Provided by: chocolate-doom_1.6.0-1_i386 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

              Developer mode.  F1 saves a screenshot in  the  current  working

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

       -extraconfig <file>
              Load  extra  configuration  from  the specified file, instead of

       -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 monsters.

       -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 98).

       -spechit <n>
              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.

       -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.


              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.


              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

              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 -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.

              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
              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

              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.