the given IP address.
-right Run as the right screen in three screen mode.
Query the Internet master server for a global list of active
Start a multiplayer server, listening for connections.
Start the game playing as though in a netgame with a single
player. This can also be used to play back single player
For multiplayer games: exit each level after n minutes.
DEHACKED AND WAD MERGING
Equivalent to "-af <files> -as <files>".
Simulates the behavior of NWT's -af option, merging flats into
the main IWAD directory. Multiple files may be specified.
Simulates the behavior of NWT's -as option, merging sprites into
the main IWAD directory. Multiple files may be specified.
Load the given dehacked patch(es)
Simulates the behavior of deutex's -merge option, merging a PWAD
into the main IWAD. Multiple files may be specified.
Ignore cheats in dehacked files.
Simulates the behavior of NWT's -merge option. Multiple files
may be specified.
This section describes environment variables that control Chocolate
These environment variables provide paths to search for Doom
.WAD files when looking for a game IWAD file or a PWAD file
specified with the `-file' option. DOOMWADDIR specifies a
single path in which to look for WAD files, while DOOMWWADPATH
specifies a colon-separated list of paths to search.
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
When using OPL MIDI playback, this environment variable
specifies 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
hardware 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.
The main configuration file for Chocolate Doom. See
Extra configuration values that are specific to Chocolate Doom
and not present in Vanilla Doom. See chocolate-doom.cfg(5).
Chocolate Doom is written and maintained by Simon Howard. It is based
on the LinuxDoom source code, released by Id Software.
Copyright (C) id Software Inc. Copyright (C) 2005-8 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.