Provided by: chocolate-doom_1.6.0-1_amd64 bug


       chocolate-doom - historically compatible doom engine


       chocolate-doom [OPTIONS]


       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.

       -config <file>
              Load configuration from the specified file, instead of default.cfg.

              Developer mode.  F1 saves a screenshot in the current working directory.

       -episode <n>
              Start playing on episode n (1-4)

       -extraconfig <file>
              Load extra configuration from the specified file, instead of chocolate-doom.cfg.

       -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.

              Disable blitting the screen.

              Disable rendering the screen entirely.

              Disable monsters.

              Disable music.

       -nosfx Disable sound effects.

              Disable all sound output.

              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

       -turbo <x>
              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 (Doom 2)


       -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 emulation.  Supported
              versions are: dos622, dos71, dosbox. The default is to  emulate  DOS  7.1  (Windows

       -spechit <n>
              Use the specified magic value when emulating spechit overruns.


              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.


       -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.

              Run in fullscreen mode.

       -gdi   [windows only] Use the Windows GDI driver instead of DirectX.

       -geometry <WxY>
              Specify  the  screen  mode (when running fullscreen) or the window dimensions (when
              running in windowed mode).

              Grab the mouse when running in windowed mode.

       -height <y>
              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.

       -width <x>
              Specify the screen width, in pixels.

              Run in a window.


              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 join it.

       -avg   Austin Virtual Gaming: end levels after 20 minutes.

       -connect <address>
              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.

       -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.

              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.

       -port <n>
              Use the specified UDP port for communications, instead of the default (2342).

              When running a server, don't  register  with  the  global  master  server.  Implies

       -query <address>
              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 servers.

              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 netgame demos.

       -timer <n>
              For multiplayer games: exit each level after n minutes.


       -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)

       -merge <files>
              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.

       -nwtmerge <files>
              Simulates the behavior of NWT's -merge option.  Multiple files may be specified.


       This section describes environment variables that control Chocolate Doom's behavior.

              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 digital output).

              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 default.cfg(5).

              Extra configuration values that are specific to Chocolate Doom and not  present  in
              Vanilla Doom.  See chocolate-doom.cfg(5).


       chocolate-server(6), chocolate-setup(6)


       Chocolate  Doom  is  written and maintained by Simon Howard.  It is based on the LinuxDoom
       source code, released by Id Software.


       Copyright © id Software Inc.  Copyright © 2005-8 Simon Howard.
       This is free software.  You may redistribute copies of it  under  the  terms  of  the  GNU
       General  Public  License <>.  There is NO WARRANTY, to
       the extent permitted by law.