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chocolate-strife(6)					   chocolate-strife(6)

NAME
       chocolate-strife - historically compatible strife engine

SYNOPSIS
       chocolate-strife [OPTIONS]

DESCRIPTION
       Chocolate Strife is an accurate and complete recreation of Rogue Enter‐
       tainment's "Strife: Quest for the Sigil". It was created	 through  more
       than  two years of reverse engineering effort with the blessings of the
       original programmers of the game (see the section HISTORY below).

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

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

       -devparm
	      Developer mode. Implies -nograph.

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

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

       -fast  Monsters move faster.

       -file <files>
	      Load the specified PWAD files.

       -flip  Flip player gun sprites (broken).

       -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.

       -nograph
	      Disable graphical introduction sequence

       -nomonsters
	      Disable monsters.

       -nomusic
	      Disable music.

       -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.

       -random
	      Items respawn at random locations

       -respawn
	      Respawn monsters after they are 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 unspec‐
	      ified, x defaults to 200.	 Values are rounded up to 10 and  down
	      to 400.

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

       -work  Set   Rogue   playtesting	  mode	(godmode,  noclip  toggled  by
	      backspace)

       -zonescan
	      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.

       -zonezero
	      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.

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
	      default  (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 emu‐
	      lation.  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.

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.

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

DISPLAY OPTIONS
       -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.

       -fullscreen
	      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.

       -grabmouse
	      Grab the mouse when running in windowed mode.

       -height <y>
	      Specify the screen height, in pixels.

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

       -nomouse
	      Disable the mouse.

       -nonovert
	      Enable vertical mouse movement.

       -novert
	      Disable vertical mouse movement.

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

       -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
	      packets.

       -ignoreversion
	      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.

       -localsearch
	      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).

       -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.

       -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)

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

       -nocheats
	      Ignore cheats in dehacked files.

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

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
	      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 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/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	Direc‐
	      tory 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 Chocolate
       Strife'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
	      include  one. If present, it may still require extra work to set
	      up and elevated security privileges to access.

FILES
       $HOME/.chocolate-doom/strife.cfg
	      The  main	 configuration	file  for   Chocolate	Strife.	   See
	      strife.cfg(5).

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

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

HISTORY
       The source code for Strife was lost, which means, unlike the  code  for
       all  the other commercial DOOM-engine games, 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 exe‐
       cutables, which were cross- referenced against the Linux DOOM  and  DOS
       Heretic	sources and painstakingly combed over multiple times, instruc‐
       tion-by-instruction, 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
       Chocolate Strife is almost, but not entirely perfect, in recreating the
       behavior 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 Chocolate 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, Chocolate Strife has erred  on
       the  side  of  not  crashing  the  program, 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
       engineered  from	 the  DOS versions of Strife by James Haley and Samuel
       Villarreal.  Chocolate Doom was written and maintained by Simon Howard,
       and is based on the LinuxDoom source code released by Id Software.

COPYRIGHT
       Copyright © id Software Inc.  Copyright © 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.

							   chocolate-strife(6)
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