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crispy-doom(6)			 Games Manual			crispy-doom(6)

NAME
       crispy-doom - historically compatible Doom engine

SYNOPSIS
       crispy-doom [OPTIONS]

DESCRIPTION
       Crispy  Doom  is	 a  port of Id Software's 1993 game "Doom" that	is de-
       signed to behave	as similar to the original DOS version of Doom	as  is
       possible.

GENERAL	OPTIONS
       -config <file>
	      Load  main configuration from the	specified file,	instead	of the
	      default.

       -devparm
	      Developer	mode. F1 saves a screenshot in the current working di-
	      rectory.

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

       -file <files>
	      Load the specified PWAD files.

       -iwad <file>
	      Specify an IWAD file to use.

       -nomusic
	      Disable music.

       -nomusicpacks
	      Disable substitution music packs.

       -nosfx Disable sound effects.

       -nosound
	      Disable all sound	output.

       -response <filename>
	      Load  extra command line arguments from the given	response file.
	      Arguments	read from the file will	be inserted into  the  command
	      line replacing this argument. A response file can	also be	loaded
	      using the	abbreviated syntax '@filename.rsp'.

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

       -version
	      Print the	program	version	and exit.

GAME START OPTIONS
       -coop_spawns
	      Start single player game with items  spawns  as  in  cooperative
	      netgame.

       -doubleammo
	      Double ammo pickup rate. This option is not allowed when record-
	      ing a demo, playing back a demo or when starting a network game.

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

       -fast  Monsters move faster.

       -loadgame <s>
	      Load the game in slot s.

       -nomonsters
	      Disable monsters.

       -pistolstart
	      Automatic	 pistol	 start	when  advancing	 from one level	to the
	      next. At the beginning of	each level, the	player's health	is re-
	      set to 100, their	armor to 0 and their inventory is  reduced  to
	      the  following: pistol, fists and	50 bullets. This option	is not
	      allowed when recording a demo,  playing  back  a	demo  or  when
	      starting a network game.

       -respawn
	      Monsters respawn after being killed.

       -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)

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 <WxY>
	      Specify the dimensions of	the window. Implies -window.

       -height <y>
	      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 <x>
	      Specify the screen width,	in pixels. Implies -window.

       -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.

       -dm3   Start  a	deathmatch  3.0	 game.	 Weapons stay in place and all
	      items respawn after 30 seconds.

       -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.

       -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
	      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.

       -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 <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)

       -lumpdump <file>
	      [crispy]	experimental  feature:	dump  lump data	into a new LMP
	      file <file>

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

       -mergedump <file>
	      [crispy]	experimental  feature:	in  conjunction	 with	-merge
	      <files>  merges  PWADs  into the main IWAD and writes the	merged
	      data into	<file>

       -noautoload
	      Disable auto-loading of .wad and .deh files.

       -nocheats
	      Ignore cheats in dehacked	files.

       -nodeh Disable automatic	loading	of Dehacked patches for	 certain  IWAD
	      files.

       -nodehlump
	      Disable  automatic  loading  of  embedded	 DEHACKED lumps	in wad
	      files.

       -nosideload
	      Disable automatic	loading	of Master Levels, No Rest for the Liv-
	      ing and Sigil.

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

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.

       -shorttics
	      Play with	low turning resolution to emulate demo recording.

       -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
	      Doom this	can differ depending on	the operating system.  The de-
	      fault (if	this option is not specified) is to emulate the	behav-
	      ior when running under Windows 98.

       -gameversion <version>
	      Emulate  a  specific  version  of	Doom.  Valid values are	"1.2",
	      "1.666", "1.7", "1.8",  "1.9",  "ultimate",  "final",  "final2",
	      "hacx" and "chex".

       -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".

       -setmem <version>
	      Specify DOS version to emulate for NULL pointer dereference emu-
	      lation.	Supported versions are:	dos622,	dos71, dosbox. The de-
	      fault 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).

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

       -dumpsubstconfig	<filename>
	      Read  all	MIDI files from	loaded WAD files, dump an example sub-
	      stitution	music config file to the specified filename and	quit.

       -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.

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 en-
	      gine.

       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/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 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 Crispy	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  in-
	      clude one. If present, it	may still require extra	work to	set up
	      and elevated security privileges to access.

FILES
       $HOME/.local/share/crispy-doom/default.cfg
	      The   main   configuration   file	 for  Crispy  Doom.   See  de-
	      fault.cfg(5).

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

SEE ALSO
       crispy-server(6),  crispy-setup(6), crispy-heretic(6), crispy-hexen(6),
       crispy-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 (C) id	Software Inc.  Copyright (C) 2005-2016 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/li-
       censes/gpl.html>.   There  is  NO  WARRANTY, to the extent permitted by
       law.

								crispy-doom(6)

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