instead

package: instead

title: instead(6)

text:
# instead(6)

## NAME
INSTEAD - Simple Text Adventure Engine, The Interpreter

## DESCRIPTION
The interpreter of STEAD (Simple Text Adventures) allows one to play games that combine visual novels, text adventures and classic quests of 1990-s. The STEAD games features are:

* very simple source code of the stories. (based on LUA);

* graphical game interface;

* supports music and images;

* theme support - a game may change the interface look;

* portability (originally written for Linux, depends on SDL and lua).

## SYNOPSIS
sdl-instead [options] [game.zip or game.idf or path to game]

## OPTIONS
-debug

Debug mode (for game developers).

-nosound

Run the game without sound.

-vsync

Vsync output. (SDL2 only)

-gamespath <path>

Add path with games.

-themespath <path>

Add path with themes.

-nostdgames

Do not use default games.

-nostdthemes

Do not use default themes.

-game <basename>

Select game in gamespath.

-theme <basename>

Select theme in themespath.

-owntheme

Force game to use own theme.

-notheme

Do not use own game theme.

-fullscreen

Run the game in fullscreen mode.

-nocursor

Do not use game mouse cursors (use system one)

-hires / -nohires

Set/unset the high resolution when run in fullscreen mode.

-window

Run the game in windowed mode.

-resizable

Resizable window (SDL2 only)

-scale <scale>

Scale window (SDL2 only)

-noautosave

Disable autosave load.

-encode <lua file> [encoded file]

Encode lua file. Encoded file can be executed with doencfile("encoded file").

-idf <path to resources directory or game>

Build idf file [INSTEAD data file] from directory.

-mode [WxH]

Use WxH resolution.

-modes <WxH>[,<WxH>[,<WxH>]] ...

Define available resolutions.

-software

Force software rendering

-renderer <opengl|direct3d|software|...>

Select default renderer (SDL2 only)

-fontscale <percents>

Font scaling.

-nopause

Do not pause the game on window minimize.

-lang <lang code>

Select language.

-hinting 0|1|2|3

Set the font hinting mode (helpful with infinality).

-install [game in zip]

Install game from zip archive

-quit

Quit :)

-appdata [fullpath]

Store saves and settings in appdata path. Path must exist!

-chunksize [size in bytes]

Size for audio buffer. Try this if sound lags.

-version

Show version and exit.

-lua <script.lua> [arguments]

Exec lua script (for game developers).

-luac <script.lua>

Check lua script (for game developers).

-standalone

Run game in standalone mode (no sandbox, no games selection ...).

-noconfig

Do not load saved config (run with defaults).

-profile <profile>

Using configuration profile. Profile file is the ini-styled file with parameter = value pairs. Where is parameters are arguments without -.

Configuration file name is 'insteadrc' and it's located in ~/.instead/.

Games can be downloaded from http://instead-games.sf.net. Unzip them in ~/.instead/games.

## CONTROLS
Please, see tutorial.

## LICENCE
This software is covered by the terms of the MIT license.

## WARRANTY
None.

## COPYRIGHT AND CREDITS
Peter Kosyh

INSTEAD author.

Ilya Ryndin

Initial port to Windows.

Mahno Aleksey, Anton Kolosov

Port to Android.

.dm

Port to Mac OS X.

Andrey Afletdinov

Port to Windows CE.

Vadim Balashoff

Advices.

Vladimir Zhirov

Advices.

Alexander Yakovlev

manual.tex support.

Serj Kalichev

Advices and default theme correction.

Vladimir Podobaev, Oleg Gvozdev

Testers.

Alexander Soborov

Wiki support.

Andrew Lobanov

Games repository, slackbuild.

Many others for comments, bug reports, games and ideas.

## SEE ALSO
https://instead-hub.github.io


xkoules

package: koules

title: xkoules(6)

summary: Action game for X11

text:
# xkoules(6)

## NAME
xkoules - Action game for X11

## SYNOPSIS
xkoules [-SxslMmpdh]

## KOULES FROM THE TOP:

.

--- . . O

/ \ . .

| | . . .. ---

\ / / \ X O

--- | O|

\ O/

--- ---

. O /O O\

. . . . | |

. . . \ /

. .X. . O ---

. . . .

. . . . ...

. . . .

. . . .

. . .

H A V E

FUN

!

## DESCRIPTION
Koules is an action game. The mission is to bounce all koules fighters from your sector

## OPTIONS
-h

for help

-s

for small display(320x250) for slow machines

-l

for large display(640x480) default size

-m

for monochrome displays

-b

for black and white mode

-p

use private colormap

-y

Synchronize with X use only for debugging

-f

Disable palette fading

-d

Disable sound support Game will run faster.

-x

Disable X11 pointer Use game's own cursor when standard X11's cursor is blinking

-M

DISABLE shared memory support Slow down the game. Use only if shared memory support crashes.

## Network options
-C<host>

run koules as network client

-S

run koules as network server

-P<port>

select port. Default is:12345

Use this in case that some other program is already using this port.

## Server options
-W

run server in width mode-support for 320x200 svgalib and OS/2 clients.

Use this in case that server is refusing your clients.

-L<level>

select level for server

-D<number>

select dificulty for server:

0: nightmare

1: hard

2: medium(default and recomended)

3: easy

4: very easy

-K

run server in deathmatch mode

## Points:

Bounce something : +1

Eat extension : +10

Eat thief : -30

Eat friend : +30 At end of level

every live : +20

every lost level : -100

In deathmatch mode

every destroyed concurrent: +100

## PORTABILITY
The program is written in ANSI C and uses the X11 graphics library.

## BUGS/LIMITATIONS
Joystick is supported only on Linux.

## SEE ALSO
http://www.paru.cas.cz/~hubicka/koules/English/koules.html

## AUTHOR
Jan Hubicka

email: hubicka@paru.cas.cz

smail:

Jan Hubicka

Dukelskych bojovniku 1944

Tabor 39001

Czech Republic


title: lbreakout2(6)

summary: breakout clone with pretty graphics

text:
# lbreakout2(6)

## NAME
lbreakout2 - breakout clone with pretty graphics

## SYNOPSIS
lbreakout2

## DESCRIPTION
This manual page briefly documents the lbreakout2 command. This manual page was written for the Debian GNU/Linux distribution because the original program does not have a manual page.

Further documentation is available in /usr/share/doc/lbreakout2.

lbreakout2 is a game written in the style of the games Breakout and xboing. The goal is to eliminate a series of screens of bricks by repeatedly striking them with bouncing balls.

## OPTIONS
lbreakout2 accepts no options.

## SEE ALSO
/usr/share/doc/lbreakout2/index.html

## AUTHOR
This manual page was written by Daniel Burrows <Daniel_Burrows@brown.edu>, for the Debian GNU/Linux system (but may be used by others).


title: lbreakout2server(6)

summary: lbreakout2 multi-player server

text:
# lbreakout2server(6)

## NAME
lbreakout2server - lbreakout2 multi-player server

## SYNOPSIS
lbreakout2server

## DESCRIPTION
This manual page briefly documents the lbreakout2server command. This manual page was written for the Debian GNU/Linux distribution because the original program does not have a manual page.

Further documentation is available in /usr/share/doc/lbreakout2.

lbreakout2 is a game written in the style of the games Breakout and xboing. This server allows two or more players to play against each other.

## OPTIONS
-p <port>

the port the server will run on (default is 2002).

-l <limit>

maximum number of users that may connect to the server (default is 30).

-m <message>

this message is displayed to welcome a user.

-a <password>

a user that logs in with this name will become administrator named admin (default is no admin).

-f <framerate>

the number of calls to the send/recv handler per second. The default is 33.

## SEE ALSO
/usr/share/doc/lbreakout2/index.html

## AUTHOR
This manual page was written by Colin Tuckley <colint@debian.org>, for the Debian GNU/Linux system (but may be used by others).


lgeneral

package: lgeneral

title: lgeneral(6)

summary: a turn-based strategy game engine.

text:
# lgeneral(6)

## NAME
LGeneral - a turn-based strategy game engine.

## SYNOPSIS
lgeneral [options] [resource-file]

## DESCRIPTION
LGeneral is a strategy game engine heavily inspired by Panzer General. You play single scenarios or whole campaigns turn by turn against a human player or the AI.

## OPTIONS
--ai-debug=<loglev>

Verbosity level of debug messages for AI turn

--campaign-start=<state>

Initial state to start campaign with (debug only)

--control=<who>

Entity who controls the current side. <who> is either human, or cpu (short: h, or c). Multiple options can be specified. In this case the first option refers to the first side, the second option to the second side, etc.

--(no-)deploy-turn

Allow/Disallow deployment of troops before scenario starts.

--(no-)purchase

Enable/Disable option for purchasing by prestige. If disabled the predefined reinforcements are used.

--notitle

Inhibit title screen

--speed=<n> Accelerate animation speed by <n>

--version

Display version information and quit

<resource-file> scenario file relative to scenarios-directory, or campaign file relative to campaigns-directory under /usr/share/games/lgeneral

## SEE ALSO
lgc-pg(1)


title: liquidwar6(6)

summary: a unique multiplayer wargame

text:
# liquidwar6(6)

## NAME
liquidwar6 - a unique multiplayer wargame

## SYNOPSIS
liquidwar6 [--option1[=value1]] ... [--optionN[=valueN]]

## DESCRIPTION
Liquid War 6 is a unique multiplayer wargame. Your army is a blob of liquid and you have to try and eat your opponents. Rules are very simple yet original, they have been invented by Thomas Colcombet. It is possible to play alone against the computer but the game is really designed to be played with friends, on a single computer, on a LAN, or on Internet.

## WARNING
Liquid War 6 is documented using the GNU info documentation system, and is also self-documented.

Type "info liquidwar6", "liquidwar6 --help" or read the documentation online on http://www.gnu.org/software/liquidwar6/manual/

## COPYING
Copyright (C) 2005, 2006, 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014, 2015 Christian Mauduit <ufoot@ufoot.org>

This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.

## AUTHOR
Christian Mauduit <ufoot@ufoot.org>


lmarbles

package: lmarbles

title: lmarbles(6)

summary: build figures out of colored marbles

text:
# lmarbles(6)

## NAME
marbles - build figures out of colored marbles

## SYNOPSIS
marbles

## DESCRIPTION
This manual page was written for the Debian GNU/Linux distribution because the original program does not have a manual page.

You goal in the puzzle game marbles is to create a more or less complex figure out of single marbles within a time limit to reach the next level. Sounds easy? Well, there is a problem: If a marble starts to move, it will not stop until it hits a wall or another marble.

## OPTIONS
None.

## FILES
~/.marbles.cfg

Automatically generated configfile. This is not meant for human editing.

/var/lib/games/lmarbles.prfs

Global preferences and score file. Not for human editing.

## BUGS
Please report any bugs you find to Michael Speck <kulkanie@gmx.net>

## LICENCE
marbles is covered by the GNU General Public License(GPL).

## SEE ALSO
lbreakout(1)

/usr/share/doc/marbles/*

## AUTHOR
Michael Speck <kulkanie@gmx.net>

This manual page was written by Uwe Hermann <uh1763@hermann-uwe.de>, for the Debian GNU/Linux system (but may be used by others).


lordsawar

package: lordsawar

title: lordsawar(6)

summary: A Warlords II clone

text:
# lordsawar(6)

## NAME
lordsawar - A Warlords II clone

## SYNOPSIS
lordsawar [OPTION...] [FILE]

## DESCRIPTION
LordsAWar! is a 2d turn-based strategy game where up to 8 players strive for control of as many cities as possible. Produce new armies in cities to conquer nearby cities. Using the income from those cities, make more armies to take more cities. Send a hero to a temple to get a quest, or maybe search a nearby ruin instead. Play against the computer or against a friend.

Specify FILE to load a saved-game (.sav) or start a new game from a .map file. The latter is a scenario file saved from the scenario builder.

-c, --cache-size SIZE

Don't use more than SIZE bytes to cache rendered graphics.

-C, --config-file FILE

Use FILE instead of ~/.config/lordsawar/lordsawarrc.

-C, --save-path DIR

Use DIR instead of ~/.locale/share/lordsawar.

-t, --test

Start with a test-scenario.

-S, --seed NUMBER

Seed the random number generator with NUMBER.

-s, --stress-test

Begin a non-interactive stress test.

-r, --robots

Begin a non-interactive stress test over the network.

-H, --host

Start a lordsawar server.

-p, --port NUMBER

Start the lordsawar server on the given port.

--editor

Start the scenario builder.

-h, --help

Give this help list.

FILEs can be a saved game file (.sav), or a map (.map) file.

## FILES
~/.config/lordsawar/lordsawarrc

The configuration file.

~/.locale/share/lordsawar/

Saved game directory.

~/.locale/share/lordsawar/map/

Saved scenario maps directory.

~/.locale/share/lordsawar/army/

Saved armyset directory.

~/.locale/share/lordsawar/tilesets/

Saved tileset directory.

~/.locale/share/lordsawar/shield/

Saved shieldset directory.

~/.locale/share/lordsawar/citysets/

Saved cityset directory.

~/.cache/lordsawar/

Cache directory.

## REPORTING BUGS
Report bugs to <https://savannah.nongnu.org/bugs/?group=lordsawar>.

## SEE ALSO
The full documentation for lordsawar is available on the web at: http://www.nongnu.org/lordsawar/manual/


lordsawar-game-host-client

title: lordsawar-game-host-client(6)

summary: administer or query a game host server

text:
# lordsawar-game-host-client(6)

## NAME
lordsawar-game-host-client - administer or query a game host server

## SYNOPSIS
lordsawar-game-host-client [OPTION...] HOST

## DESCRIPTION
A command-line tool to manage a LordsAWar! game host server located at HOST. Start hosting new games, stop hosting games, or ask it for a list of hosted games.

-p, --profile ID

Use this identity to make requests to the remote server. The ID looks like a guid.

-h, --host FILE

Ask the server to host a new game. This command uploads FILE to the remote server begins a new game with it. FILE is .map scenario file.

-u, --unhost ID

Ask the server to stop hosting a game. The ID looks like a guid.

-p, --port NUMBER

Connect to the remote server on the given port.

-t, --terminate

Ask the server to stop. The games continue to be hosted, but our ability to control them (or host new games), goes away until the server starts back up.

-r, --reload

Ask the server to reload it's list of hosted games from disk.

-l, --list

Ask the server to show a list of games it is hosting.

-?, --help

Give this help list.

When --profile is not specified, the first profile in profiles.xml is used by default. When a --port is not specified, port 22998 is assumed. When HOST is not specified on the command-line, 127.0.0.1 is assumed.

## FILES
~/.lordsawarrc

The configuration file.

~/.lordsawar/profiles.xml

The data file representing the list of profiles.

## REPORTING BUGS
Report bugs to <https://savannah.nongnu.org/bugs/?group=lordsawar>.


lordsawar-game-host-server

title: lordsawar-game-host-server(6)

summary: Serve up networked lordsawar games.

text:
# lordsawar-game-host-server(6)

## NAME
lordsawar-game-host-server - Serve up networked lordsawar games.

## SYNOPSIS
lordsawar-game-host-server [OPTION...]

## DESCRIPTION
Allow remote and local users to start their networked lordsawar games on your computer. The command-line tool lordsawar-game-host-client is used to send commands to this server.

-f, --foreground

Do not detach from the controlling terminal.

-h, --host HOST

Specify the hostname that others can reach this machine on.

-p, --port NUMBER

Start the server on the given port.

-m, --members FILE

Allow the profile ids in this file to host games. The format of FILE is one id per line, with any lines starting with # being ignored.

-?, --help

Give this help list.

When a --port is not specified, the server starts on port 22998. The server will search for the lordsawar binary in your path and execute it to begin hosting new games.

## FILES
~/.lordsawarrc

The configuration file.

~/.lordsawar/recently-hosted.xml

The data file representing the list of games that the server is hosting.

## REPORTING BUGS
Report bugs to <https://savannah.nongnu.org/bugs/?group=lordsawar>.


lordsawar-game-list-client

title: lordsawar-game-list-client(6)

summary: administer or query a game list server

text:
# lordsawar-game-list-client(6)

## NAME
lordsawar-game-list-client - administer or query a game list server

## SYNOPSIS
lordsawar-game-list-client [OPTION...] [HOST]

## DESCRIPTION
A command-line tool to manage a LordsAWar! game list server located at HOST.

-p, --profile ID

Use this identity to make requests to the remote server. The ID looks like a guid.

-a, --advertise

Ask the server to advertise a game.

-u, --unadvertise ID

Ask the server to stop advertising a game. The ID looks like a guid.

-r, --remove-all ID

Ask the server to stop advertising games owned by the given profile ID. The ID looks like a guid.

-p, --port NUMBER

Connect to the remote server on the given port.

-t, --terminate

Ask the server to stop running.

-r, --reload

Ask the server to reload it's list of advertised games from disk.

-l, --list

Ask the server to show a list of games it is advertising.

-?, --help

Give this help list.

When --profile is not specified, the first profile in profiles.xml is used by default.

Specifying an ID of -1 to the --remove-all option will remove all games from the game list.

When a --port is not specified, port 18998 is assumed.

When HOST is not specified on the command-line, this tool will try to connect to 127.0.0.1.

## FILES
~/.lordsawarrc

The configuration file.

~/.lordsawar/profiles.xml

The data file representing the list of profiles.

## REPORTING BUGS
Report bugs to <https://savannah.nongnu.org/bugs/?group=lordsawar>.


lordsawar-game-list-server

title: lordsawar-game-list-server(6)

text:
# lordsawar-game-list-server(6)

## NAME
lordsawar-game-list-server - Serve up information about currently running lordsawar networked games.

## SYNOPSIS
lordsawar-game-list-server [OPTION...]

## DESCRIPTION
The LordsAWar! game list server keeps track of which networked games are available for others to join. This is the way lordsawar games are advertised so that others can find them. The command-line tool lordsawar-game-list-client is used to send commands to this server.

-f, --foreground

Do not detach from the controlling terminal.

-p, --port NUMBER

Start the list server on the given port.

-?, --help

Give this help list.

When a --port is not specified, the server starts on port 18998.

## FILES
~/.lordsawarrc

The configuration file.

~/.lordsawar/recently-advertised.xml

The data file representing the list of games that the server is serving.

## REPORTING BUGS
Report bugs to <https://savannah.nongnu.org/bugs/?group=lordsawar>.


lordsawar-import

title: lordsawar-import(6)

text:
# lordsawar-import(6)

## NAME
lordsawar-import - Transfer your scenarios from Warlords II

## SYNOPSIS
lordsawar-import [OPTION...] [FILE]

lordsawar-import [OPTION...] [DIRECTORY]

## DESCRIPTION
This tool converts Warlords II .SCZ files into LordsAWar! map files. Alternatively this tool can operate on a directory that contains the unpacked SCZ file. In particular, the directory must contain .SCN, .ITM, .RD, .MAP, .SPC, and .SGN files.

No attempt is made to import the graphics from the Warlords scenario.

This tool does not support the importing of .SZP files, or saved game files.

The resulting file is saved as the basename of your FILE or directory, with a .map extension added. For example, if you converted a directory called ERYTHEA/, the converted file will be called ERYTHEA.map.

## OPTIONS
-a, --army-file FILE

Use this Warlords 2 army file. It is a .DAT file, 1798 bytes long.

-h, --help

Give this help list.

## BUGS
The bottommost row of converted scenarios can often have errors on it.

Unfortunately this tool does not import the contents of cities -- the cities themselves will be imported, but they won't have any armies that can be produced.

Ruin defenders are not imported, and neither are the rewards (items) that can be found inside ruins.

## REPORTING BUGS
Report bugs to <https://savannah.nongnu.org/bugs/?group=lordsawar>.


snipes

package: lsnipes

title: snipes(6)

summary: a text maze game

text:
# snipes(6)

## NAME
snipes - a text maze game

## SYNOPSIS
snipes [-cdsx] [-jkqv] [level]

## DESCRIPTION
snipes is a single-player text-mode action game in which the object is to wander a maze killing evil smiley face characters (the "snipes") and the hives which create them. Of course, the snipes try to kill you at the same time.

The level argument is of the form [A-Z][1-9]. The alphabetic character specifies characteristics of the level, such as whether or not diagonal shots bounce off the walls. The numeric character specifies the level of difficulty. More details in the LEVELS section below.

Use the grey arrow keys to move and the keys a, s, d, and w to fire. (This works best with a QWERTY layout, of course.) You can move diagonally by pressing a combination of one vertical movement key with one horizontal movement key simultaneously and a similar approach will allow you to fire diagonally. Holding the space bar makes you move faster. CTRL-C is quit.

While running snipes on the console (not in X) you will be unable to switch VTs. Pressing CTRL-Z will suspend the raw keyboard mode (re-enabling VT switching) until you press Enter.

Jenny scrolling is named after a friend who suggested it. While it makes the screen less flickery, it's a little hard to deal with IMHO.

### DISPLAY TARGET OPTIONS
-c

Use ncurses(3X).

-d

Use doublewide font hack with ncurses(3X).

-s

Use svgalib(7).

-x

Use X Window System.

### GENERAL OPTIONS
-j

Use Jenny scrolling mode.

-k

Force keyboard to use safe (non-raw) mode (only with ncurses(3X) display target).

-q

Quiet mode: do not play sound effects.

-v

Display version number and exit.

## LEVELS
There are three hives for levels 1->4, four hives for 5->8 and 5 hives for level 9. The maximum number of sprites for each difficulty level is 10, 25, 40, 55, 70, 90, 110, 130 and 150.

The level letter determines which features are enabled:

ABCDEFGHIJKLMNOPQRSTUVWXYZ

**** **** ****** walls deadly

******** ** walls can be destroyed

* * * * * * * * * * * *** ghosts

** ** ** ** ** **** bouncy shots

## HISTORY
Novell NetWare 2.x came with a pair of "network testing utility" programs (games) called nsnipes and ncsnipes. nsnipes worked on monochrome displays while ncsnipes worked on color displays. The networked Novell version was based on a single player version made by SuperSet Software, called either hsnipes or just snipe. snipes is a from-scratch reimplementation and shares no code with the Novell or SuperSet games.

## BUGS
The snipes are pretty stupid about where they go and when and where they shoot.

In the DOS version, vertical movement is slowed down so that it seems to be about the same speed as horizontal movement. This program currently does not do that.

In the DOS version, diagonal shots don't travel exactly diagonally. The deltaX values change in the pattern {2, 2, 3, 2, 3}. See weapons.c for more detail. This program currently uses deltaX=1.

The X Window version of snipes is extremely slow.

The fact that snipes uses raw keyboard mode makes bugs somewhat more problematic than they would be otherwise. The remainder of this section describes how to minimize problems. Note that this section does not apply if you use the X Window System display target because that target does not have these problems.

Different types of computers have different keyboard scancode mappings. In order to deal with this, the dumpkeys program is used to determine the keyboard mapping at run-time. If the mapping can not be loaded from dumpkeys for any reason, raw keyboard mode will be unavailable.

If snipes crashes, the keyboard may be left in raw mode. In that case, the console will be unusable: you will not be able to switch VTs and when you type, garbage will probably appear on the screen. Recent versions of snipes should be good at preventing this, but you can be extra safe by running it like so:

snipes; kbd_mode -a; stty sane; reset

After snipes runs, even if it terminates by crashing, the subsequent three commands will run. Note that the last two restore some screen settings which may also be incorrect.

If snipes hangs for some reason, it's harder to get things fixed. If you're on a network, you can always log in remotely and kill the snipes process ("killall snipes" should do.) There are other things you can do without having to log in remotely, however. One is to set up gpm(1) (the cut and paste utility for virtual consoles) to be able to execute commands for you when you use certain combinations of mouse clicks. The command I use in my startup scripts looks like:

gpm -t $MOUSETYPE -S '/usr/bin/killall -9 snipes;/usr/bin/kbd_mode -a::'

See the man page for gpm(1) for more information on how this works. In short, it lets you kill snipes and restore the keyboard using a special sequence of mouse button clicks. If you use this method, you will want to make sure you use whatever path is appropriate on your system for the killall(1) and kbd_mode(1) programs.

Finally, recent versions of the Linux kernel have support for some "magic" SysRq key commands. If you have compiled your kernel with this enabled, pressing Alt-SysRq-R will change the keyboard translation mode back to "cooked".

## FILES
/usr/X11R6/lib/X11/fonts/misc/vga.pcf

Screen font for X display. Provided with dos(1).

/usr/lib/kbd/consolefonts/snipes.psf

Screen font for doublewide font hack.

## SEE ALSO
ncurses(3X), svgalib(7), dumpkeys(1), dos(1).

## AUTHOR
snipes was written by Jeremy Boulton, with some help from John Meacham on the X Window System programming.


intro

package: man-pages

title: intro(6)

summary: introduction to games

text:
# intro(6)

## NAME
intro - introduction to games

## DESCRIPTION
Section 6 of the manual describes the games and funny little programs available on the system.

## NOTES

### Authors and copyright conditions
Look at the header of the manual page source for the author(s) and copyright conditions. Note that these can be different from page to page!


mana

package: manaworld

title: mana(6)

summary: Mana: A 2D MMORPG client

text:
# mana(6)

## NAME
mana - Mana: A 2D MMORPG client

## SYNOPSIS
mana

## DESCRIPTION
This manual page documents briefly the mana ingame commands. mana is a great online game based upon the Seiken Densetsu Serie. It has its own universe, and and its own character management system, which will give you the opportunity to play in a 2D heroic-fantasy world forever.

## BINARY PARAMETERS
This program follows the usual GNU command line syntax, with long options starting with two dashes (`-'). A summary of options is included below.

-h, --help

Show summary of options.

-v, --version

Show version of the program.

-u, --skipupdate

Skip the update process.

-U, --username

Login with this username.

-P, --password

Login with this password.

-D, --default

Bypass the login process with default settings.

-p, --playername

Login with this player.

-C, --configfile

Configuration file to use

## COMMON KEYS
Arrow Keys:

Move your character around.

Left Ctrl:

Make your character attack.

Key A:

Target nearest monster.

Key G:

Get items on the ground or in a chest.

Alt + 1...9:

Shows an emoticon above your character.

Alt + I:

Shows / Hide inventory window.

Alt + K:

Shows / Hide skills window.

Alt + E:

Shows / Hide equipment window.

Alt + C:

Shows configuration window.

## AUTHOR
This manual page was written by Patrick Matthäi <patrick.matthaei@web.de> for the Mana project. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU General Public License, Version 2 any later version published by the Free Software Foundation.


marsshooter

package: marsshooter

title: marsshooter(6)

summary: a ridiculous shooter

text:
# marsshooter(6)

## NAME
M.A.R.S. - a ridiculous shooter

## SYNOPSIS
mars [Options]

## DESCRIPTION
M.A.R.S is a two-dimensional space shooter game with excellent 2D-graphics, a stunning amount of particles and shader support. It offers single- and multiplayer gameplay, many impressive weapons and specials and customizable ships.

In the year 3547 civilizations across the galaxy have settled their own planets, living in peace and harmony with its environment. But outside the placid habitats, the GREAT WAR is raging. As a famous fighter on your way to never ending honor and prosperity, you have to protect your planet from the imminent doom of your jealous neighbours!

## OPTIONS

### Basic Options:
-cfg <Path>

Sets the absolute path to the configuration directory of the game.

-data <Path>

Sets the absolute path to the data directory of the game, which contains the folders sound/, tex/ and so on.

### Miscellaneous Options:
-help

Print program options.

-version

Print program version.


mgba-qt

package: mgba

title: mgba-qt(6)

summary: Game Boy Advance emulator

text:
# mgba-qt(6)

## NAME
mgba-qt — Game Boy Advance emulator

## SYNOPSIS
mgba-qt

[-123456fg] [-b biosfile] [-C option=value] [-l loglevel] [-p patchfile] [-s n] [-t statefile] file

## DESCRIPTION
mgba-qt is a Game Boy Advance emulator. The options are as follows:

-1

Scale the window 1×.

-2

Scale the window 2×.

-3

Scale the window 3×.

-4

Scale the window 4×.

-5

Scale the window 5×.

-6

Scale the window 6×.

-b biosfile, --bios biosfile

Specify a BIOS file to use during boot. If this flag is omitted, mgba-qt will use the BIOS specified in the configuration file, or a high‐level emulated BIOS if none is specified.

-C option=value, --config option=value

Override the given config option with value.

-f

Start the emulator full‐screen.

-g

Start a gdb(1) session. By default the session starts on port 2345.

-l loglevel

Log messages during emulation. loglevel is a bitmask defining which types of messages to log:

- 1 – fatal errors

- 2 – errors

- 4 – warnings

- 8 – informative messages

- 16 – debugging messages

- 32 – stub messages for unimplemented features

- 64 – in‐game errors

The default is to log warnings, errors, fatal errors, and status messages.

-p patchfile, --patch patchfile

Specify a patch file in BPS, IPS, or UPS format.

-s n, --frameskip n

Skip every n frames.

-t statefile, --savestate statefile

Load initial game state from statefile.

## CONTROLS
The default controls are as follows:

A

x

B

z

L

a

R

s

Start

⟨Enter⟩

Select

⟨Backspace⟩

Load state

F1–F9

Save state

⟨Shift⟩‐F1–F9

Frame advance

⟨Ctrl⟩‐n

## ENVIRONMENT
XDG_CONFIG_HOME

The location where mgba-qt will look for the configuration directory. If not set, ~/.config is used.

## FILES
$XDG_CONFIG_HOME/mgba/config.ini

Default mgba(6) configuration file.

$XDG_CONFIG_HOME/mgba/qt.ini

Default mgba-qt configuration file.

portable.ini

If this file exists in the current directory, mgba-qt will read config.ini and qt.ini from the current directory instead of $XDG_CONFIG_HOME/mgba.

## AUTHORS
Jeffrey Pfau <jeffrey@endrift.com>

## HOMEPAGE

- mGBA homepage

- Development repository

- Bug tracker

- Message board


mgba

package: mgba-cli

title: mgba(6)

summary: Game Boy Advance emulator

text:
# mgba(6)

## NAME
mgba — Game Boy Advance emulator

## SYNOPSIS
mgba

[-123456dfg] [-b biosfile] [-C option=value] [-c cheatfile] [-l loglevel] [-p patchfile] [-s n] [-t statefile] file

## DESCRIPTION
mgba is a Game Boy Advance emulator. The options are as follows:

-1

Scale the window 1×.

-2

Scale the window 2×.

-3

Scale the window 3×.

-4

Scale the window 4×.

-5

Scale the window 5×.

-6

Scale the window 6×.

-b biosfile, --bios biosfile

Specify a BIOS file to use during boot. If this flag is omitted, mgba will use the BIOS specified in the configuration file, or a high‐level emulated BIOS if none is specified.

-C option=value, --config option=value

Override the given config option with value.

-c cheatfile, --cheats cheatfile

Apply cheat codes from cheatfile.

-d

Start emulating via the command‐line debugger.

-f

Start the emulator full‐screen.

-g

Start a gdb(1) session. By default the session starts on port 2345.

-l loglevel

Log messages during emulation to stdout. loglevel is a bitmask defining which types of messages to log:

- 1 – fatal errors

- 2 – errors

- 4 – warnings

- 8 – informative messages

- 16 – debugging messages

- 32 – stub messages for unimplemented features

- 64 – in‐game errors

The default is to log warnings, errors, fatal errors, and status messages.

-p patchfile, --patch patchfile

Specify a patch file in BPS, IPS, or UPS format.

-s n, --frameskip n

Skip every n frames.

-t statefile, --savestate statefile

Load initial game state from statefile.

## CONTROLS
The default controls are as follows:

A

x

B

z

L

a

R

s

Start

⟨Enter⟩

Select

⟨Backspace⟩

Load state

F1–F9

Save state

⟨Shift⟩‐F1–F9

Frame advance

⟨Ctrl⟩‐n

## DEBUGGER
When mgba is run with the -d option, the command‐line debugger is enabled. It supports the following commands:

b[reak] address

b[reak]/a address

b[reak]/t address

Set a breakpoint – ARM (‘/a’), Thumb (‘/t’), or the current CPU mode – at address.

c[ontinue]

Continue execution.

d[elete] address

Delete a breakpoint at address.

dis[asm] [address [count]]

dis[asm]/a [address [count]]

dis[asm]/t [address [count]]

dis[assemble] [address [count]]

dis[assemble]/a [address [count]]

dis[assemble]/t [address [count]]

Disassemble count instructions starting at address, as ARM (‘/a’), Thumb (‘/t’), or the current CPU mode. If count is not specified, only disassemble the instruction at address. If address is not specified, only disassemble the current address.

h[elp]

Print help.

i[nfo]

status

Print the current contents of general‐purpose registers and the current program state register, and disassemble the current instruction.

n[ext]

Execute the next instruction.

p[rint] value ...

p[rint]/t value ...

p[rint]/x value ...

Print one or more values as binary (‘/t’), hexadecimal (‘/x’), or decimal.

q[uit]

Quit the emulator.

reset

Reset the emulation.

r/1 address

r/2 address

r/4 address

Read a byte (‘/1’), halfword (‘/2’), or word (‘/4’) from address.

w[atch] address

Set a watchpoint at address.

w/1 address data

w/2 address data

w/4 address data

Write data as a byte (‘/1’), halfword (‘/2’), or word (‘/4’) to address.

w/r register data

Write data as a word to register.

x/1 address [count]

x/2 address [count]

x/4 address [count]

Examine count bytes (‘/1’), halfwords (‘/2’), or words (‘/4’) from address. If count is not specified, examine 16 bytes, 8 halfwords, or 4 words.

## ENVIRONMENT
XDG_CONFIG_HOME

The location where mgba will look for the configuration directory. If not set, ~/.config is used.

## FILES
$XDG_CONFIG_HOME/mgba/config.ini

Default mgba configuration file.

portable.ini

If this file exists in the current directory, mgba will read config.ini from the current directory instead of $XDG_CONFIG_HOME/mgba.

## AUTHORS
Jeffrey Pfau <jeffrey@endrift.com>

## HOMEPAGE

- mGBA homepage

- Development repository

- Bug tracker

- Message board


minetest

package: minetest

title: minetest(6)

text:
# minetest(6)

## NAME
minetest, minetestserver - Multiplayer infinite-world block sandbox

## SYNOPSIS
minetest [--server SERVER OPTIONS | CLIENT OPTIONS] [COMMON OPTIONS] [WORLD PATH]

minetestserver [SERVER OPTIONS] [COMMON OPTIONS] [WORLD PATH]

## DESCRIPTION
Minetest is one of the first InfiniMiner/Minecraft(/whatever) inspired games (started October 2010), with a goal of taking the survival multiplayer gameplay in a slightly different direction.

The main design philosophy is to keep it technically simple, stable and portable. It will be kept lightweight enough to run on fairly old hardware.

## COMMON OPTIONS
--help

Print allowed options and exit

--version

Print version information and exit

--config <value>

Load configuration from specified file

--logfile <value>

Set logfile path ('' for no logging)

--info

Print more information to console

--verbose

Print even more information to console

--trace

Print enormous amounts of information to console

--quiet

Print only errors to console

--color <value>

Colorize the logs ('always', 'never' or 'auto'), defaults to 'auto'

--gameid <value> | list

Set gameid or list available ones

--worldname <value>

Set world path by name

--world <value>

Set world path

--worldlist path | name | both

Get list of worlds ('path' lists paths, 'name' lists names, 'both' lists both)

--map-dir <value>

Same as --world (deprecated)

--port <value>

Set network port (UDP) to use

--run-unittests

Run unit tests and exit

## CLIENT OPTIONS
--address <value>

Address to connect to

--go

Disable main menu

--name <value>

Set player name

--password <value>

Set password

--password-file <value>

Set password from contents of file

--random-input

Enable random user input, for testing (client only)

--speedtests

Run speed tests

## SERVER OPTIONS
--migrate <value>

Migrate from current map backend to another. Possible values are sqlite3, leveldb, redis, postgresql, and dummy.

--migrate-auth <value>

Migrate from current auth backend to another. Possible values are sqlite3, leveldb, and files.

--migrate-players <value>

Migrate from current players backend to another. Possible values are sqlite3, leveldb, postgresql, dummy, and files.

--migrate-mod-storage <value>

Migrate from current mod storage backend to another. Possible values are sqlite3, dummy, and files.

--terminal

Display an interactive terminal over ncurses during execution.

## ENVIRONMENT
MINETEST_SUBGAME_PATH

Colon delimited list of directories to search for games.

MINETEST_MOD_PATH

Colon delimited list of directories to search for mods.

MINETEST_USER_PATH

Path to Minetest user data directory.

## BUGS
Please report all bugs at https://github.com/minetest/minetest/issues.

## AUTHOR
Perttu Ahola <celeron55@gmail.com> and contributors.

This man page was originally written by Juhani Numminen <juhaninumminen0@gmail.com>.

## WWW
http://www.minetest.net/


moon-buggy

package: moon-buggy

title: moon-buggy(6)

summary: drive some car across the moon

text:
# moon-buggy(6)

## NAME
moon-buggy - drive some car across the moon

## SYNOPSIS
moon-buggy [-hnsV] [--help] [--no-title] [--show-scores] [--version]

## DESCRIPTION
Moon-buggy is a simple character graphics game, where you drive some kind of car across the moon´s surface. Unfortunately there are dangerous craters there. Fortunately your car can jump over them!

## OPTIONS
The program understands the following command line options.

-h, --help

shows a short usage message.

-m, --mesg

disable write access to your terminal by other users, so your boss can´t disturb your game play with the help of "write" or "finger".

-n, --no-title

skips the title screen.

-s, --show-scores

shows the current highscore list and exits.

-w, --with-sound

enables experimental sound add-on using esd.

-V, --version

prints the program´s version to standard output and exits.

## KEYS
The moon-buggy is controlled by a couple of keys, which are described near the bottom of the screen. Most important are the following keys.

SPC, j

makes your car jump. The length of a jump is fixed and you can only start a new jump, while the wheels have contact to the ground.

a, l

fires the mining laser. The laser is used to remove stones, which may block your way.

q

quits the game prematurely. But you still keep your score and may enter the highscore list.

## FILES
The following files on your system are related to moon-buggy.

/usr/bin/moon-buggy

the moon-buggy executable.

/var/games/moon-buggy/mbscore

the global score file

$HOME/.mbscore

the local score file. This is used, if moon-buggy has no write access to the global score file.

## SEE ALSO
Moon-buggy Usage and Maintenance by Jochen Voss.

## COPYING
Copyright © 2004 Jochen Voss

Moon-buggy is free software. Read the file COPYING of the source code distribution for details or press ´c´ at moon-buggy´s title screen.

## AUTHOR
The program moon-buggy was implemented by Jochen Voss (voss@seehuhn.de).


package: nethack

title: dgn_comp(6)

summary: NetHack dungeon compiler

text:
# dgn_comp(6)

## NAME
dgn_comp - NetHack dungeon compiler

## SYNOPSIS
dgn_comp [ file ]

If no arguments are given, it reads standard input.

## DESCRIPTION
Dgn_comp is a dungeon compiler for NetHack version 3.2 and higher. It takes a description file as an argument and produces a dungeon "script" that is to be loaded by NetHack at runtime.

The purpose of this tool is to provide NetHack administrators and implementors with a convenient way to create a custom dungeon for the game, without having to recompile the entire world.

## GRAMMAR
DUNGEON: name bonesmarker ( base , rand ) [ %age ]

where name is the dungeon name, bonesmarker is a letter for marking bones files, ( base , rand ) is the number of levels, and %age is its percentage chance of being generated (if absent, 100% chance).

DESCRIPTION: tag

where tag is currently one of HELLISH, MAZELIKE, or ROGUELIKE.

ALIGNMENT | LEVALIGN: [ lawful | neutral | chaotic | unaligned ]

gives the alignment of the dungeon/level (default is unaligned).

ENTRY: level

the dungeon entry point. The dungeon connection attaches at this level of the given dungeon. If the value of level is negative, the entry level is calculated from the bottom of the dungeon, with -1 being the last level. If this line is not present in a dungeon description, the entry level defaults to 1.

PROTOFILE: name

the prototypical name for dungeon level files in this dungeon. For example, the PROTOFILE name for the dungeon Vlad's Tower is tower.

LEVEL: name bonesmarker @ ( base , rand ) [ %age ]

where name is the level name, bonesmarker is a letter for marking bones files, ( base , rand ) is the location and %age is the generation percentage, as above.

RNDLEVEL: name bonesmarker @ ( base , rand ) [ %age ] rndlevs

where name is the level name, bonesmarker is a letter for marking bones files, ( base , rand ) is the location, %age is the generation percentage, as above, and rndlevs is the number of similar levels available to choose from.

CHAINLEVEL: name bonesmarker prev_name + ( base , rand ) [ %age ]

where name is the level name, bonesmarker is a letter for marking bones files, prev_name is the name of a level defined previously, ( base , rand ) is the offset from the level being chained from, and %age is the generation percentage.

RNDCHAINLEVEL: name bonesmarker prev_name + ( base , rand ) [ %age ] rndlevs

where name is the level name, bonesmarker is a letter for marking bones files, prev_name is the name of a level defined previously, ( base , rand ) is the offset from the level being chained from, %age is the generation percentage, and rndlevs is the number of similar levels available to choose from.

LEVELDESC: type

where type is the level type, (see DESCRIPTION, above). The type is used to override any pre-set value used to describe the entire dungeon, for this level only.

BRANCH: name @ ( base , rand ) [ stair | no_up | no_down | portal ] [ up | down ]

where name is the name of the dungeon to branch to, and ( base , rand ) is the location of the branch. The last two optional arguments are the branch type and branch direction. The type of a branch can be a two-way stair connection, a one-way stair connection, or a magic portal. A one-way stair is described by the types no_up and no_down which specify which stair direction is missing. The default branch type is stair. The direction for a stair can be either up or down; direction is not applicable to portals. The default direction is down.

CHAINBRANCH: name prev_name + ( base , rand ) [ stair | no_up | no_down | portal ] [ up | down ]

where name is the name of the dungeon to branch to, prev_name is the name of a previously defined level and ( base , rand ) is the offset from the level being chained from. The optional branch type and direction are the same as described above.

## GENERIC RULES
Each dungeon must have a unique bonesmarker , and each special level must have a bonesmarker unique within its dungeon (letters may be reused in different dungeons). If the bonesmarker has the special value "none", no bones files will be created for that level or dungeon.

The value base may be in the range of 1 to MAXLEVEL (as defined in global.h ).

The value rand may be in the range of -1 to MAXLEVEL.

If rand is -1 it will be replaced with the value (num_dunlevs(dungeon) - base) during the load process (ie. from here to the end of the dungeon).

If rand is 0 the level is located absolutely at base.

Branches don't have a probability. Dungeons do. If a dungeon fails to be generated during load, all its levels and branches are skipped.

No level or branch may be chained from a level with a percentage generation probability. This is to prevent non-resolution during the load. In addition, no branch may be made from a dungeon with a percentage generation probability for the same reason.

As a general rule using the dungeon compiler:

If a dungeon has a protofile name associated with it (eg. tower) that file will be used.

If a special level is present, it will override the above rule and the appropriate file will be loaded.

If neither of the above are present, the standard generator will take over and make a "normal" level.

A level alignment, if present, will override the alignment of the dungeon that it exists within.

## EXAMPLE
Here is the current syntax of the dungeon compiler's "language":

```
#
#	The dungeon description file for the "standard" original
#	3.0 NetHack.
#
DUNGEON:	"The Dungeons of Doom" "D" (25, 5)
LEVEL:		"rogue" "none" @ (15, 4)
LEVEL:		"oracle" "none" @ (5, 7)
LEVEL:		"bigroom" "B" @ (12, 3) 15
LEVEL:		"medusa" "none" @ (20, 5)
CHAINLEVEL:	"castle" "medusa" + (1, 4)
CHAINBRANCH:	"Hell" "castle" + (0, 0) no_down
BRANCH:		"The Astral Plane" @ (1, 0) no_down up
DUNGEON:	"Hell" "H" (25, 5)
DESCRIPTION:	mazelike
DESCRIPTION:	hellish
BRANCH:		"Vlad's Tower" @ (13, 5) up
LEVEL:		"wizard" "none" @ (15, 10)
LEVEL:		"fakewiz" "A" @ (5, 5)
LEVEL:		"fakewiz" "B" @ (10, 5)
LEVEL:		"fakewiz" "C" @ (15, 5)
LEVEL:		"fakewiz" "D" @ (20, 5)
LEVEL:		"fakewiz" "E" @ (25, 5)
DUNGEON:	"Vlad's Tower" "T" (3, 0)
PROTOFILE:	"tower"
DESCRIPTION:	mazelike
ENTRY:		-1
DUNGEON:	"The Astral Plane" "A" (1, 0)
DESCRIPTION:	mazelike
PROTOFILE:	"endgame"
```

NOTES:

Lines beginning with '#' are considered comments.

A special level must be explicitly aligned. The alignment of the dungeon it is in only applies to non-special levels within that dungeon.

## AUTHOR
M. Stephenson (from the level compiler by Jean-Christophe Collet).

## SEE ALSO
lev_comp(6), nethack(6)

## BUGS
Probably infinite.


dlb

title: dlb(6)

summary: NetHack data librarian

text:
# dlb(6)

## NAME
dlb - NetHack data librarian

## SYNOPSIS
dlb { xct } [ vfIC ] arguments... [ files... ]

## DESCRIPTION
Dlb is a file archiving tool in the spirit (and tradition) of tar for NetHack version 3.1 and higher. It is used to maintain the archive files from which NetHack reads special level files and other read-only information. Note that like tar the command and option specifiers are specified as a continuous string and are followed by any arguments required in the same order as the option specifiers.

This facility is optional and may be excluded during NetHack configuration.

## COMMANDS
The x command causes dlb to extract the contents of the archive into the current directory.

The c command causes dlb to create a new archive from files in the current directory.

The t command lists the files in the archive.

## OPTIONS AND ARGUMENTS
v verbose output

f archive specify the archive. Default if f not specified is LIBFILE (usually the nhdat file in the playground).

I lfile specify the file containing the list of files to put in to or extract from the archive if no files are listed on the command line. Default for archive creation if no files are listed is LIBLISTFILE.

C dir change directory. Changes directory before trying to read any files (including the archive and the lfile).

## EXAMPLES
Create the default archive from the default file list:

dlb c

List the contents of the archive 'foo':

dlb tf foo

## AUTHOR
Kenneth Lorber

## SEE ALSO
nethack(6), tar(1)

## BUGS
Not a good tar emulation; - does not mean stdin or stdout. Should include an optional compression facility. Not all read-only files for NetHack can be read out of an archive; examining the source is the only way to know which files can be.


title: lev_comp(6)

summary: NetHack special levels compiler

text:
# lev_comp(6)

## NAME
lev_comp - NetHack special levels compiler

## SYNOPSIS
lev_comp [ -w ] [ files ]

If no arguments are given, it reads standard input.

## DESCRIPTION
Lev_comp is a special level compiler for NetHack version 3.2 and higher. It takes description files as arguments and produces level files that can be loaded by NetHack at runtime.

The purpose of this tool is to provide NetHack administrators and implementors with a convenient way for adding special levels to the game, or modifying existing ones, without having to recompile the entire world.

The -w option causes lev_comp to perform extra checks on the level and display extra warnings, however these warnings are sometimes superfluous, so they are not normally displayed.

## GRAMMAR

```
file		: /* nothing */
		| levels
		;
levels		: level
		| level levels
		;
level		: maze_level
		| room_level
		;
maze_level	: maze_def flags lev_init messages regions
		;
room_level	: level_def flags lev_init messages rreg_init rooms corridors_def
		;
level_def	: LEVEL_ID ':' string
		;
lev_init	: /* nothing */
		| LEV_INIT_ID ':' CHAR ',' CHAR ',' BOOLEAN ',' BOOLEAN ',' light_state ',' walled
		;
walled		: BOOLEAN
		| RANDOM_TYPE
		;
flags		: /* nothing */
		| FLAGS_ID ':' flag_list
		;
flag_list	: FLAG_TYPE ',' flag_list
		| FLAG_TYPE
		;
messages	: /* nothing */
		| message messages
		;
message		: MESSAGE_ID ':' STRING
		;
rreg_init	: /* nothing */
		| rreg_init init_rreg
		;
init_rreg	: RANDOM_OBJECTS_ID ':' object_list
		| RANDOM_MONSTERS_ID ':' monster_list
		;
rooms		: /* Nothing  -  dummy room for use with INIT_MAP */
		| roomlist
		;
roomlist	: aroom
		| aroom roomlist
		;
corridors_def	: random_corridors
		| corridors
		;
random_corridors: RAND_CORRIDOR_ID
		;
corridors	: /* nothing */
		| corridors corridor
		;
corridor	: CORRIDOR_ID ':' corr_spec ',' corr_spec
		| CORRIDOR_ID ':' corr_spec ',' INTEGER
		;
corr_spec	: '(' INTEGER ',' DIRECTION ',' door_pos ')'
		;
aroom		: room_def room_details
		| subroom_def room_details
		;
subroom_def	: SUBROOM_ID ':' room_type ',' light_state ',' subroom_pos ',' room_size ',' string roomfill
		;
room_def	: ROOM_ID ':' room_type ',' light_state ',' room_pos ',' room_align ',' room_size roomfill
		;
roomfill	: /* nothing */
		| ',' BOOLEAN
		;
room_pos	: '(' INTEGER ',' INTEGER ')'
		| RANDOM_TYPE
		;
subroom_pos	: '(' INTEGER ',' INTEGER ')'
		| RANDOM_TYPE
		;
room_align	: '(' h_justif ',' v_justif ')'
		| RANDOM_TYPE
		;
room_size	: '(' INTEGER ',' INTEGER ')'
		| RANDOM_TYPE
		;
room_details	: /* nothing */
		| room_details room_detail
		;
room_detail	: room_name
		| room_chance
		| room_door
		| monster_detail
		| object_detail
		| trap_detail
		| altar_detail
		| fountain_detail
		| sink_detail
		| pool_detail
		| gold_detail
		| engraving_detail
		| stair_detail
		;
room_name	: NAME_ID ':' string
		;
room_chance	: CHANCE_ID ':' INTEGER
		;
room_door	: DOOR_ID ':' secret ',' door_state ',' door_wall ',' door_pos
		;
secret		: BOOLEAN
		| RANDOM_TYPE
		;
door_wall	: DIRECTION
		| RANDOM_TYPE
		;
door_pos	: INTEGER
		| RANDOM_TYPE
		;
maze_def	: MAZE_ID ':' string ',' filling
		;
filling		: CHAR
		| RANDOM_TYPE
		;
regions		: aregion
		| aregion regions
		;
aregion		: map_definition reg_init map_details
		;
map_definition	: NOMAP_ID
		| map_geometry MAP_ID
		;
map_geometry	: GEOMETRY_ID ':' h_justif ',' v_justif
		;
h_justif	: LEFT_OR_RIGHT
		| CENTER
		;
v_justif	: TOP_OR_BOT
		| CENTER
		;
reg_init	: /* nothing */
		| reg_init init_reg
		;
init_reg	: RANDOM_OBJECTS_ID ':' object_list
		| RANDOM_PLACES_ID ':' place_list
		| RANDOM_MONSTERS_ID ':' monster_list
		;
object_list	: object
		| object ',' object_list
		;
monster_list	: monster
		| monster ',' monster_list
		;
place_list	: place
		| place ',' place_list
		;
map_details	: /* nothing */
		| map_details map_detail
		;
map_detail	: monster_detail
		| object_detail
		| door_detail
		| trap_detail
		| drawbridge_detail
		| region_detail
		| stair_region
		| portal_region
		| teleprt_region
		| branch_region
		| altar_detail
		| fountain_detail
		| mazewalk_detail
		| wallify_detail
		| ladder_detail
		| stair_detail
		| gold_detail
		| engraving_detail
		| diggable_detail
		| passwall_detail
		;
monster_detail	: MONSTER_ID chance ':' monster_c ',' m_name ',' coordinate
		 monster_infos
		;
monster_infos	: /* nothing */
		| monster_infos monster_info
		;
monster_info	: ',' string
		| ',' MON_ATTITUDE
		| ',' MON_ALERTNESS
		| ',' alignment
		| ',' MON_APPEARANCE string
		;
object_detail	: OBJECT_ID object_desc
		| COBJECT_ID object_desc
		;
object_desc	: chance ':' object_c ',' o_name ',' object_where object_infos
		;
object_where	: coordinate
		| CONTAINED
		;
object_infos	: /* nothing */
		| ',' curse_state ',' monster_id ',' enchantment optional_name
		| ',' curse_state ',' enchantment optional_name
		| ',' monster_id ',' enchantment optional_name
		;
curse_state	: RANDOM_TYPE
		| CURSE_TYPE
		;
monster_id	: STRING
		;
enchantment	: RANDOM_TYPE
		| INTEGER
		;
optional_name	: /* nothing */
		| ',' NONE
		| ',' STRING
		;
door_detail	: DOOR_ID ':' door_state ',' coordinate
		;
trap_detail	: TRAP_ID chance ':' trap_name ',' coordinate
		;
drawbridge_detail: DRAWBRIDGE_ID ':' coordinate ',' DIRECTION ',' door_state
		;
mazewalk_detail : MAZEWALK_ID ':' coordinate ',' DIRECTION
		;
wallify_detail	: WALLIFY_ID
		;
ladder_detail	: LADDER_ID ':' coordinate ',' UP_OR_DOWN
		;
stair_detail	: STAIR_ID ':' coordinate ',' UP_OR_DOWN
		;
stair_region	: STAIR_ID ':' lev_region ',' lev_region ',' UP_OR_DOWN
		;
portal_region	: PORTAL_ID ':' lev_region ',' lev_region ',' string
		;
teleprt_region	: TELEPRT_ID ':' lev_region ',' lev_region teleprt_detail
		;
branch_region	: BRANCH_ID ':' lev_region ',' lev_region
		;
teleprt_detail	: /* empty */
		| ',' UP_OR_DOWN
		;
lev_region	: region
		| LEV '(' INTEGER ',' INTEGER ',' INTEGER ',' INTEGER ')'
		;
fountain_detail : FOUNTAIN_ID ':' coordinate
		;
sink_detail : SINK_ID ':' coordinate
		;
pool_detail : POOL_ID ':' coordinate
		;
diggable_detail : NON_DIGGABLE_ID ':' region
		;
passwall_detail : NON_PASSWALL_ID ':' region
		;
region_detail	: REGION_ID ':' region ',' light_state ',' room_type prefilled
		;
altar_detail	: ALTAR_ID ':' coordinate ',' alignment ',' altar_type
		;
gold_detail	: GOLD_ID ':' amount ',' coordinate
		;
engraving_detail: ENGRAVING_ID ':' coordinate ',' engraving_type ',' string
		;
monster_c	: monster
		| RANDOM_TYPE
		| m_register
		;
object_c	: object
		| RANDOM_TYPE
		| o_register
		;
m_name		: string
		| RANDOM_TYPE
		;
o_name		: string
		| RANDOM_TYPE
		;
trap_name	: string
		| RANDOM_TYPE
		;
room_type	: string
		| RANDOM_TYPE
		;
prefilled	: /* empty */
		| ',' FILLING
		| ',' FILLING ',' BOOLEAN
		;
coordinate	: coord
		| p_register
		| RANDOM_TYPE
		;
door_state	: DOOR_STATE
		| RANDOM_TYPE
		;
light_state	: LIGHT_STATE
		| RANDOM_TYPE
		;
alignment	: ALIGNMENT
		| a_register
		| RANDOM_TYPE
		;
altar_type	: ALTAR_TYPE
		| RANDOM_TYPE
		;
p_register	: P_REGISTER '[' INTEGER ']'
		;
o_register	: O_REGISTER '[' INTEGER ']'
		;
m_register	: M_REGISTER '[' INTEGER ']'
		;
a_register	: A_REGISTER '[' INTEGER ']'
		;
place		: coord
		;
monster		: CHAR
		;
object		: CHAR
		;
string		: STRING
		;
amount		: INTEGER
		| RANDOM_TYPE
		;
chance		: /* empty */
		| PERCENT
		;
engraving_type	: ENGRAVING_TYPE
		| RANDOM_TYPE
		;
coord		: '(' INTEGER ',' INTEGER ')'
		;
region		: '(' INTEGER ',' INTEGER ',' INTEGER ',' INTEGER ')'
		;
```

NOTE:

Lines beginning with '#' are considered comments.

The contents of a "MAP" description of a maze is a rectangle showing the exact level map that should be used for the given part of a maze. Each character in the map corresponds to a location on the screen. Different location types are denoted using different ASCII characters. The following characters are recognized. To give an idea of how these are used, see the EXAMPLE, below. The maximum size of a map is normally 76 columns by 21 rows.

```
'-'	horizontal wall
'|'	vertical wall
'+'	a doorway (state is specified in a DOOR declaration)
'A'	open air
'B'	boundary room location (for bounding unwalled irregular regions)
'C'	cloudy air
'I'	ice
'S'	a secret door
'H'	a secret corridor
'{'	a fountain
'\'	a throne
'K'	a sink (if SINKS is defined, else a room location)
'}'	a part of a moat or other deep water
'P'	a pool
'L'	lava
'W'	water (yes, different from a pool)
'T'	a tree
'F'	iron bars
'#'	a corridor
'.'	a normal room location (unlit unless lit in a REGION declaration)
' '	stone
```

## EXAMPLE
Here is an example of a description file (a very simple one):

```
MAZE : "fortress", random
GEOMETRY : center , center
MAP
}}}}}}}}}
}}}|-|}}}
}}|-.-|}}
}|-...-|}
}|.....|}
}|-...-|}
}}|-.-|}}
}}}|-|}}}
}}}}}}}}}
ENDMAP
MONSTER: '@', "Wizard of Yendor", (4,4)
OBJECT: '"', "Amulet of Yendor", (4,4)
# a hell hound flanking the Wiz on a random side
RANDOM_PLACES: (4,3), (4,5), (3,4), (5,4)
MONSTER: 'd', "hell hound", place[0]
# a chest on another random side
OBJECT: '(', "chest", place[1]
# a sack on a random side, with a diamond and maybe a ruby in it
CONTAINER: '(', "sack", place[2]
OBJECT: '*', "diamond", contained
OBJECT[50%]: '*', "ruby", contained
# a random dragon somewhere
MONSTER: 'D', random, random
# 3 out of 4 chance for a random trap in the EAST end
TRAP[75%]: random, (6,4)
# an electric eel below the SOUTH end
MONSTER: ';', "electric eel", (4,8)
# make the walls non-diggable
NON_DIGGABLE: (0,0,8,8)
TELEPORT_REGION: levregion(0,0,79,20), (0,0,8,8)
```

This example will produce a file named "fortress" that can be integrated into one of the numerous mazes of the game.

Note especially the final, TELEPORT_REGION specification. This says that level teleports or other non-stairway arrivals on this level can land anywhere on the level except the area of the map. This shows the use of the ``levregion'' prefix allowed in certain region specifications. Normally, regions apply only to the most recent MAP specification, but when prefixed with ``levregion'', one can refer to any area of the level, regardless of the placement of the current MAP in the level.

## AUTHOR
Jean-Christophe Collet, David Cohrs.

## SEE ALSO
dgn_comp(6), nethack(6)

## BUGS
Probably infinite. Most importantly, still needs additional bounds checking.


nethack

title: nethack(6)

summary: Exploring The Mazes of Menace

text:
# nethack(6)

## NAME
nethack - Exploring The Mazes of Menace

## SYNOPSIS
nethack [ -d directory ] [ -n ] [ -p profession (role) ] [ -r race ] [ -[DX] ] [ -u playername ] [ -dec ] [ -ibm ]

nethack [ -d directory ] -s [ -v ] [ -p profession (role) ] [ -r race ] [ playernames ]

## DESCRIPTION
NetHack is a display oriented Dungeons & Dragons(tm) - like game. The standard tty display and command structure resemble rogue.

Other, more graphical display options exist if you are using either a PC, or an X11 interface.

To get started you really only need to know two commands. The command ? will give you a list of the available commands (as well as other information) and the command / will identify the things you see on the screen.

To win the game (as opposed to merely playing to beat other people's high scores) you must locate the Amulet of Yendor which is somewhere below the 20th level of the dungeon and get it out. Nobody has achieved this yet; anybody who does will probably go down in history as a hero among heros.

When the game ends, whether by your dying, quitting, or escaping from the caves, NetHack will give you (a fragment of) the list of top scorers. The scoring is based on many aspects of your behavior, but a rough estimate is obtained by taking the amount of gold you've found in the cave plus four times your (real) experience. Precious stones may be worth a lot of gold when brought to the exit. There is a 10% penalty for getting yourself killed.

The environment variable NETHACKOPTIONS can be used to initialize many run-time options. The ? command provides a description of these options and syntax. (The -dec and -ibm command line options are equivalent to the decgraphics and ibmgraphics run-time options described there, and are provided purely for convenience on systems supporting multiple types of terminals.)

Because the option list can be very long (particularly when specifying graphics characters), options may also be included in a configuration file. The default is located in your home directory and named .nethackrc on Unix systems. On other systems, the default may be different, usually NetHack.cnf. On DOS or Windows, the name is defaults.nh, while on the Macintosh or BeOS, it is NetHack Defaults. The configuration file's location may be specified by setting NETHACKOPTIONS to a string consisting of an @ character followed by the filename.

The -u playername option supplies the answer to the question "Who are you?". It overrides any name from the options or configuration file, USER, LOGNAME, or getlogin(), which will otherwise be tried in order. If none of these provides a useful name, the player will be asked for one. Player names (in conjunction with uids) are used to identify save files, so you can have several saved games under different names. Conversely, you must use the appropriate player name to restore a saved game.

A playername suffix can be used to specify the profession, race, alignment and/or gender of the character. The full syntax of the playername that includes a suffix is "name-ppp-rrr-aaa-ggg". "ppp" are at least the first three letters of the profession (this can also be specified using a separate -p profession option). "rrr" are at least the first three letters of the character's race (this can also be specified using a separate -r race option). "aaa" are at last the first three letters of the character's alignment, and "ggg" are at least the first three letters of the character's gender. Any of the parts of the suffix may be left out.

-p profession can be used to determine the character role. You can specify either the male or female name for the character role, or the first three characters of the role as an abbreviation. -p @ has been retained to explicitly request that a random role be chosen. It may need to be quoted with a backslash (\@) if @ is the "kill" character (see "stty") for the terminal, in order to prevent the current input line from being cleared.

Likewise, -r race can be used to explicitly request that a race be chosen.

Leaving out any of these characteristics will result in you being prompted during the game startup for the information.

The -s option alone will print out the list of your scores on the current version. An immediately following -v reports on all versions present in the score file. The -s may also be followed by arguments -p and -r to print the scores of particular roles and races only. It may also be followed by one or more player names to print the scores of the players mentioned, by 'all' to print out all scores, or by a number to print that many top scores.

The -n option suppresses printing of any news from the game administrator.

The -D or -X option will start the game in a special non-scoring discovery mode. -D will, if the player is the game administrator, start in debugging (wizard) mode instead.

The -d option, which must be the first argument if it appears, supplies a directory which is to serve as the playground. It overrides the value from NETHACKDIR, HACKDIR, or the directory specified by the game administrator during compilation (usually /usr/share/games/nethack). This option is usually only useful to the game administrator. The playground must contain several auxiliary files such as help files, the list of top scorers, and a subdirectory save where games are saved.

## AUTHORS
Jay Fenlason (+ Kenny Woodland, Mike Thome and Jon Payne) wrote the original hack, very much like rogue (but full of bugs).

Andries Brouwer continuously deformed their sources into an entirely different game.

Mike Stephenson has continued the perversion of sources, adding various warped character classes and sadistic traps with the help of many strange people who reside in that place between the worlds, the Usenet Zone. A number of these miscreants are immortalized in the historical roll of dishonor and various other places.

The resulting mess is now called NetHack, to denote its development by the Usenet. Andries Brouwer has made this request for the distinction, as he may eventually release a new version of his own.

## FILES
All files are in the playground, normally /usr/games/lib/nethackdir. If DLB was defined during the compile, the data files and special levels will be inside a larger file, normally nhdat, instead of being separate files.

nethack The program itself.

data, oracles, rumors Data files used by NetHack.

options, quest.dat More data files.

help, hh Help data files.

cmdhelp, opthelp, wizhelp More help data files.

*.lev Predefined special levels.

dungeon Control file for special levels.

history A short history of NetHack.

license Rules governing redistribution.

record The list of top scorers.

logfile An extended list of games

played.

xlock.nnn Description of a dungeon level.

perm Lock file for xlock.dd.

bonesDD.nn Descriptions of the ghost and

belongings of a deceased

adventurer.

save A subdirectory containing the

saved games.

## ENVIRONMENT
USER or LOGNAME Your login name.

HOME Your home directory.

SHELL Your shell.

TERM The type of your terminal.

HACKPAGER or PAGER Replacement for default pager.

MAIL Mailbox file.

MAILREADER Replacement for default reader

(probably /usr/bin/mail).

NETHACKDIR Playground.

NETHACKOPTIONS String predefining several NetHack

options.

In addition, SHOPTYPE is used in debugging (wizard) mode.

## SEE ALSO
dgn_comp(6), lev_comp(6), recover(6)

## BUGS
Probably infinite.

Dungeons & Dragons is a Trademark of Wizards of the Coast, Inc.


recover

title: recover(6)

text:
# recover(6)

## NAME
recover - recover a NetHack game interrupted by disaster

## SYNOPSIS
recover [ -d directory ] base1 base2 ...

## DESCRIPTION
Occasionally, a NetHack game will be interrupted by disaster when the game or the system crashes. Prior to NetHack v3.1, these games were lost because various information like the player's inventory was kept only in memory. Now, all pertinent information can be written out to disk, so such games can be recovered at the point of the last level change.

The base options tell recover which files to process. Each base option specifies recovery of a separate game.

The -d option, which must be the first argument if it appears, supplies a directory which is the NetHack playground. It overrides the value from NETHACKDIR, HACKDIR, or the directory specified by the game administrator during compilation (usually /usr/games/lib/nethackdir).

For recovery to be possible, nethack must have been compiled with the INSURANCE option, and the run-time option checkpoint must also have been on. NetHack normally writes out files for levels as the player leaves them, so they will be ready for return visits. When checkpointing, NetHack also writes out the level entered and the current game state on every level change. This naturally slows level changes down somewhat.

The level file names are of the form base.nn, where nn is an internal bookkeeping number for the level. The file base.0 is used for game identity, locking, and, when checkpointing, for the game state. Various OSes use different strategies for constructing the base name. Microcomputers use the character name, possibly truncated and modified to be a legal filename on that system. Multi-user systems use the (modified) character name prefixed by a user number to avoid conflicts, or "xlock" if the number of concurrent players is being limited. It may be necessary to look in the playground to find the correct base name of the interrupted game. recover will transform these level files into a save file of the same name as nethack would have used.

Since recover must be able to read and delete files from the playground and create files in the save directory, it has interesting interactions with game security. Giving ordinary players access to recover through setuid or setgid is tantamount to leaving the playground world-writable, with respect to both cheating and messing up other players. For a single-user system, this of course does not change anything, so some of the microcomputer ports install recover by default.

For a multi-user system, the game administrator may want to arrange for all .0 files in the playground to be fed to recover when the host machine boots, and handle game crashes individually. If the user population is sufficiently trustworthy, recover can be installed with the same permissions the nethack executable has. In either case, recover is easily compiled from the distribution utility directory.

## NOTES
Like nethack itself, recover will overwrite existing savefiles of the same name. Savefiles created by recover are uncompressed; they may be compressed afterwards if desired, but even a compression-using nethack will find them in the uncompressed form.

## SEE ALSO
nethack(6)

## BUGS
recover makes no attempt to find out if a base name specifies a game in progress. If multiple machines share a playground, this would be impossible to determine.

recover should be taught to use the nethack playground locking mechanism to avoid conflicts.


netris

package: netris

title: netris(6)

text:
# netris(6)

## NAME
netris - a network version of t*tris

## SYNOPSIS
netris [-DHRSh] [-w] [-c host] [-p port] [-k keys]

## DESCRIPTION
Netris is a networked version of t*tris. It allows either single player or head to head play via a network. To play it single user, start netris with no flags. To play head to head, you can either host or connect. To be the host, start netris with the -w flag. To connect to a host, use the -c <hostname> flag with the hostname of the computer you wish to connect to.

Unlike standard T*tris, Netris gives you a little extra time after dropping a piece before it solidifies. This allows you to slide the piece into a notch without waiting for it to fall the whole way down. In fact, if you can even slide it off a cliff and it'll start falling again. If you think it should automatically drop again in this case, use the -D option.

The keys are:

j

left

k

rotate

l

right

Space

drop

m

down faster

s

toggle spying on the other player

p

pause

f

make game faster (irreversable)

Ctrl-L

redraw the screen

To see usage information, type " netris -h ". To see distribution/warranty information, type " netris -H ". To see the rules, type " netris -R ". To use a port number other than the default, use the -p option.

You can remap the keys with " -k <keys> ", where <keys> is a string containing the keys in the order listed above.

The default is: netris -k jkl mspf^l

You needn't specify all of the keys, for example -k asd will only change the main three keys. ^x notation can be used for control characters.

The m key moves the falling piece down one block, in addition to the usual step-down timer. Use this in repetition when "drop" would go too far but you don't want to wait for the piece of fall.

## AUTHOR
Mark H. Weaver <mhw@netris.org>

## BUGS
One-player mode is a tad boring at the moment, because it never gets any faster, and there's no scoring. This will be rectified at some point. For now, use the

f key (by default) to make the game go faster. Speedups cannot be reversed for the remainder of the game.

## COPYRIGHT
Copyright (C) 1994,1995,1996 Mark H. Weaver <mhw@netris.org>

netris is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version.


nsnake

package: nsnake

title: nsnake(6)

summary: Classic snake game on the terminal

text:
# nsnake(6)

## NAME
nsnake - Classic snake game on the terminal

## SYNOPSIS
nsnake [-h] [-v]

## DESCRIPTION
nsnake is the classic snake game with textual interface. You can play it at command-line and uses the nCurses library for graphics. The rules are the same of any snake game:

You control a hungry snake and the objective is to eat as many fruits you can. Each fruit eaten increases your size. The game ends when the snake collides with the walls or itself.

The challenge is to earn the biggest score possible by eating as many fruits as you can.

Controls and game settings can be changed through the in-game menus or by directly editing the settings file.

Default controls:

Arrow Keys Moves the snake q Quits the game at any time

p Pauses/Unpauses the game

h Show help during the game

## OPTIONS
-h, --help

Displays the quick help text.

-v, --version

Displays the version and general information.

## FILES
$(HOME)/.local/share/nsnake/ Per-user content; game settings and scores

## SEE ALSO
snake4(6) ktron(6) yetris(6)

## BUGS
Probably. If you find any, please report it at the issue tracker (https://github.com/alexdantas/nsnake/issue) or email me at <eu@alexdantas.net>.

## AUTHOR
This manual page and nsnake were both written by Alexandre Dantas <eu@alexdantas.net>.

## WWW
* http://nsnake.alexdantas.net/

* https://github.com/alexdantas/nsnake/


nudoku

package: nudoku

title: nudoku(6)

summary: ncurses based sudoku game

text:
# nudoku(6)

## NAME
nudoku - ncurses based sudoku game

## SYNOPSIS
nudoku [OPTIONS]

## DESCRIPTION
nudoku is a ncurses based sudoku game. Perfect to relax a little or just waste some time when you are on the console.

## Keybindings
For navigation use vi-keybindings (hjkl) or arrow keys. Pressing a number will put it in a field. Pressing delete, backspace or x will delete it.

Some keys need to be typed uppercase to prevent pressing them accidentally.

c Gives feedback whether your solution is right. If you think you finished your sudoku press this key to make sure it is. You can also use this during the game to check if you have made any mistakes.

H The computer will fill in one number for you. If you are pretty close to finishing he might not want to help you. And if you did something wrong so far, he will not say anything.

m Toggle marks. If enabled, the number in the currently selected cell will be highlighted in all other cells they occur in. Only works when colors are enabled.

N Create a new puzzle.

Q Quit nudoku.

r Redraw screen. In case you resized your terminal this will come handy.

S Let the computer solve the puzzle.

## OPTIONS
-h Print help.

-v Display version information.

-c Do not use colors. Black and white mode. Some terminals don't support colors, use this option in this case.

-d Choose difficulty. Available options are: easy, normal, hard

-s User provided stream. The user can provide a sudoku himself. Nudoku won't generate it in this case. Notation is in stream format, meaning everthing in one line. Use dots (.) for empy fields. Example: nudoku -s 4.....8.5.3..........7......2.....6.....8.4......1.......6.3.7.5..2.....1.4......

-p Output PDF. Prints a sudoku into a PDF file. File name needs to follow. This can be combined with -n to define how many sudokus the PDF should contain. Example: -p riddle.pdf

-n Number of sudokuks to put in PDF. This can only be used with -p Example: -p riddle.pdf -n 8

-i Output PNG image. Puts a single sudoku into an PNG image file. File name needs to follow. Example: -i sudoku.png

## BUGS
No known bugs.

## AUTHOR
Michael Vetter (jubalh@iodoru.org)


openttd

package: openttd

title: openttd(6)

summary: open source clone of the Microprose game \(lqTransport Tycoon Deluxe\(rq

text:
# openttd(6)

## NAME
openttd — open source clone of the Microprose game “Transport Tycoon Deluxe”

## SYNOPSIS
openttd

[-efhx] [-b blitter] [-c config_file] [-d [level | cat=lvl[,...]]] [-D [host][:port]] [-g [savegame]] [-G seed] [-I graphicsset] [-l host[:port]] [-m driver] [-M musicset] [-n host[:port][#player]] [-p password] [-P password] [-q savegame] [-r widthxheight] [-s driver] [-S soundset] [-t year] [-v driver]

## OPTIONS
-b blitter

Select the blitter blitter; see -h for a full list.

-c config_file

Use config_file instead of openttd.cfg.

-d [level]

Set debug verbosity for all categories to level, or 1 if omitted.

-d cat=lvl[,...]

Set debug verbosity to lvl for a specific category cat.

-D [host][:port]

Start a dedicated server. Network debug level will be set to 6. If you want to change this, set -d after setting -D.

-e

Start in world editor mode.

-f

Fork into background (dedicated server only, see -D).

-g [savegame]

Load savegame at start or start a new game if omitted. savegame must be either an absolute path or one relative to the current path or one of the search paths.

-G seed

Seed the pseudo random number generator with seed.

-h

Display a summary of all options and list all the available AIs, blitters, sound, music and video drivers, graphics sets and sound sets.

-I graphicsset

Select the graphics set graphicsset; see -h for a full list.

-l host[:port]

Redirect DEBUG() output; see -D.

-m driver

Select the music driver driver; see -h for a full list.

-M musicset

Select the music set musicset; see -h for a full list.

-n host[:port][#player]

Join a network game, optionally specifying a port to connect to and player to play as.

-p password

Password used to join server. Only useful with -n.

-P password

Password used to join company. Only useful with -n.

-q savegame

Write some information about the specified savegame and exit.

-r widthxheight

Set the resolution to width × height pixels.

-s driver

Select the sound driver driver; see -h for a full list.

-S soundset

Select the sound set soundset; see -h for a full list.

-t year

Set the starting year to year.

-v driver

Select the video driver driver; see -h for a full list.

-x

Do not automatically save to config file on exit.

## SEE ALSO
Wiki (includes community maintained manual), Forum, News

## HISTORY
Transport Tycoon Deluxe was written by Chris Sawyer and published by Microprose. openttd is a free reimplementation.


openxcom

package: openxcom

title: openxcom(6)

text:
# openxcom(6)

## NAME
openxcom — An open-source reimplementation of the original “UFO: Enemy Unknown” game

## SYNOPSIS
openxcom

[-? | -help] [-data path] [-user path] [-cfg path] [-master mod] [-KEY VALUE]

## DESCRIPTION
openxcom is an open-source reimplementation of the popular “UFO: Enemy Unknown” game also known as “X-COM: UFO Defense” in North America, and its sequel “X-COM: Terror from the Deep” by publisher MicroProse. It is licensed under the GPL and written in C++ / SDL.

The options are as follows:

-?, -help

show command-line help

-data path

use path as the default Data Folder instead of auto-detecting

-user path

use path as the default User Folder instead of auto-detecting

-cfg path

use path as the default Config Folder instead of auto-detecting

-master mod

set mod the current master mod (eg. -master xcom2)

-KEY VALUE

set option KEY to VALUE instead of default/loaded value (eg. -displayWidth 640 ). See src/Engine/Options.cpp for a list of all potential options.

## INSTALLATION
OpenXcom requires a vanilla copy of the X-COM resources — from either or both of the original games. Please refer to the README.md for the default search paths and the exact directory layout, as well as information on the Mod support.

## SEE ALSO
https://openxcom.org, https://ufopaedia.org/index.php?title=OpenXcom

## HISTORY
MicroProse releases “UFO: Enemy Unknown” in 1994, followed by “X-COM: Terror from the Deep” in 1995 with various sequels following. The OpenXcom project sees the light of day in 2010.

## COPYRIGHT
Copyright © 2020 OpenXcom Developers

## AUTHORS
OpenXcom Developers


openxcom-extended

package: openxcom-extended

title: openxcom-extended(6)

text:
# openxcom-extended(6)

## NAME
openxcom — An open-source reimplementation of the original “UFO: Enemy Unknown” game

## SYNOPSIS
openxcom

[-? | -help] [-data path] [-user path] [-cfg path] [-master mod] [-KEY VALUE]

## DESCRIPTION
openxcom is an open-source reimplementation of the popular “UFO: Enemy Unknown” game also known as “X-COM: UFO Defense” in North America, and its sequel “X-COM: Terror from the Deep” by publisher MicroProse. It is licensed under the GPL and written in C++ / SDL.

The options are as follows:

-?, -help

show command-line help

-data path

use path as the default Data Folder instead of auto-detecting

-user path

use path as the default User Folder instead of auto-detecting

-cfg path

use path as the default Config Folder instead of auto-detecting

-master mod

set mod the current master mod (eg. -master xcom2)

-KEY VALUE

set option KEY to VALUE instead of default/loaded value (eg. -displayWidth 640 ). See src/Engine/Options.cpp for a list of all potential options.

## INSTALLATION
OpenXcom requires a vanilla copy of the X-COM resources — from either or both of the original games. Please refer to the README.md for the default search paths and the exact directory layout, as well as information on the Mod support.

## SEE ALSO
https://openxcom.org, https://ufopaedia.org/index.php?title=OpenXcom

## HISTORY
MicroProse releases “UFO: Enemy Unknown” in 1994, followed by “X-COM: Terror from the Deep” in 1995 with various sequels following. The OpenXcom project sees the light of day in 2010.

## COPYRIGHT
Copyright © 2020 OpenXcom Developers

## AUTHORS
OpenXcom Developers


penguin-command

package: penguin-command

title: penguin-command(6)

summary: a missile command clone

text:
# penguin-command(6)

## NAME
penguin-command - a missile command clone

## SYNOPSIS
penguin-command [--fullscreen|-f] [--windowed|-w] [--nosound|-s] [--lefthandedmouse|-l]

## DESCRIPTION
This is a clone of the classic "Missile Command" Game, but it has better graphics and music. You have to defend cities by shooting at missiles and smartbombs.

## OPTIONS
--fullscreen, -f

Run in fullscreen mode (default).

--windowed, -w

Run in windowed mode.

--nosound, -s

Run without sound.

--lefthandedmouse, -l

Swaps left and right mouse buttons.

--help, -h

Display help.

## AUTHOR
This manual page was written by Karl Bartel <karlb@gmx.net>.


penguin-command.ja

title: penguin-command.ja(6)

summary: missile command �Υ�������

text:
# penguin-command.ja(6)

## Ì¾Á°
penguin-command - missile command ¤Î¥¯¥í¡¼¥ó

## ½ñ¼°
penguin-command [--fullscreen|-f] [--windowed|-w] [--nosound|-s] [--lefthandedmouse|-l]

## ÀâÌÀ
²û¤«¤·¤Î "Missile Command" ¥²¡¼¥à¤Î¥¯¥í¡¼¥ó¤Ç¤¹¤¬¡¢ ¥µ¥¦¥ó¥É¤È¥°¥é¥Õ¥£¥Ã¥¯¤¬²þÎÉ¤µ¤ì¤Æ¤¤¤Þ¤¹¡£ ¥ß¥µ¥¤¥ë¤ä¥¹¥Þ¡¼¥ÈÇúÃÆ¤ò·â¤ÁÍî¤È¤¹¤³¤È¤Ë¤è¤Ã¤ÆÅÔ»Ô¤ò¼é¤ë¥²¡¼¥à¤Ç¤¹¡£

## ¥ª¥×¥·¥ç¥ó
--fullscreen, -f

¥Õ¥ë¥¹¥¯¥ê¡¼¥ó¥â¡¼¥É(¥Ç¥Õ¥©¥ë¥È)

--windowed, -w

¥¦¥£¥ó¥É¥¦¥â¡¼¥É

--nosound, -s

¥µ¥¦¥ó¥ÉÌµ¤·

--lefthandedmouse, -l

¥Þ¥¦¥¹¤Î±¦¥Ü¥¿¥ó¤Èº¸¥Ü¥¿¥ó¤òÈ¿Å¾

--help, -h

¤Ø¥ë¥×¤òÉ½¼¨

## AUTHOR
¤³¤Î¥Þ¥Ë¥å¥¢¥ë¤Ï Karl Bartel <karlb@gmx.net> ¤Ë¤è¤Ã¤Æ½ñ¤«¤ì¤¿¡£


pentobi

package: pentobi

title: pentobi(6)

text:
# pentobi(6)

## NAME
pentobi - computer opponent for the board game Blokus

## SYNOPSIS
pentobi [--maxlevel n] [--mobile] [--nobook] [--nodelay] [--seed n] [--threads n] [--verbose] [file.blksgf]

pentobi -h | --help

pentobi -v | --version

## DESCRIPTION
pentobi is the command to invoke the program Pentobi, which is a graphical user interface and computer opponent for the board game Blokus.

The command can take the name of a game file to open at startup as an optional argument. The game file is expected to be in Pentobi's SGF format as documented in Pentobi-SGF.md in the Pentobi source package.

## OPTIONS
-h, --help

Display help and exit.

--maxlevel n

Set the maximum playing level. Reducing this value reduces the amount of memory used by the search, which can be useful to run Pentobi on systems that have low memory or are too slow to use the highest levels. By default, Pentobi currently allocates up to 2 GB (but not more than a quarter of the physical memory available on the system). Reducing the maximum level to 8 currently reduces this amount by a factor of 3 to 4 and lower maximum levels even more.

--mobile

Use a window layout optimized for smartphones and apply some user interface changes that assume that a touchscreen is the main input device. If this option is not used, the default layout depends on the platform. Using this option also changes the default style for GUI elements of QQuickControls 2 to Default if the style is not explicitly set with option -style.

--nobook

Do not use opening books.

--nodelay

Do not delay fast computer moves. By default, the computer player adds a small delay if the move generation took less than a second to make it easier for the human to follow the game if the computer plays several moves in a row.

--seed n

Set the seed for the random generator. Using a fixed seed makes the move generation deterministic if no multi-threading is used (see option --threads).

--threads n

The number of threads to use in the search. By default, up to 8 threads are used in the search depending on the number of hardware threads supported by the current system. Using more threads will speed up the move generation but using a very high number of threads (e.g. more than 8) can degrade the playing strength in higher playing levels.

--verbose

Print internal information about the move generation and other debugging information to standard error.

## STANDARD QT OPTIONS
Additionally, any options supported by Qt applications can be used, such as:

-display d

Switches displays on X11.

-geometry g

Window geometry using the X11 syntax.

-style s

Set the style for the GUI elements of QQuickControls.

-v, --version

Display version and exit.

## SEE ALSO
pentobi-thumbnailer


pentobi-thumbnailer

title: pentobi-thumbnailer(6)

text:
# pentobi-thumbnailer(6)

## NAME
pentobi-thumbnailer - thumbnailer for game records for the board game Blokus as used by the program Pentobi

## SYNOPSIS
pentobi-thumbnailer [-s | --size n] inputfile outputfile

pentobi-thumbnailer -h | --help

pentobi-thumbnailer -v | --version

## DESCRIPTION
pentobi-thumbnailer is part of the program Pentobi and intended to be used as a thumbnailer for the Gnome desktop environment to generate previews of game files written by Pentobi.

The input file is a game file in Pentobi's SGF format as documented in Pentobi-SGF.md in the Pentobi source package. The output file is a thumbnail image in PNG format.

## OPTIONS
-h, --help

Display help and exit.

-s n, --size n

The size of the thumbnail. The default is 128.

-v, --version

Display version and exit.

## EXIT STATUS
0 if the thumbnail generation succeeds, 1 on error.

## SEE ALSO
pentobi


pingus

package: pingus

title: pingus(6)

text:
# pingus(6)

## NAME
pingus - A puzzle game where you have to save penguins

## SYNOPSIS

pingus

[OPTION]... [FILE]

## DESCRIPTION
Pingus is a side-scrolling puzzle game where the player has to guide a group of penguins from the entrance of a level to the exit, in between the path is blocked by numerous obstacles and dangers that the player has to overcome by assigning actions to the penguins.

## OPTIONS

### GENERAL OPTIONS
-h, --help

Displays this help

-V, --version

Print version number and exit

-v, --verbose

Enable info level log output

-D, --debug

Enable debug level log output

-Q, --quiet

Disable all log output

### DISPLAY OPTIONS
-w, --window

Start in Window Mode

-f, --fullscreen

Start in Fullscreen

-r, --renderer=RENDERER

Use the given renderer, defaults to sdl. Available renderers are:

sdl

A simple software renderer based on SDL, this is the default and the safest options.

opengl

The OpenGL renderer will use hardware acceleration to render the graphics, it is much faster then the SDL renderer and recommended when the hardware supports OpenGL.

delta

The delta renderer uses SDL for rendering and doesn't use hardware acceleration, it will however try to increase rendering performance by only re rendering screen elements that have changed. Using the delta renderer will disable some effects such as scrolling background to allow maximum benefits.

-g, --geometry=WIDTHxHEIGHT

Set the window resolution for pingus (default: 800x600). Note that --geometry only applies to the window resolution, for the fullscreen resolution use --fullscreen-resolution

-R, --fullscreen-resolution=WIDTHxHEIGHT

Set the resolution used in fullscreen mode (default: 800x600)

--software-cursor

Enable software cursor

### GAME OPTIONS
--no-auto-scrolling

Disable automatic scrolling. Automatic scrolling will cause the screen to scroll whenever the mouse reaches the border of the screen. Automatic scrolling will only be active in fullscreen mode or when mouse-grab is enabled.

--drag-drop-scrolling

Enable drag'n drop scrolling. By default Pingus will use a rubber-band scrolling where the scroll speed depends on how far away the cursor is from the position when the mouse button has been clicked. In drag&drop mode scrolling will behave more like in traditional GUI applications such as Gimp, where clicking the scroll button will 'pick up' the playfield and allow to move it around till it is released again.

### SOUND OPTIONS
-s, --disable-sound

Disable sound

-m, --disable-music

Disable music

### LANGUAGE OPTIONS
-l, --language=LANG

Select language to use with Pingus

--list-languages

List all available languages

### EDITOR OPTIONS
-e, --editor

Loads the level editor

### DIRECTORY OPTIONS
-d, --datadir=DIR

Load game datafiles from DIR

-u, --userdir=DIR

Load config files and store savegames in DIR

-a, --addon=DIR

Load game modifications from DIR. Files in DIR will be used instead of the files in found in the main datadir of Pingus, thus allowing to modifications, such as sprites replacements, additional levels, etc. to the game, without changing the main data files.

--no-cfg-file

Don't read ~/.pingus/config

-c, --config=FILE

Read config from FILE

--controller=FILE

Uses the controller given in FILE

### DEBUG OPTIONS
--developer-mode

Enables some special features for developers

-t, --speed=SPEED

Set the game speed (0=fastest, >0=slower)

-k, --fps=FPS

Set the desired game framerate (frames per second)

--tile-size=INT

Set the size of the map tiles (default: 32)

## KEYBOARD SHORTCUTS

### GAMEPLAY
All gameplay related keyboard shortcuts are configurable via a controller config file, see --controller and controller/default.scm.

W, A, S, D

Scroll in the level

Space

Hold to ast-forward

P, R

Pause the game.

S, F

Advance the game by a single frame.

Backspace

Activate armageddon.

Escape

Leave the current screen/level.

### ENGINE
F10

Show/hide the FPS counter.

AltReturn, F11

Switch to fullscreen/window mode.

Ctrlg

Toggle mouse grab, when active, the mouse can not leave the window.

Ctrlo, F5

Show the option menu.

F12

Make a screenshot. Screenshots are stored in ~/.pingus/screenshots/.

Ctrlm

Toggle the developer mode, see --developer-mode

c (only in developer-mode)

Show the collision map overlayed over the regular groundmap.

k (only in developer-mode)

Clear the screen for delta mode debugging.

## ACTIONS
Basher

The Basher will to a horizontal dig, leaving behind it a tunnel. It is not able to dig through metal.

Blocker

The Blocker will stop and stay in position, directing other penguins to turn around when they reach him.

Bomber

The Bomber will blow up on the spot and take a bit of surrounding ground with it.

Bridger

The Bridger will build a small bridge, useful for crossing small chasm.

Climber

The Climber actions allows a Pingu to travel upwards a vertical wall. Unlike other actions the climber action is a permanent addition to the Pingus ability.

Digger

The Digger will dig a hole into the ground. It can't dig through metal.

Floater

The Floater action will give a penguin a small propeller that lets him gently glide down from great heights that would otherwise be deadly.

Jumper

The Jumper will let the Pingu do a big leap forward, allowing him to cross chasm and small vertical obstacles.

Miner

The Miner will dig a diagonal hole into the ground.

Slider

The Slider will make a tiny leap forward, gliding on its belly for a short while, allowing the Pingu to make it through narrow tunnels.

## LEVEL EDITOR
Pingus comes with a build in level editor. The level editor can currently be used to edit level files (*.pingus) as well as prefabricated objects (*.prefabs). Worldmaps (*.worldmap) can currently not be edited with the editor.

All Pingus data files, except the sound and images, are raw text files and can be edited in a text editor if the editor isn't sufficient.

If you want to submit a level to be included in the next release follow the following naming convention:

{theme}{number}-{nickname}.pingus

Do not use space or uppercase in the levelname and keep the levelname simple (i.e. snow1-grumbel.pingus not pingus-go-on-a-long-journey-in-snowland-grumbel.pingus). The filename should not reflect the actual level title, it simply should be unique and not conflict with other peoples levels. If you plan on building a whole levelset, name the levels after the levelset.

To submit a level send it to <pingus-devel@nongnu.org>.

### PREFABS
A prefab, short for prefabricated object, is a group of objects that have been combined into a new single object. A classic case of a prefab would for example be a snowman, it is build out of multiple smaller snowball objects and then saved as prefab to allow easy reuse in multiple levels. Unlike simple object groups, prefab are saved as reference in the level, thus if the prefab is updated, all levels will see the change. Like object groups prefabs can be ungrouped to break them back down to individual objects if individual editing is needed, they are seizing to be prefabs at that point and changes to the .prefab file will no longer be reflected in the level.

Prefabs behave pretty much like regular levels, to create a prefab simply start a new level and insert the objects as usual, unlike regular levels the level size is ignored and thus you have to place your object around the center of the levels, marked by a cross, to have the prefab function properly. To save a prefab as prefab instead of level you have to append .prefab suffix to the filename.

Thumbnail generation for prefabs is currently done offline with the script ./tools/generate-prefab-images.sh available from the Pingus source tree.

### UI QUIRCKS
The Pingus level editor is best used with a combination of mouse and keyboard, all essential functions have keyboard shortcuts.

Unlike more traditional GUIs, the Pingus editor lacks scrollbars, so to move around the level or the object list on the right simply use the middle or right mouse button and drag&drop the list around.

Objects from the object list can be inserted into the level by drag&dropping them over to the level.

### KEYBOARD SHORTCUTS
Delete, Backspace

Delete all currently selected objects

A

Select or unselect all objects

D

Duplicate the currently selected objects

I, K, J, L

Move the current selection by one pixel, if Shift is held, move it by 32 pixel.

PageUp, PageDown

Raise or lower an object

ShiftPageUp, ShiftPageDown

Raise or lower an object to the top or bottom

R, ShiftR

Rotate an objects 90 degrees, if Shift is held rotate it the other way around

F, ShiftV

Flip an object horizontally

V, ShiftF

Flip an object vertically

B, ShiftB

Toggle the background color to make it easier to see small pixel errors. If shift is hold the color will be toggled in the opposite direction.

+, =, -

Increase/decrease the repeat value of selected objects, this will only have an effect on objects having an repeat value (switchdoors, liquids, ...).

## COPYRIGHT
Copyright (C) 1998-2011 Ingo Ruhnke <grumbel@gmail.com> See the file AUTHORS for a complete list of contributors. Pingus comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to redistribute it under certain conditions; see the file COPYING for details.

## SEE ALSO
http://pingus.seul.org