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crispy-strife(6)		  Games Manual			crispy-strife(6)

NAME
     crispy-strife - historically compatible Strife engine

SYNOPSIS
     crispy-strife [options]

DESCRIPTION
     Crispy  Strife  is  an accurate and complete recreation of Rogue Entertain-
     ment's Strife: Quest for the Sigil.  It was created through more  than  two
     years of reverse engineering effort with the blessings of the original pro-
     grammers of the game; see section "HISTORY" below.

GENERAL OPTIONS
     -config file
	    Load  main configuration from the specified file, instead of the de-
	    fault.

     -devparm
	    Developer mode. Implies -nograph.

     -extraconfig file
	    Load additional configuration from the specified  file,  instead  of
	    the default.

     -file file ...
	    Load  the specified PWAD files.  Each succeeding argument is treated
	    as a PWAD file name until one starts with a  dash  or  the	argument
	    list is exhausted.

     -iwad file
	    Specify an IWAD file to use.

     -nograph
	    Disable graphical introduction sequence

     -nomusic
	    Disable music.

     -nomusicpacks
	    Disable substitution music packs.

     -nosfx
	    Disable sound effects.

     -nosound
	    Disable all sound output.

     -novoice
	    Disable  voice  dialog  and  show  dialog  as  text instead, even if
	    voices.wad can be found.

     -response file
	    Load extra command-line arguments from the given response file.  Ar-
	    guments read from the file are inserted into the command  line,  re-
	    placing this argument.  A response file can also be loaded using the
	    abbreviated syntax '@file.rsp'.

     -savedir directory
	    Specify  a path from which to load and save games.	If the directory
	    does not exist then it will automatically be created.

     -version
	    Print the program version and exit.

GAME START OPTIONS
     -doubleammo
	    Double ammo pickup rate. This option is not allowed when recording a
	    demo, playing back a demo or when starting a network game.

     -fast  Monsters move faster.

     -loadgame s
	    Load the game in slot s.

     -nomonsters
	    Disable monsters.

     -random
	    Items respawn at random locations

     -respawn
	    Respawn monsters after they are killed.

     -skill skill
	    Set the game skill, 1-5 (1: easiest, 5: hardest).  A skill of 0 dis-
	    ables all monsters.

     -turbo x
	    Turbo mode.  The player's speed is multiplied by  x%.   If	unspeci-
	    fied,  x  defaults	to 200.  Values are rounded up to 10 and down to
	    400.

     -warp x
	    Start a game immediately, warping to level x.

DISPLAY OPTIONS
     -1     Don't scale up the screen.	Implies -window.

     -2     Double up the screen to 2x its normal size.  Implies -window.

     -3     Double up the screen to 3x its normal size.  Implies -window.

     -display x
	    Specify the display number on which to show the screen.

     -fullscreen
	    Run in fullscreen mode.

     -geometry WxH
	    Specify the dimensions of the window.  Implies -window.

     -height H
	    Specify the screen height, in pixels.  Implies -window.

     -noblit
	    Disable blitting the screen.

     -nodraw
	    Disable rendering the screen entirely.

     -nograbmouse
	    Don't grab the mouse when running in windowed mode.

     -nomouse
	    Disable the mouse.

     -width W
	    Specify the screen width, in pixels.  Implies -window.

     -window
	    Run in a window.

NETWORKING OPTIONS
     -altdeath
	    Start a deathmatch 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.

     -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 pack-
	    ets.

     -left  Run as the left screen in three screen mode.

     -localsearch
	    Search the local LAN for running servers.

     -nodes n
	    Autostart the netgame when n nodes (clients) have joined the server.

     -oldsync
	    Use original network client sync code rather than the improved  sync
	    code.

     -port n
	    Use  the  specified  UDP port for communications, instead of the de-
	    fault (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.

     -servername name
	    When starting a network server, specify a name for the server.

     -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 file ...
	    Equivalent to "-af <files> -as <files>".

     -af file ...
	    Simulates the behavior of NWT's -af option, merging flats  into  the
	    main IWAD directory.  Multiple files may be specified.

     -as file ...
	    Simulates the behavior of NWT's -as option, merging sprites into the
	    main IWAD directory.  Multiple files may be specified.

     -deh file ...
	    Load the given dehacked patch(es)

     -merge file ...
	    Simulates  the  behavior  of  deutex's -merge option, merging a PWAD
	    into the main IWAD.  Multiple files may be specified.

     -noautoload
	    Disable auto-loading of .wad files.

     -nocheats
	    Ignore cheats in dehacked files.

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

DEMO OPTIONS
     -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.

     -solo-net
	    Play back a demo recorded in a netgame with a single player.

     -strictdemos
	    When  recording or playing back demos, disable any extensions of the
	    vanilla demo format - record demos as vanilla  would  do,  and  play
	    back demos as vanilla would do.

     -timedemo demo
	    Play  back the demo named demo.lmp, determining the framerate of the
	    screen.

COMPATIBILITY
     -donut x y
	    Use the specified magic values when  emulating  behavior  caused  by
	    memory  overruns  from  improperly	constructed  donuts.  In Vanilla
	    Strife this can differ depending on the operating system.	The  de-
	    fault  (if	this option is not specified) is to emulate the behavior
	    when running under Windows 98.

     -gameversion version
	    Emulate a specific version of Strife. Valid  values  are  "1.2"  and
	    "1.31".

     -setmem version
	    Specify  DOS  version to emulate for NULL pointer dereference emula-
	    tion.  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.

OBSCURE AND LESS-USED OPTIONS
     -cdrom
	    [windows  only]   Save   configuration   data   and   savegames   in
	    c:\strife.cd, allowing play from CD.

     -dumpsubstconfig file
	    Read all MIDI files from loaded WAD files, dump an example substitu-
	    tion music config file to the specified file, and quit.

     -flip  Flip player gun sprites.

     -mb mb
	    Specify the heap size, in MiB.

     -mmap  Use the OS's virtual memory subsystem to map WAD files directly into
	    memory.

     -nogui
	    If	specified,  don't  show a GUI window for error messages when the
	    game exits with an error.

     -work  Set Rogue playtesting mode (god mode; no  cliping  mode  toggled  by
	    backspace).

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, hexen.wad, strife.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 single
	    directory in which to look for IWAD files.	This  environment  vari-
	    able 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/doom
     /usr/local/share/games/doom
     /usr/share/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 Directory Spec-
	    ification).

     The  above can be overridden on a one-time basis by using the -iwad command
     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 Crispy Strife's
     behavior.

     DOOMWADDIR
     DOOMWADPATH
	    See section "IWAD SEARCH PATHS" above.

     PCSOUND_DRIVER
	    When running in PC speaker sound effect mode, this environment vari-
	    able 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).

     OPL_DRIVER
	    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  dri-
	    ver, 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 ele-
	    vated security privileges to access.

FILES
     $HOME/.local/share/crispy-doom/strife.cfg
	    The main configuration file for Crispy Strife.  See strife.cfg(5).

     $HOME/.local/share/crispy-doom/crispy-strife.cfg
	    Extra  configuration  values  that are specific to Crispy Strife and
	    not present in Vanilla Strife.  See crispy-strife.cfg(5).

SEE ALSO
     crispy-doom(6), crispy-server(6), crispy-setup(6)

HISTORY
     The source code for Strife was lost, which means, unlike the code	for  all
     the  other  commercial  games using the Doom engine, it cannot be released.
     The only access we have to the code is the binary executable file.  Reverse
     engineering tools were employed to disassemble and decompile  the	executa-
     bles,  which  were  cross-referenced against the Linux Doom and DOS Heretic
     sources and painstakingly combed over multiple times,  instruction  by  in-
     struction,  to ensure that the resulting Chocolate-Doom-based executable is
     as close as possible to the original.

LEGALITY
     Reverse engineering is a protected activity so long as the original code is
     not used directly in the product.	Due to the vast  amount  of  information
     lost  through  the  process  of compilation, and the need to refactor large
     portions of code in order to eliminate non-portable idioms or to adapt them
     properly to Chocolate Doom's framework,  the  resulting  code  behaves  the
     same, but is not the same code.

     In  addition, James Monroe and John Carmack have both stated that they have
     no objections to the project.  Because they are the original authors of the
     code, and neither Rogue nor their	publisher,  Velocity,  Inc.,  exist  any
     longer as legal entities, this is effectively legal permission.

BUGS
     Crispy Strife is almost, but not entirely perfect, in recreating the behav-
     ior  of  Vanilla  Strife.	Help us by reporting any discrepancies you might
     notice between this executable and the vanilla DOS program.

     However, do not report any glitch that you can replicate in the vanilla EXE
     as a bug.	The point of Crispy Strife, like Chocolate Doom before it, is to
     be as bug-compatible with the original game as  possible.	 Also  be  aware
     that some glitches are impossible to compatibly recreate, and wherever this
     is  the  case, Crispy Strife has erred on the side of not crashing the pro-
     gram, for example by initializing pointers to NULL rather than  using  them
     without setting a value first.

AUTHORS
     Chocolate Strife is part of the Chocolate Doom project.  It was reverse en-
     gineered  from the DOS versions of Strife by James Haley and Samuel Villar-
     real.  Chocolate Doom was written and maintained by Simon	Howard,  and  is
     based on the LinuxDoom source code released by Id Software.

COPYRIGHT
     Copyright (C) id Software Inc.  Copyright (C) 2005-2013 Simon Howard, James
     Haley, Samuel Villarreal.

     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.

Crispy Doom 7.1.0		   2018-01-15			crispy-strife(6)

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