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Manual Reference Pages  -  CHOCOLATE-DOOM (6)


chocolate-doom - historically compatible Doom engine


General Options
Demo Options
Display Options
Networking Options
Dehacked And Wad Merging
Iwad Search Paths
See Also


chocolate-doom [OPTIONS]


Chocolate Doom is a port of Id Software’s 1993 game "Doom" that is designed to behave as similar to the original DOS version of Doom as is possible.


-cdrom [windows only] Save configuration data and savegames in c:\doomdata, allowing play from CD.
-config <file>
  Load main configuration from the specified file, instead of the default.
-devparm Developer mode. F1 saves a screenshot in the current working directory.
-dumpsubstconfig <output filename>
  Read all MIDI files from loaded WAD files, dump an example substitution music config file to the specified filename and quit.
-episode <n>
  Start playing on episode n (1-4)
-extraconfig <file>
  Load additional configuration from the specified file, instead of the default.
-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.
-noblit Disable blitting the screen.
-nodraw Disable rendering the screen entirely.
  Disable monsters.
-nomusic Disable music.
-nosfx Disable sound effects.
-nosound Disable all sound output.
-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".
-respawn 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)
  Zone memory debugging flag. If set, each time memory is freed, the zone heap is scanned to look for remaining pointers to the freed block.
  Zone memory debugging flag. If set, memory is zeroed after it is freed to deliberately break any code that attempts to use it after free.


-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.
-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 in the /idgames archive).


  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.
-geometry <WxY>[wf]
  Specify the dimensions of the window or fullscreen mode. An optional letter of w or f appended to the dimensions selects windowed or fullscreen 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.
-nomouse Disable the mouse.
  Enable vertical mouse movement.
-novert Disable vertical mouse movement.
-width <x>
  Specify the screen width, in pixels.
-window 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.
-newsync Use new network client sync code rather than the classic sync code. This is currently disabled by default because it has some bugs.
-nodes <n>
  Autostart the netgame when n nodes (clients) have joined the server.
-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.
-search Query the Internet master server for a global list of active servers.
-server Start a multiplayer server, listening for connections.
-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.


-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)
-dehlump Load Dehacked patches from DEHACKED lumps contained in one of the loaded PWAD files.
-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.
-nodeh Disable automatic loading of Dehacked patches for certain IWAD files.
-nwtmerge <files>
  Simulates the behavior of NWT’s -merge option. Multiple files may be specified.


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 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.
  This environment variable can be set to contain a path to a single directory in which to look for IWAD files. This environment variable is supported by most Doom source ports.
  This environment variable, if set, can contain a colon-separated list of directories in which to look for IWAD files, or alternatively full paths to specific IWAD files.
  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/games/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 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.


This section describes environment variables that control Chocolate Doom’s behavior.
  See the section, IWAD SEARCH PATHS above.
  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-heretic(6), chocolate-hexen(6), chocolate-strife(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 © 2005-2013 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.

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