curseofwar

package: curseofwar-common

title: curseofwar(6)

summary: Real Time Strategy Game for Linux

text:
# curseofwar(6)

## NAME
curseofwar - Real Time Strategy Game for Linux

## SYNOPSIS
curseofwar [ -c port ] [ -C IP ] [ -d difficulty ] [ -e port ]

[ -E clients ] [ -h ] [ -H height ] [ -i inequality ]

[ -l countries ] [ -q quality ] [ -r ] [ -R seed ] [ -s speed ] [ -S shape ] [ -T ] [ -v ] [ -W width ]

## DESCRIPTION
This is a fast-paced action strategy game for Linux implemented using ncurses user interface.

Unlike most RTS, you are not controlling units, but focus on high-level strategic planning: Building infrastructure, securing resources, and moving your armies.

The core game mechanics turns out to be quite close to WWI-WWII type of warfare, however, there is no explicit reference to any historical period.

## OPTIONS
-c port

Clients's port (19150 is default).

-C IP

Start a client and connect to the provided server's IP-address.

-d [ee|e|n|h|hh]

Difficulty level (AI) from the easiest to the hardest (default is normal).

-e port

Server's port (19140 is default).

-E [1|2| ... L]

Start a server for not more than L clients.

-h

Display this help

-H height

Map height (default is 21, maximum is 29)

-i [0|1|2|3|4]

Inequality between the countries (0 is the lowest, 4 in the highest).

-l [2|3| ... N]

Sets L, the number of countries (default is N).

-q [1|2| ... L]

Choose player's location by its quality (1 = the best available on the map, L = the worst). Only in the singleplayer mode.

-r

Absolutely random initial conditions, overrides options -l, -i, and -q.

-R seed

Specify a random seed (unsigned integer) for map generation.

-s [p|sss|ss|s|n|f|ff|fff]

Game speed from the slowest to the fastest (default is normal).

-S [rhombus|rect|hex]

Map shape (rectangle is default). Max number of countries N=4 for rhombus and rectangle, and N=6 for the hexagon.

-T

Show the timeline.

-v

Display the version number

-W width

Map width (default is 21, maximum is 40)

## HOW TO PLAY
Normally, the game starts with 4 small countries in the corners of the map. You start as the ruler of the Green country, and your goal is to conquer the whole map.

Tiles

The map is made of hexagonal tiles. They are:

/\^ Mountains, cannot be populated

/$\ Gold mines, cannot be populated too.

This is the source of gold for your country.

To control a mine, surround it with your army

n Villages, have the slowest population growth (+10%)

i=i Towns, average population growth (+20%)

W#W Fortresses, high population growth (+30%)

- Grassland, normal habitable territory

People

People are your primary resource. Thriving popluation is essential for your victory. Every tile can support at most 499 people from each country. When people from more than one country occupy the same tile, they fight. The country that has the highest population at the tile is called the tile owner. The population of the tile owner is shown on all grassland tiles as follows:

. 1 - 3 citizens

.. 4 - 6

... 7 - 12

: 13 - 25

.: 26 - 50

.:. 51 - 100

:: 101 - 200

.:: 201 - 400

::: 400 - 499

People migrate from highly populated tiles to less populated tiles.

Population grows only in cities. In villages by 10%, in towns by 20%, and fortresses by 30% every simulation step. By controlling cities, you control their surrounding territory.

Flags

Every country can put flags on the map. Flags change migration rates, so that people of your country start gathering at the tiles with flags. Player's flags are shown as white "P" on the right side of a tile. Flags of the computer opponents are shown as "x" on the left side of a tile.

The flags can be used to increase population of your own cities, as well as for conquering foreign territories.

When countries are fighting for a city, and if the damage to the defender's army is significant, the city can be destroyed: A fortress becomes a town, a town becomes a village, and the village gets completely burnt by the invaders.

Countries

Computer opponents differ in personality, and it affects the way they fight.

## CONTROLS
Arrow keys and H, J, K, L are for moving the cursor

R or V build village -> town -> fortress

Space add/remove a flag

X remove all your flags

C remove a half of your flags

S slower

F faster

Q quit

## MULTIPLAYER
To start a server for two players:

curseofwar -E 2

To start a client and connect to the server:

curseofwar -C <server's IP>

To specify ports, use -e option for server's port, and -c option for client's port. By default, servers are using port 19140, and clients are using port 19150.

Examples:

Start a server for a single client using port 11111

curseofwar -E 1 -e 11111

To connect to it:

curseofwar -C <server's IP> -e 11111

Alternatively, to connect to it using port 12345 on the client's side:

curseofwar -C <server's IP> -c 12345 -e 11111

Note that all needed map options must be setup when you start a server, the map and other data are transmitted to clients, once they are connected.

Example:

Server for 3 clients, no computer opponents, hexagonal map, and equal

conditions for all:

curseofwar -E3 -l3 -S hex -i0

Game speed cannot be changed by a client, so it must be set initially by the server. Not all data is sent to clients (e.g. info about population is not sent in full).

Multiplayer mode is at relatively early development stage. Changes may occure at any moment. When you play with other people, make sure that you are using the same version of the game. Hopefully, game's client-server communication protocol will be improved in future. All communication is made via UDP.

Please, report you problems with multiplayer.

## EXAMPLES
A good and easy mode to start playing:

curseofwar -i4 -q1 -dee

Or, on a smaller map:

curseofwar -i4 -q1 -dee -W16 -H16

## AUTHORS
Game:

Alexey Nikolaev <koiwai at yandex dot com>

Makefile:

Maximilian Dietrich <dxm at openmailbox dot org>

Anton Balashov <sicness at darklogic dot ru>

Kirill Dmitrenko <kdmitrenko at gmail dot com>

CMakeLists.txt and Windows support:

Yves Quemener

Manpage:

Anton Balashov <sicness at darklogic dot ru>

Maximilian Dietrich <dxm at openmailbox dot org>


curseofwar-sdl

title: curseofwar-sdl(6)

summary: An SDL version of the game curseofwar.

text:
# curseofwar-sdl(6)

## NAME
curseofwar-sdl - An SDL version of the game curseofwar.

## SYNOPSIS
curseofwar [ -c port ] [ -C IP ] [ -d difficulty ] [ -e port ]

[ -E clients ] [ -h ] [ -H height ] [ -i inequality ]

[ -l countries ] [ -q quality ] [ -r ] [ -R seed ] [ -s speed ] [ -S shape ] [ -T ] [ -v ] [ -W width ]

## DESCRIPTION
See the main CURSEOFWAR manpage for detailed information about the game. The SDL version provides the same command line arguments as the original ncurses version.

## OPTIONS
-c port

Clients's port (19150 is default).

-C IP

Start a client and connect to the provided server's IP-address.

-d [ee|e|n|h|hh]

Difficulty level (AI) from the easiest to the hardest (default is normal).

-e port

Server's port (19140 is default).

-E [1|2| ... L]

Start a server for not more than L clients.

-h

Display this help

-H height

Map height (default is 21, maximum is 29)

-i [0|1|2|3|4]

Inequality between the countries (0 is the lowest, 4 in the highest).

-l [2|3| ... N]

Sets L, the number of countries (default is N).

-q [1|2| ... L]

Choose player's location by its quality (1 = the best available on the map, L = the worst). Only in the singleplayer mode.

-r

Absolutely random initial conditions, overrides options -l, -i, and -q.

-R seed

Specify a random seed (unsigned integer) for map generation.

-s [p|sss|ss|s|n|f|ff|fff]

Game speed from the slowest to the fastest (default is normal).

-S [rhombus|rect|hex]

Map shape (rectangle is default). Max number of countries N=4 for rhombus and rectangle, and N=6 for the hexagon.

-T

Show the timeline.

-v

Display the version number

-W width

Map width (default is 21, maximum is 40)

## AUTHORS
Game:

Alexey Nikolaev <koiwai at yandex dot com>

Makefile:

Maximilian Dietrich <dxm at openmailbox dot org>

Anton Balashov <sicness at darklogic dot ru>

Kirill Dmitrenko <kdmitrenko at gmail dot com>

CMakeLists.txt and Windows support:

Yves Quemener

Manpage:

Anton Balashov <sicness at darklogic dot ru>

Maximilian Dietrich <dxm at openmailbox dot org>


hogcreate

title: hogcreate(6)

text:
# hogcreate(6)

## NAME
hogcreate - Creates an HOG archive using all the files in the current directory.

## SYNOPSIS
hogcreate filename.hog

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

hogcreate is an utility to create HOG files, like that found in the DESCENT II videogame and played by the D2X package.

HOG archives are files with a .hog extension, and contains all of the data which constitutes a DESCENT II's level.

You'll find some HOG files as part of the Descent II datafiles.

## SEE ALSO
hogextract(1), mvlextract(1), mveplayer(1).

## AUTHOR
The command was first created by Josh Cogliati in 1999, then modified by Bradley Bell in 2002 for use with the D2X package.

This manual page was written by Paolo Ulivi <pulivi@libero.it>, for the Debian GNU/Linux system (but may be used by others).


hogextract

title: hogextract(6)

text:
# hogextract(6)

## NAME
hogextract - Extracts files from the given HOG archive into the current directory.

## SYNOPSIS
hogextract [options] hogfile [filename]

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

hogextract is an utility to extract all the files contained in HOG archives, like that found in the DESCENT II videogame and played by the D2X package. It supports all HOG files around, so if you find one that doesn't work, please report this as a bug.

HOG archives are files with a .hog extension, and contains all of the data which constitutes a DESCENT II's level.

You'll find some HOG files as part of the Descent II datafiles.

## OPTIONS
A summary of options is included below. These command-line options do not appear to be documented elsewhere, so the only authoritive source is the source code itself.

v

Don't extract, print a listing of all files to stdout.

## SEE ALSO
hogcreate(1), mvlcreate(1), mveplayer(1).

## AUTHOR
The command was first created by Josh Cogliati in 1999, then modified by Bradley Bell in 2002 for use with the D2X package.

This manual page was written by Paolo Ulivi <pulivi@libero.it>, for the Debian GNU/Linux system (but may be used by others).


mvlcreate

title: mvlcreate(6)

text:
# mvlcreate(6)

## NAME
mvlcreate - Creates an MVL archive using all the MVE (movie) files in the current directory.

## SYNOPSIS
mvlcreate filename.mvl

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

mvlcreate is an utility to create MVL files, like that found in the DESCENT II videogame and played by the D2X package. MVL archives are files with a .mvl extension which contains one or more MVE (movie) files.

You'll find some MVL/MVE files as part of the Descent II Registered datafiles.

## SEE ALSO
mvlextract(1), mveplayer(1).

## AUTHOR
The command was first created by Josh Cogliati in 1999, then modified by Bradley Bell in 2002 for use with the D2X package.

This manual page was written by Paolo Ulivi <pulivi@libero.it>, for the Debian GNU/Linux system (but may be used by others).


mvlextract

title: mvlextract(6)

text:
# mvlextract(6)

## NAME
mvlextract - Extracts all MVE (movie) files from the given MVL archive into the current directory.

## SYNOPSIS
mvlextract [options] mvlfile [filename]

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

mvlextract is an utility to extract MVE movie files, like that found in the DESCENT II videogame and played by the D2X package, archived in a MVL file, i.e. a file with a .mvl extension. It supports all MVL files around, so if you find one that doesn't work, please report this as a bug.

You'll find some MVL files as part of the Descent II Registered datafiles.

## OPTIONS
A summary of options is included below. These command-line options do not appear to be documented elsewhere, so the only authoritive source is the source code itself.

v

Don't extract, print a listing of all MVE files to stdout.

## SEE ALSO
mvlcreate(1), mveplayer(1).

## AUTHOR
The command was first created by Josh Cogliati in 1999, then modified by Bradley Bell in 2002 for use with the D2X package.

This manual page was written by Paolo Ulivi <pulivi@libero.it>, for the Debian GNU/Linux system (but may be used by others).


title: tex2txb(6)

text:
# tex2txb(6)

## NAME
tex2txb - ASCII to TXB converter for Descent and Descent II HOG files.

## SYNOPSIS
tex2txb filename.tex filename.txb

## DESCRIPTION
This manual page documents briefly the tex2txb command. This manual page was written for the Debian distribution because the original program does not have a manual page.

tex2txb is a text to TXB converter for Descent and Descent II HOG files. It converts an ASCII text file to a TXB entry for an HOG file; that entry can then be included in an HOG file using the command hogcreate(1).

## SEE ALSO
txb2tex(1), mvlextract(1), mvlcreate(1), hogextract(1), hogcreate(1).

## AUTHOR
The command was first created by Bryan Aamot in 1995, then modified by Bradley Bell in 2002 for use with the D2X package.

This manual page was written by Paolo Ulivi <pulivi@libero.it>, for the Debian GNU/Linux system (but may be used by others).


title: txb2tex(6)

text:
# txb2tex(6)

## NAME
txb2tex - TXB to ASCII converter for Descent and Descent II HOG files.

## SYNOPSIS
txb2tex filename.txb filename.tex

## DESCRIPTION
This manual page documents briefly the txb2tex command. This manual page was written for the Debian distribution because the original program does not have a manual page.

txb2tex is a TXB to text converter for Descent and Descent II HOG files. It converts a TXB entry from an HOG file to an ASCII text file; that entry can then be modified and re-included in an HOG file using the command hogcreate(1).

## SEE ALSO
tex2txb(1), mvlextract(1), mvlcreate(1), hogextract(1), hogcreate(1).

## AUTHOR
The command was first created by Bryan Aamot in 1995, then modified by Bradley Bell in 2002 for use with the D2X package.

This manual page was written by Paolo Ulivi <pulivi@libero.it>, for the Debian GNU/Linux system (but may be used by others).


defendguin

package: defendguin

title: defendguin(6)

text:
# defendguin(6)

## NAME
defendguin - A bidirectionally scrolling space game based on Defender.

## SYNTAX
defendguin [options]

## DESCRIPTION
A certain monopoly-owning bad guy has been cloned hundreds of times by an unknown alien race. They are now attacking earth, kidnapping little penguinoids and converting them into mutants. Helping them on their way are some other nasty alien ships, of which there are plenty.

## OPTIONS
--disable-sound

Disables sound and music.

--fullscreen

Runs in fullscreen mode, if possible.

--help

Output help information and exit.

--version

Output version information and exit.

--usage

Displays acceptable command-line options.

## FILES
/usr/share/defendguin/ - Sound, music and graphics data.

## AUTHORS
Bill Kendrick <bill@newbreedsoftware.com> - Programming and graphics.

Sami I Saarnio <saarnio@cc.helsinki.fi> - Music

Niko Nyman - Music

See "AUTHORS.txt" and "CHANGES.txt" for full credits.


ditchers

package: ditchers

title: ditchers(6)

summary: tank digging and shooting game

text:
# ditchers(6)

## NAME
Ditchers -- tank digging and shooting game

## SYNOPSIS
ditcher ditchs [-p port] [-m] [--mute] [-v] [--verbose]

## DESCRIPTION
Ditchers is an action game based on principles of the legendary game Tunneler. Underground tanks dig tunnels in the soil and their goal is to find and destroy the opponent using a variety of weapons.

ditcher starts the game, ditchs starts the server.

## OPTIONS
While ditcher has no command line options as it has a GUI, ditchs has following attributes:

-p, --port: sets what port the server will run at

-m, --mute: nothing except error messages is printed to the console

-v, --verbose: all messages sent to or from the server are printed

If both -m and -v attributes are set, the latter is applied.

## SEE ALSO
Homepage of the game is http://ditchers.sourceforge.net/.

## AUTHOR
This manual page was written by David Slaby <david@slabi.cz>


dolphin-emu

package: dolphin-emu

title: dolphin-emu(6)

summary: Nintendo GameCube and Wii emulator

text:
# dolphin-emu(6)

## NAME
dolphin-emu — Nintendo GameCube and Wii emulator

## SYNOPSIS
dolphin-emu

[-bdhl] [-a audio] [-c str] [-e file] [-m file] [-u path] [-v video]

## DESCRIPTION
Dolphin is an emulator for two recent Nintendo video game consoles: the GameCube and the Wii. It allows PC gamers to enjoy games for these two consoles in full HD (1080p) with several enhancements: compatibility with all PC controllers, turbo speed, networked multiplayer, and even more!

dolphin-emu features a graphical user interface made using Qt 5.

## OPTIONS
-a audio, --audio_emulation=audio

Low level (LLE) or high level (HLE) audio

-b, --batch

Exit Dolphin with emulator

-c text, --confirm=text

Set Confirm on Stop

-d, --debugger

Open the debugger

-e file, --exec=file

Load the specified file

-h, --help

Print a help message

-l, --logger

Open the logger (.dol, .elf, .wad, .gcm, .iso)

-m file, --movie=file

Play a movie file

-u path, --user=path

User folder path

-v, --video_backend=video

OpenGL (OGL) or Software Renderer video backend

## FILES
$HOME/.dolphin-emu

Default user configuration directory.

## AUTHOR
This manual page was written by Jeremy Newton, but may be distributed freely using the CC BY license.


dolphin-emu-nogui

title: dolphin-emu-nogui(6)

summary: Nintendo GameCube and Wii emulator

text:
# dolphin-emu-nogui(6)

## NAME
dolphin-emu-nogui — Nintendo GameCube and Wii emulator

## SYNOPSIS
dolphin-emu-nogui

[-hv] [-e file]

## DESCRIPTION
Dolphin is an emulator for two recent Nintendo video game consoles: the GameCube and the Wii. It allows PC gamers to enjoy games for these two consoles in full HD (1080p) with several enhancements: compatibility with all PC controllers, turbo speed, networked multiplayer, and even more!

dolphin-emu-nogui does not have a graphical user interface.

## OPTIONS
-e file, --exec=file

Load the specified file

-h, --help

Print a help message

-v, --version

Print version and exit

## FILES
$HOME/.dolphin-emu

Default user configuration directory.

## AUTHORS
This manual page was written by Jeremy Newton, but may be distributed freely using the CC BY license.


title: doom64ex(6)

text:
# doom64ex(6)

## NAME
doom64ex - Recreation of Midway's Doom64 for modern operating systems.

## SYNOPSIS
doom64ex [options...]

doom64ex -wadgen <rom-file>

## DESCRIPTION
Doom 64 is a Doom spin-off for the Nintendo 64.

doom64ex is a faithful recreation of the original Nintendo 64 game using PC Doom's source code as the base.

doom64ex requires the data files from the original game. These must be extracted from a Nintendo 64 ROM image, using the doom64ex -wadgen command (see DATA FILES, below).

## OPTIONS

### File Options
-iwad <wadfile>

The IWAD file to use.

-file <wadfile>

Add a PWAD (patch WAD). Used for custom levels, music, etc.

-config <configfile>

Use configfile instead of the default config file (which is $XDG_DATA_HOME/doom64ex/config.cfg).

### Game Options
-warp <level>

Skip the intro, start the game at the given level. Valid level numbers are 1 through 32. Warping to level 33 plays the intro demo.

-nomonsters

Self-explanatory. Usually used for multiplayer deathmatch games.

-fast

Fast monster mode (similar to "Nightmare" difficulty level).

-respawn

Monsters respawn after being killed (similar to "Nightmare" difficulty level).

-respawnitem

Items respawn after being picked up.

-skill <skill-level>

Set skill level (useful with -warp). Level is a number from 1 to 4, where 1 is "Be Gentle" and 4 is "Watch Me Die".

-turbo <speed>

Enables turbo mode based on speed value.

-devparm

Enables developer mode. Very useful for testing custom wads (see devparm.txt for more information about using developer mode).

-heapsize <size>

Allocate a <size> MB heap (default is 32).

-setvars <cvarname> <value> [<cvarname> <value> ...]

Set a cvar value. Can set multiple cvars following -setvars.

### Video/Audio Options
-fullscreen

Run the game fullscreen, regardless of the setting in config.cfg.

-window

Run the game in a window, regardless of the setting in config.cfg.

-width <pixels>, -height <pixels>

Set video mode. These options (unlike other command line options) will be stored in the config file.

-nosound

Disable sound interface, use this if you're having problems such as "Unable to create primary sound buffer".

-nomusic

Disable ingame music.

-nogun

Don't draw player's gun sprite on screen.

### Demo Options
-record <lumpname>

Record a demo. The demo will be saved in a file called <lumpname>.lmp. The .lmp is always added, so don't include it in the lump name.

-playdemo <filename>

Play back a demo. If the filename has no file extension, ".lmp" will be appended. Press the space bar to stop the demo.

### Network Options
Note that the networking support in doom64ex is experimental.

-server

Host a game. When one or more clients connects, press any key to begin the network game.

-connect <ipaddress>

Connect to a game hosted by the server.

-port <n>

Specify network UDP port for -connect or -server options. Default port is 2342.

## DATA FILES
doom64ex (and Doom-related games in general) load all game resources such as graphics and levels from a file known as an IWAD file. In addition, doom64ex loads its sounds from a SoundFont file.

The assets for Doom 64 must be extracted from a Nintendo 64 ROM image. doom64ex includes a command to do this. Usage:

doom64ex -wadgen <rom-file>

<rom-file> must be a Doom 64 ROM image, in .z64 format. The files doom64.wad and doomsnd.sf2 will be written to $XDG_DATA_HOME/doom64ex/.

## OTHER FILES
$XDG_DATA_HOME/doom64ex/

The config file (config.cfg) is located here. It will be created if it doesn't already exist. Saved games are also stored here as doomsavn.dsg, where n is the save slot, numbered 0 to 7.

## AUTHORS
Samuel 'Kaiser' Villarreal <svkaiser@gmail.com>

Doom64EX Author.

Zohar 'dotfloat' Malamant <dotfloat@gmail.com>

Current maintainer and developer of the project.

Paul Brook

Author of the Doom3D source port in which Doom64 EX was originally based off of.

James 'Quasar' Haley <haleyjd@hotmail.com>

For providing wisdom when it comes to working with all the backend stuff such as Doom's zone memory allocator. Also provided the macro script compiler utility.

Simon 'Fraggle' Howard

Networking system

Lee Killough

For just about anything that fixed all of Doom's mistakes, bugs, and errors.

Team TNT

For all Boom related enhancements and fixes.

B. Watson <yalhcru@gmail.com>

Linux port and various minor bugfixes.


dopewars

package: dopewars

title: dopewars(6)

summary: drug dealing game

text:
# dopewars(6)

## NAME
dopewars - drug dealing game

## SYNOPSIS
dopewars [OPTIONS] ...

## DESCRIPTION
dopewars is a ncurses- and GTK- based drug dealing game based in New York, with you as the drug dealer striving to become filthy rich. It supports network play and single-player games.

## OPTIONS
Valid commandline options:

-b, --no-color, --no-colour

"black and white", i.e. do not use pretty colours

-n, --single-player

Do not connect to any available dopewars servers

-a, --antique

Antique dopewars; stick as close as possible to the functionality of the original version.

-f, --scorefile=FILE

Specify a file to use as high score table (defaults to /usr/share/dopewars.sco)

-o, --hostname=ADDR

Specify a multiplayer hostname

-s, --public-server

Run in server mode. (Note: see the -A option for configuring a server once it's running.)

-S, --private-server

Run as a "private" server (do not report to the metaserver)

-p, --port=PORT

Specify the network port to use

-g, --config-file=FILE

Specify the pathname of a dopewars configuration file

-r, --pidfile=FILE

Specify the pathname of a PID file to maintain while running as a server

-l, --logfile=FILE

Write log messages to the given file (rather than standard output)

-A, --admin

Connect to a server running on localhost, for administration

-c, --ai-player

Create and run a computer player

-w, --windowed-client

Force the use of a graphical client (GTK+ or Win32)

-t, --text-client

Force the use of a text-mode (curses) client (by default, a windowed client is used when possible)

-P, --player=NAME

Sets the default player name

-C, --convert=FILE

Convert a high score file used by dopewars-1.5.1 or earlier to the format used by more recent versions

-h, --help

Display a help screen

-v, --version

Output version information and exit.

## AUTHOR
This manual page was written by Leon Breedt <ljb@debian.org>, for the Debian GNU/Linux system (but may be used by others). Additional updates by Ben Webb <benwebb@users.sf.net>.


dreamchess

package: dreamchess

title: dreamchess(6)

text:
# dreamchess(6)

## NAME
dreamchess - User interface for XBoard-compatible chess engines

## SYNOPSIS
dreamchess [options]

## DESCRIPTION
DreamChess is a user interface for XBoard-compatible chess engines. DreamChess comes with its own simple engine called Dreamer, but you can use stronger engines such as GNU Chess or Crafty.

## OPTIONS
--help, -h

Show help and exit.

--list-drivers, -l

List all available drivers.

--ui driver, -udriver

Specifies which user interface driver should be used. User interface drivers take care of both display output and user input.

--fullscreen, -f

Enable fullscreen

--width num, -Wnum

Set screen width

--height num, -Hnum

Set screen height

--1st-engine engine, -1engine

Name of first chess engine. Defaults to 'dreamer'.


dreamer

title: dreamer(6)

summary: An XBoard-compatible chess engine

text:
# dreamer(6)

## NAME
dreamer - An XBoard-compatible chess engine

## SYNOPSIS
dreamer

## DESCRIPTION
Dreamer is an XBoard-compatible chess engine.


edgar

package: edgar

title: edgar(6)

text:
# edgar(6)

## NAME
edgar - A 2D platform game with a persistent world.

## SYNOPSIS
edgar [OPTION]

## DESCRIPTION
The Legend of Edgar is a platform game, not unlike those found on the Amiga and SNES. Edgar must battle his way across the world, solving puzzles and defeating powerful enemies to achieve his quest.

When Edgar's father fails to return home after venturing out one dark and stormy night, Edgar fears the worst: he has been captured by the evil sorcerer who lives in a fortress beyond the forbidden swamp.

Donning his armour, Edgar sets off to rescue him, but his quest will not be easy...

## OPTIONS
-record filename

Captures keyboard input.

-playback filename

Replays captured keyboard input.

-load slot

Loads the game in slot. Slots begin at 0.

-nojoystick

Disables the joystick.

-joystick slot

Use the joystick in slot slot. Slots begin at 0.

-showcredits

Show the end credits.

-language language

Use language code language. e.g. en_US, es, pl

-h, -help

Display help screen.

## MORE INFO
The Legend of Edgar gameplay manual can be found in </usr/share/doc/edgar/index.html>.

## AUTHOR
Written by Richard Sweeney <riksweeney@hotmail.com>.


enigma

package: enigma

title: enigma(6)

summary: Puzzle game reminiscent of Oxyd

text:
# enigma(6)

## NAME
enigma - Puzzle game reminiscent of Oxyd

## SYNOPSIS
enigma [options] [levelfile.xml] ...

enigma [--assert] [-d path] [--help] [-l lang] [--log] [--nograb] [--nomusic] [--nosound] [-p file] [--showfps] [--version] [-w] [levelfile.xml] ...

## DESCRIPTION
The object of the game is to find and uncover pairs of identically colored Oxyd stones. Simple? Yes. Easy? Certainly not! Hidden traps, vast mazes, laser beams, and, most of all, countless hairy puzzles usually block your direct way to the Oxyd stones. Enigma's game objects (and there are hundreds of them, lest you get bored) interact in many unexpected ways, and since many of them follow the laws of physics (Enigma's special laws of physics, that is), controlling them with the mouse isn't always trivial ...

For more information, please refer to the manual or the project homepage: <http://www.nongnu.org/enigma/>!

## OPTIONS
--assert

Forces all debugging assertions, even expensive ones, to be evaluated.

-d path, --data=path

Prepend another data directory to Enigma's search path.

-h, --help

Display a list of available command line options and quit.

-l lang, --lang=lang

Override the default language. The language is given in the common 2 character sequence as fr for French or ru for Russian.

--log

This switch turns on logging of internal information to the standard output.

--nograb

Do not use exclusive mouse/keyboard access.

--nomusic

Start Enigma without background music. Sound effects will still be played.

--nosound

Start Enigma without sound effects.

-p file, --pref=file

Start Enigma with an alternative preferences file without the leading dot for hidden filenames.

--showfps

Show the framerate (FPS) during the Game.

--version

Print the Enigma version number and quit.

-w, --window

Run Enigma in a window; do not switch to fullscreen mode.

## USAGE
For the many in-game control keys take a look at the manual or press F1 to get online help in nearly all menus.

## AUTHORS
Daniel Heck <dheck@gmx.de> is the main author and maintainer of Enigma. Enigma itself is based on Oxyd, created by Meinolf Schneider. This manual page was created by Joe Wreschnig <piman@sacredchao.net> and is currently maintained by Raoul Bourquin.

## BUGS
Please report bugs to <enigma-devel@nongnu.org>.


eureka

package: eureka

title: eureka(6)

summary: a DOOM map editor

text:
# eureka(6)

## NAME
Eureka - a DOOM map editor

## SYNOPSIS
eureka [FILE...] [OPTION...]

## DESCRIPTION
Eureka is a cross-platform map editor for the classic DOOM games.

It features multiple-level undo and redo, a 3D preview, texture and thing browsers, a built-in nodes builder, panels for directly editing the properties of map objects, a flexible key binding system, and low system requirements (e.g. a 3D card is not required).

## OPTIONS
Note that long options are shown here with two dashes, but may also be used with a single dash for compatibility with the original DOOM binary and various source ports.

-f, --file <file>...

Wad file(s) to edit. This is mainly for compatibility with DOOM command-line syntax, since filenames are more easily provided without this option (i.e. directly after the program name). When no file is specified, Eureka will open the first map in the IWAD (game wad).

-w, --warp <map>

Level to edit. This can be the full map name, e.g. "MAP12" or "E3M7", but can also be a single number like "12" or "37", or two separate numbers like "3 7" for compatibility with DOOM 1 and Ultimate DOOM. When absent, the first level found in the edited wad is used.

-i, --iwad <file>

The name of the IWAD (game data). This also determines which game the map is for, e.g. "doom.wad" will mean the map is for DOOM 1, whereas "heretic.wad" will mean we are editing for the game Heretic.

-m, --merge <file>...

Resource file(s) to load. These can be wad files containing textures, flats, sprites (etc) but can also be Eureka definitions files (with ".ugh" extension).

-p, --port <name>

Port (engine) name. The default port is "boom", but some other supported ports are "vanilla" (the original EXE), "odamex", "edge" and "legacy".

-h, --help

Show usage summary

-v, --version

Show the version

-d, --debug

Enable debugging messages

-q, --quiet

Quiet mode (no messages on stdout)

## CONFIGURATION OPTIONS
The following options control how Eureka finds some important files and directories. They are not particular useful per se, but may be needed for special circumstances.

--install <dir>

The installation directory where game definition files, default key bindings, etc are stored. This defaults to $PREFIX/share/eureka (see FILES section below...) Specifying "." for the current directory is useful when testing a locally compiled version without doing "make install". In fact Eureka will try it automatically when it cannot find its normal installation directory.

--home <dir>

The home directory where user settings, backups, etc are stored. This defaults to the ~/.eureka directory.

--log <file>

File where all log messages are written. Defaults to "logs.txt" under the home directory.

--config <file>

The config file which stores the general user settings (but not key bindings). This file will loaded during startup, and also saved to when the user uses the Preferences dialog.

## FILES
$PREFIX/share/eureka/

The installation directory for Eureka. PREFIX is typically /usr or /usr/local, depending on how Eureka was installed. This directory contains the standard key bindings, plus all the definition files (with .ugh extension) for the supported games, ports and mods.

~/.eureka/config.cfg

Contains user settings

~/.eureka/bindings.cfg

Contains user key bindings

~/.eureka/logs.txt

The logs from the previous session of Eureka, or the current one if Eureka is currently running.

~/.eureka/backups

Whenever a file is saved, Eureka makes a backup of the existing file and stores it here, in a directory based on the filename. Multiple backups are made, up to a configurable limit on number and total size of the files. If something goes awry with your wad, look here!

~/.eureka/iwads

IWAD files can be placed here and Eureka will find them automatically

## ENVIRONMENT
DOOMWADDIR

If set, contains a single directory name where Eureka will look for IWADs.

DOOMWADPATH

If set, contains a colon-separated list of directories where Eureka will look for IWADs.

## SEE ALSO
glbsp(6), prboom(6), deutex(6), xwadtools(6)

Eureka site: http://eureka-editor.sourceforge.net/


fairymax

package: fairymax

title: fairymax(6)

summary: xboard\-compatible chess and chess\-variant engine 'Fairy\-Max'

text:
# fairymax(6)

## NAME
fairymax - xboard-compatible chess and chess-variant engine 'Fairy-Max'

## SYNOPSIS
fairymax [hashSize] [iniFile]

shamax [hashSize] [iniFile]

maxqi [hashSize] [iniFile]

## DESCRIPTION
fairymax is a program that plays chess and chess variants. It uses the xboard/winboard chess-engine protocol to communicate. Apart from 'regular' chess (also known as the Mad-Queen variant), it can play Capablanca chess, gothic chess, knightmate, cylinder chess, berolina chess, superchess and courier chess. Fairy-Max can be easily configured by the user to play other variants as well, by modifying the ini file. This ini file describes the rules of movement of the participating pieces and the initial board setup.

Fairy-Max can also play shatranj, but in this case is not aware of the shatranj rule that a bare king loses. So it might play sub-optimally in the late end-game. A version of Fairy-Max adapted to implement the baring rule is available under the name shamax.

Similarly, a version of Fairy-Max adapted to play Xiang Qi (Chinese Chess) is included in the fmax package as well.

fairymax is a derivative of the world's (once) smallest chess program (source-code wise), micro-Max. The latter measures less that 2000 characters, (about 100 code lines), and has a computer rating of around 2050 on the CCRL rating list. Although this is about 1000 rating points behind the world champion, micro-Max still makes a quite tough opponent even for club players, although it is not unbeatable.

The main difference between micro-Max and Fairy-Max is that the latter loads its move-generator tables, which specify how the various pieces move, from an external file, so it can be easily adapted to incorporate un-orthodox pieces. For ease of use of the artificial-intelligence, Fairy-Max is equipped with I/O routines that allow it to run with the xboard graphical user interface.

See xboard(6) for instructions about how to use fairymax through xboard. To start up quickly, you just need the command: xboard -fcp fairymax. However, XBoard might not support symbols for every unorthodox piece in board sizes different from bulky, middling and petite. It might thius be adviasable to specify a board size as well, e.g. xboard -fcp shamax -boardSize middling -variant shatranj to get correct display of the elephant and general pieces in shatranj. Note that to be able to play the chess variants, you will need xboard 4.3.14 or later.

The fmax.ini file from which Fairy-Max by default takes the piece and game definitions is a self-documenting text file, which contains instructions for how to define new pieces and chess variants. In addition it contains an extensive list of pre-defined pieces, incuding many not occurring in any of the pre-defined variants, which the user can draw on to define his own variants.

Amongst the move types supported by Fairy-Max are normal leaper and slider moves, (e.g. knight and rook), divergent moves (i.e. capture and non-capture moves can be different) hoppers (which jump over other pieces, such as the Chinese cannon or the grasshopper), lame leapers (the move of which can be blocked on squares they cannot move to, such as the Chinese horse and elephant), and any combination thereof, in every possible direction. The board width is configurable upto a width of 14 squares, and cylindrical boards (where left and right edge connect) are supported as well.

## OPTIONS
hashSize

If the first argument to fairymax is numeric, it is taken as an indicator for the amount of memory Fairy-Max is allowed to use for its internal hash table. The default value for this argument, 22, would result in a memory usage of 48MB. Each next-higher number doubles the memory usage, each next-lower halves it. Running with less than 6MB (i.e. argument 19) is not recommended. When fairymax is running under xboard 4.3.15 the hash-table size can be set through the xboard menus, making this argument superfluous.

iniFile

A second or non-numeric first argument is taken as a filename. Fairy-max will use the mentioned file in stead of its default fmax.ini file to define the movement of pieces and initial setup of the variants. This makes it easier to define your own variants.

## SEE ALSO
xboard(6)

http://www.chessvariants.org/index/msdisplay.php?itemid=MSfairy-max

http://home.hccnet.nl/h.g.muller/max-src2.html

http://www.open-aurec.com/wbforum/viewtopic.php?t=49439

## AUTHOR
Fairy-Max was written by H.G.Muller <h.g.muller@hccnet.nl>.

This manual page was generated with pod2man(1).


fbg

package: fbg

title: fbg(6)

summary: OpenGL Tetris clone

text:
# fbg(6)

## NAME
fbg - OpenGL Tetris clone

## SYNOPSIS
fbg [-l LEVEL ] [options]

## DESCRIPTION
Falling Block Game is an OpenGL-accelerated block-shifting game similar to Tetris that uses SDL. The timing and scoring are very similar to that of Gameboy Tetris, but the piece control and graphics are much improved.

## GAMEPLAY
Move the piece around the screen by using the arrow keys. To make the block fall more quickly (and earn points) hold the down key. Rotate the block with the comma and period keys (also usually "<" and ">"). If you need to slide a block underneath another, hold the direction you need to slide the block before the block reaches the opening (don't worry, you'll still get the same amount of time as if the block wasn't about to move to the next level).

## OPTIONS
-l LEVEL

Start game on specified level (0-9)

-b HEIGHT

B-Type garbage height (0-5)

-t THEME

Name of theme directory

--light

Run in "light" mode (uses very little CPU)

-f

Run fullscreen

-w

Run in windowed mode

-r WxH

Run with specified resolution

-d BPP

Run with specified color depth

-p PREFIX

Prefix to FBG installation directory (ex. "/usr/local/games/fbg")

-m FILE

Play selected music file from "data/music/"

--no-music

Do not play music

## AUTHORS
Jared Krinke (deraj@users.sourceforge.net)

Programming, art, concept.

## DERAJ DEZINE
Falling Block Game is an open source project by Deraj DeZine ( http://derajdezine.vze.com/ )


fbglaunch

title: fbglaunch(6)

summary: GUI Launcher for FBG

text:
# fbglaunch(6)

## NAME
fbglaunch - GUI Launcher for FBG

## SYNOPSIS
fbglaunch

## DESCRIPTION
Falling Block Game is an OpenGL-accelerated block-shifting game similar to Tetris that uses SDL. fbglaunch is a GUI launcher for Falling Block Game that allows you to use GTK widgets instead of command line options to modify display/gameplay options.

## SEE ALSO
fbg(6)

## AUTHORS
Jared Krinke (deraj@users.sourceforge.net)

Programming, art, concept.

## DERAJ DEZINE
Falling Block Game is an open source project by Deraj DeZine ( http://derajdezine.vze.com/ )


fceux

package: fceux

title: fceux(6)

text:
# fceux(6)

## NAME
fceux - An emulator for the original (8-bit) Nintendo / Famicom game console.

## SYNOPSIS
fceux [options] "filename"

## DESCRIPTION
FCEUX is an emulator for the original (8-bit) Nintendo Entertainment System (NES). It has a robust color palette rendering engine that is fully customizable, along with excellent sound and joystick support, and even supports movie recording and playback.

## OPTIONS

### Misc. Options
--no-config {0|1}

Use default config file and do not save to it, when enabled.

-g {0|1}, --gamegenie {0|1}

Enable or disable emulated Game Genie.

--nogui {0|1}

Enable or disable the GTK GUI.

--loadlua FILE

Loads lua script from filename FILE.

### Emulation Options
--pal {0|1}

Enable or disable PAL mode.

### Input Options
-i DEV, --inputcfg DEV

Configures input device DEV on startup. Devices: gamepad powerpad hypershot quizking

--input{1|2} DEV

Set which input device to emulate for input 1 or 2. Devices: gamepad zapper powerpad.0 powerpad.1 arkanoid

--input{3|4} DEV

Set the famicom expansion device to emulate for input 3 or 4. Devices: quizking hypershot mahjong toprider ftrainer familykeyboard oekakids arkanoid shadow bworld 4player

--inputdisplay {0|1}

Enable or disable input display.

--fourscore {0|1}

Enable or disable fourscore emulation.

### Graphics Options
--newppu {0|1}

Enable or disable the new PPU core. (WARNING: May break savestates)

--frameskip NUM

Set NUM of frames to skip per emulated frame.

--clipsides {0|1}

Enable or disable clipping of the leftmost and rightmost 8 columns of the video output.

--slstart SCANLINE

Set the first scanline to be rendered.

--slend SCANLINE

Set the last scanline to be rendered.

--nospritelim {0|1}

When set to 0, this disables the normal 8 sprites per scanline limitation. When set to 1, this enables the normal 8 sprites per scanline limitation. NOTE: Yes, this option is 'backwards'.

-x XRES, --xres XRES

Set horizontal resolution for full screen mode.

-y YRES, --yres YRES

Set vertical resolution for full screen mode.

--doublebuf {0|1}

Enable or disable double buffering.

--autoscale {0|1}

Enable or disable autoscaling in fullscreen.

--keepratio {0|1}

Keep native NES aspect ratio when autoscaling.

--{x|y}scale VAL

Multiply width/height by VAL. (Real numbers > 0 with OpenGL, otherwise integers > 0).

--{x|y}stretch {0|1}

Stretch to fill surface on x/y axis (OpenGL only).

-b {8|16|24|32}, --bpp {8|16|24|32}

Set bits per pixel.

--opengl {0|1}

Enable or disable OpenGL support.

--openglip {0|1}

Enable or disable OpenGL linear interpolation.

-f {0|1}, --fullscreen {0|1}

Enable or disable full-screen mode.

--noframe {0|1}

Hide title bar and window decorations.

--special {1-4}

Use special video scaling filters. (1 = hq2x 2 = Scale2x 3 = NTSC 2x 4 = hq3x 5 = Scale3x)

-p FILE, --palette FILE

Use the custom palette in FILE.

--ntsccolor {0|1}

Enable or disable NTSC NES colors.

--tint VAL

Set the NTSC tint.

--hue VAL

Set the NTSC hue.

### Sound Options
-s {0|1}, --sound {0|1}

Enable or disable sound.

--soundrate RATE

Set the sound playback sample rate (0 == off?).

--soundq {0|1|2}

Set sound quality. (0 = Low 1 = High 2 = Very High)

--soundbufsize MS

Set sound buffer size to MS milliseconds.

--volume {0-256}

Sets the sound volume to the given value, where 256 is max volume.

--trianglevol {0-256}

Sets the sound volume of the triangle wave to the given value, where 256 is max volume.

--square1vol {0-256}

Sets the sound volume of square wave 1 to the given value, where 256 is max volume.

--square2vol {0-256}

Sets the sound volume of square wave 2 to the given value, where 256 is max volume.

--noisevol {0-256}

Sets the sound volume of the noise generator to the given value, where 256 is max volume.

--lowpass {0|1}

Enables or disables lowpass filtering of the sound.

--soundrecord FILE

Record sound to file FILE.

### Movie Options
--playmov FILE

Play back a recorded FCM/FM2 movie from filename FILE.

--pauseframe FRAME

Pause movie playback at frame FRAME.

--moviemsg {0|1}

Enable or disable movie messages.

--fcmconvert FILE

Convert fcm movie file FILE to fm2.

--ripsubs FILE

Convert movie's subtitles to srt.

--subtitles {0|1}

Enable or disable subtitle display.

### Networking Options
-n SRV, --net SRV

Connect to server SRV for TCP/IP network play.

--port PORT

Use TCP/IP port PORT for network play.

-u NICK, --user NICK

Set the nickname to use in network play.

-w PASS, --pass PASS

Set password to use for connecting to the server.

-k NETKEY, --netkey NETKEY

Use string NETKEY to create a unique session for the game loaded.

--players NUM

Set the number of local players.

--rp2mic {0|1}

If enabled, replace Port 2 Start with microphone (Famicom).

--videolog c

Calls mencoder to grab the video and audio streams to encode them. Check the documentation for more on this.?

--mute {0|1}

Mutes FCEUX while still passing the audio stream to mencoder.

## KEYBOARD COMMANDS
FCEUX has a number of commands available within the emulator. It also includes default keyboard bindings when emulating game pads or power pads.

### Gamepad Keyboard Bindings
NES Gamepad

Keyboard

Up

Keypad Up

Down

Keypad Down

Left

Keypad Left

Right

Keypad Right

A

F

B

D

Select

S

Start

Enter

### Other Commands
<Alt+Enter>

Toggle full-screen mode.

<F1>

Cheat menu (command-line only).

<F2>

Toggle savestate binding to movies.

<F3>

Load LUA script.

<F4>

Toggles background rendering.

<F5>

Save game state into current slot (set using number keys).

<F7>

Restore game state from current slot (set using number keys).

<F10>

Toggle movie subtitles.

<F11>

Reset NES.

<F12>

Save screen snapshot.

Shift+<F5>

Beging recording video.

Shift+<F7>

Load recorded video.

0-9

Select save state slot.

PageUp/PageDown

Select next/previous state.

-

Decrease emulation speed.

=

Increase emulation speed.

Tab

Hold for turbo emulation speed.

Pause

Pause emulation.

\

Advance a single frame.

.

Toggle movie frame counter.

,

Toggle input display.

q

Toggle movie read-only.

'

Advance a single frame.

/

Lag counter display.

Delete

Frame advance lag skip display.

<ESC>

Quit FCEUX.

### VS Unisystem Commands
<F8>

Insert coin.

<F6>

Show/Hide dip switches.

1-8

Toggle dip switches (when dip switches are shown).

### Famicom Disk System Commands
<F6>

Select disk and disk side.

<F8>

Eject or insert disk.

http://fceux.com/

The FCEUX project homepage.

## AUTHOR
This manual page was written by Joe Nahmias <joe _at_ nahmias.net>, Lukas Sabota <ltsmooth42 _at_ gmail.com> and Alexander Toresson <alexander.toresson _at_ gmail.com> for the Debian GNU/Linux system (but may be used by others).


fceux-net-server

title: fceux-net-server(6)

summary: FCE Ultra game server

text:
# fceux-net-server(6)

## NAME
fceux-net-server - FCE Ultra game server

## SYNOPSIS
fceux-net-server [options]

## DESCRIPTION
This manual page documents briefly the fceux-net-server command.

fceux-net-server is the game server for multiplayer use of the FCE Ultra family of NES emulators. This server will first look in /etc/fceux-server.conf for options. If that file does not exist, it will use the defaults given here. Any argument given directly will override any default values.

## OPTIONS
These programs follow the usual GNU command line syntax, with long options starting with two dashes (`-'). A summary of options is included below.

-h, --help

Displays a help message.

-v, --version

Displays the version number and quits.

-p, --port

Starts server on given port (default = 4046).

-w, --password

Specifies a password for entry.

-m, --maxclients

Specifies the maximum number of clients allowed to access the server (default = 100).

-t, --timeout

Specifies the number of seconds before the server times out (default = 5).

-f, --framedivisor

Specifies frame divisor, which controls the number of updates sent to client; calculated as: 60 / framedivisor = updates per second (default = 1).

-c, --configfile

Loads the given configuration file (default = /etc/fceux-server.conf).

## SEE ALSO
fceux(6), The FCEUX project homepage <http://fceux.com/>.

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


fgo

package: fgo

title: fgo(6)

summary: A graphical launcher for FlightGear

text:
# fgo(6)

## NAME
fgo - A graphical launcher for FlightGear

## SYNOPSIS
fgo

## DESCRIPTION
FGo! is a fast and simple way to start FlightGear session in GNU/Linux operating system. Like other such applications (e.g. FGRun) FGo! allows you to easily select the aircraft, airport, scenario, etc. It's also provides a convenient way to run TerraSync.

What distinguishes it from other such applications is the text window allowing you to write any other, more advanced command line options that will be passed to FlightGear. This is similar to editing the .fgfsrc configuration file.

You can actually think about FGo! as the configuration file editor with some useful gadgets.

## AUTHOR
fgo was written by Robert Leda <erobo@wp.pl>.

This manual page was written by Christopher Baines <cbaines8@gmail.com>, for the Debian project (and may be used by others).


chkfont

package: figlet

title: chkfont(6)

text:
# chkfont(6)

## NAME
chkfont - checks figlet 2.0 and up font files for format errors

## SYNOPSIS
chkfont [ fontfile ]

## DESCRIPTION
This program checks figlet 2.0 and up font files for format errors. It also looks for signs of common problems and gives warnings. chkfont does not modify font files.

## EXAMPLES
To use chkfont on the "big" font

example% chkfont /usr/share/figlet/big.flf

## BUGS
Doesn't work on compressed font files.

## AUTHORS
chkfont was written by Glenn Chappell <ggc@uiuc.edu>

This manual page was written by Jonathon Abbott for the Debian Project.

## SEE ALSO
figlet(6), showfigfonts(6), figlist(6)


figlet

title: figlet(6)

text:
# figlet(6)

## NAME
FIGlet - display large characters made up of ordinary screen characters

## SYNOPSIS
figlet [ -cklnoprstvxDELNRSWX ] [ -d fontdirectory ]

[ -f fontfile ] [ -m layoutmode ]

[ -w outputwidth ] [ -C controlfile ]

[ -I infocode ] [ message ]

## DESCRIPTION
FIGlet prints its input using large characters (called ``FIGcharacters'')made up of ordinary screen characters (called ``sub-characters''). FIGlet output is generally reminiscent of the sort of ``signatures'' many people like to put at the end of e-mail and UseNet messages. It is also reminiscent of the output of some banner programs, although it is oriented normally, not sideways.

FIGlet can print in a variety of fonts, both left-to-right and right-to-left, with adjacent FIGcharacters kerned and ``smushed'' together in various ways. FIGlet fonts are stored in separate files, which can be identified by the suffix ``.flf''. In systems with UTF-8 support FIGlet may also support TOIlet ``.tlf'' fonts. Most FIGlet font files will be stored in FIGlet's default font directory.

FIGlet can also use ``control files'', which tell it to map certain input characters to certain other characters, similar to the Unix tr command. Control files can be identified by the suffix ``.flc''. Most FIGlet control files will be stored in FIGlet's default font directory.

You can store FIGlet fonts and control files in compressed form. See COMPRESSED FONTS.

## USAGE
Just start up FIGlet (type ``figlet'') and then type whatever you want. Alternatively, pipe a file or the output of another command through FIGlet, or put input on the command line after the options. See EXAMPLES for other things to do.

## OPTIONS
FIGlet reads command line options from left to right, and only the last option that affects a parameter has any effect. Almost every option has an inverse, so that, for example, if FIGlet is customized with a shell alias, all the options are usually still available.

Commonly-used options are -f, -c, -k, -t, -p and -v.

-f fontfile

Select the font. The .flf suffix may be left off of fontfile, in which case FIGlet automatically appends it. FIGlet looks for the file first in the default font directory and then in the current directory, or, if fontfile was given as a full pathname, in the given directory. If the -f option is not specified, FIGlet uses the font that was specified when it was compiled. To find out which font this is, use the -I3 option.

-d fontdirectory

Change the default font directory. FIGlet looks for fonts first in the default directory and then in the current directory. If the -d option is not specified, FIGlet uses the directory that was specified when it was compiled. To find out which directory this is, use the -I2 option.

-c

-l

-r

-x

These options handle the justification of FIGlet output. -c centers the output horizontally. -l makes the output flush-left. -r makes it flush-right. -x (default) sets the justification according to whether left-to-right or right-to-left text is selected. Left-to-right text will be flush-left, while right-to-left text will be flush-right. (Left-to-right versus right-to-left text is controlled by -L, -R and -X.)

-t

-w outputwidth

These options control the outputwidth, or the screen width FIGlet assumes when formatting its output. FIGlet uses the outputwidth to determine when to break lines and how to center the output. Normally, FIGlet assumes 80 columns so that people with wide terminals won't annoy the people they e-mail FIGlet output to. -t sets the outputwidth to the terminal width. If the terminal width cannot be determined, the previous outputwidth is retained. -w sets the outputwidth to the given integer. An outputwidth of 1 is a special value that tells FIGlet to print each non-space FIGcharacter, in its entirety, on a separate line, no matter how wide it is.

-p

-n

These options control how FIGlet handles newlines. -p puts FIGlet into ``paragraph mode'', which eliminates some unnecessary line breaks when piping a multi-line file through FIGlet. In paragraph mode, FIGlet treats line breaks within a paragraph as if they were merely blanks between words. (Specifically, -p causes FIGlet to convert any newline which is not preceded by a newline and not followed by a space character into a blank.) -n (default) puts FIGlet back to normal, in which every newline FIGlet reads causes it to produce a line break.

-D

-E

-D switches to the German (ISO 646-DE) character set. Turns `[', `\' and `]' into umlauted A, O and U, respectively. `{', `|' and `}' turn into the respective lower case versions of these. `~' turns into s-z. -E turns off -D processing. These options are deprecated, which means they probably will not appear in the next version of FIGlet.

-C controlfile

-N

These options deal with FIGlet controlfiles. A controlfile is a file containing a list of commands that FIGlet executes each time it reads a character. These commands can map certain input characters to other characters, similar to the Unix tr command or the FIGlet -D option. FIGlet maintains a list of controlfiles, which is empty when FIGlet starts up. -C adds the given controlfile to the list. -N clears the controlfile list, cancelling the effect of any previous -C. FIGlet executes the commands in all controlfiles in the list. See the file figfont.txt, provided with FIGlet, for details on how to write a controlfile.

-s

-S

-k

-W

-o

These options control how FIGlet spaces the FIGcharacters that it outputs. -s (default) and -S cause ``smushing''. The FIGcharacters are displayed as close together as possible, and overlapping sub-characters are removed. Exactly which sub-characters count as ``overlapping'' depends on the font's layoutmode, which is defined by the font's author. -k causes ``kerning''. As many blanks as possible are removed between FIGcharacters, so that they touch, but the FIGcharacters are not smushed. -W makes FIGlet display all FIGcharacters at their full width, which may be fixed or variable, depending on the font. The difference between -s and -S is that -s will not smush a font whose author specified kerning or full width as the default layoutmode, whereas -S will attempt to do so.

If there is no information in the font about how to smush, or if the -o option is specified, then the FIGcharacters are ``overlapped''. This means that after kerning, the first subcharacter of each FIGcharacter is removed. (This is not done if a FIGcharacter contains only one subcharacter.)

-m layoutmode

Specifies an explicit layoutmode between 1 and 63. Smushmodes are explained in figfont.txt, which also provides complete information on the format of a FIGlet font. For the sake of backward compatibility with versions of FIGlet before 2.2, -m0 is equivalent to -k, -m-1 is equivalent to -W, and -m-2 is equivalent to -s. The -m switch is normally used only by font designers testing the various layoutmodes with a new font.

-v

-I infocode

These options print various information about FIGlet, then exit. If several of these options are given on the command line, only the last is executed, and only after all other command-line options have been dealt with. -v prints version and copyright information, as well as a ``Usage: ...'' line. -I prints the information corresponding to the given infocode in a consistent, reliable (i.e., guaranteed to be the same in future releases) format. -I is primarily intended to be used by programs that use FIGlet. infocode can be any of the following.

-1 Normal operation (default).

This infocode indicates that FIGlet should operate normally, not giving any informational printout, printing its input in the selected font.

0 Version and copyright.

This is identical to -v.

1 Version (integer).

This will print the version of your copy of FIGlet as a decimal integer. The main version number is multiplied by 10000, the sub-version number is multiplied by 100, and the sub-sub-version number is multiplied by 1. These are added together, and the result is printed out. For example, FIGlet 2.2 will print ``20200'' , version 2.2.1 will print ``20201''. Similarly, version 3.7.2 would print ``30702''. These numbers are guaranteed to be ascending, with later versions having higher numbers. Note that the first major release of FIGlet, version 2.0, did not have the -I option.

2 Default font directory.

This will print the default font directory. It is affected by the -d option.

3 Font.

This will print the name of the font FIGlet would use. It is affected by the -f option. This is not a filename; the ``.flf'' suffix is not printed.

4 Output width.

This will print the value FIGlet would use for outputwidth, the number of columns wide FIGlet assumes the screen is. It is affected by the -w and -t options.

5 Supported font formats.

This will list font formats supported by FIGlet . Possible formats are ``flf2'' for FIGfont Version 2 .flf files and ``tlf2'' for TOIlet .tlf files.

If infocode is any other positive value, FIGlet will simply exit without printing anything.

-L

-R

-X

These options control whether FIGlet prints left-to-right or right-to-left. -L selects left-to-right printing. -R selects right-to-left printing. -X (default) makes FIGlet use whichever is specified in the font file. Once the options are read, if there are any remaining words on the command line, they are used instead of standard input as the source of text. This feature allows shell scripts to generate large letters without having to dummy up standard input files.

An empty argument, obtained by two sequential quotes, results in a line break.

## EXAMPLES
To use FIGlet with its default settings, simply type

```
example% figlet
```

and then type whatever you like. To change the font, use the -f option, for example,

```
example% figlet -f script
```

Use the -c option if you would prefer centered output:

```
example% figlet -c
```

We have found that the most common use of FIGlet is making up large text to be placed in e-mail messages. For this reason, FIGlet defaults to 80 column output. If you are using a wider terminal, and would like FIGlet to use the full width of your terminal, use the -t option:

```
example% figlet -t
```

If you don't want FIGlet to smush FIGcharacters into each other, use the -k option:

```
example% figlet -k
```

If figlet gets its input from a file, it is often a good idea to use -p:

```
example% figlet -p < myfile
```

Of course, the above can be combined:

```
example% figlet -ptk -f shadow < anotherfile
example% figlet -cf slant
```

Finally, if you want to have FIGlet take the input from the command line instead of a file:

```
example% figlet Hello world
```

### Other Things to Try
On many systems nice effects can be obtained from the lean font by piping it through tr. Some you might want to try are the following:

```
example% figlet -f lean | tr ' _/' ' ()'
example% figlet -f lean | tr ' _/' './\\'
example% figlet -f lean | tr ' _/' ' //'
example% figlet -f lean | tr ' _/' '/  '
```

Similar things can be done with the block font and many of the other FIGlet fonts.

## COMPRESSED FONTS
You can compress the fonts and controlfiles using the zip archiving program. Place only one font or controlfile in each archive, and rename the archive file (which will have a name ending in .zip) back to .flf or .flc as the case may be. If you don't rename the file appropriately, FIGlet won't be able to find it.

FIGlet does not care what the filename within the .zip archive is, and will process only the first file.

The .zip format was chosen because tools to create and manipulate it are widely available for free on many platforms.

## THE STANDARD FONTS
Here are a few notes about some of the fonts provided with FIGlet. You can get many other font from the Web site

http://www.figlet.org/ This location should also contain the latest version of FIGlet and other related utilities.

The font standard is the basic FIGlet font, used when no other font is specified. (This default can be changed when FIGlet is compiled on your system.) The controlfiles 8859-2, 8859-3, 8859-4, and 8859-9 are provided for interpreting those character sets, also known as ISO Latin-2 through Latin-5 respectively. The character set 8859-1 (ISO Latin-1) is FIGlet's default and requires no special controlfile.

Closely related are the fonts slant, shadow, small, smslant (both small and slanted), smshadow, (both small and shadowed), and big. These fonts support only Latin-1, except that big supports Greek FIGcharacters as well; the controlfiles frango (for Greek text written in Latin characters, so-called ``frangovlakhika''), and 8859-7 (for mixed Latin/Greek text) are provided.

The ivrit font is a right-to-left font including both Latin and Hebrew FIGcharacters; the Latin characters are those of the standard font. The available controlfiles are ilhebrew, which maps the letters you get by typing on a U.S. keyboard as if it were a Hebrew keyboard; ushebrew, which makes a reasonable mapping from Latin letters to Hebrew ones; and 8859-8, which supports mixed Latin/Hebrew text. Warning: FIGlet doesn't support bidirectional text, so everything will come out right-to-left, even Latin letters.

The fonts terminal, digital, and bubble output the input character with some decoration around it (or no decoration, in the case of terminal). The characters coded 128 to 159, which have varying interpretations, are output as-is. You can use the appropriate controlfiles to process Latin-2, Latin-3, or Latin-4 (but not Latin-5) text, provided your output device has screen or printer fonts that are appropriate for these character sets.

Two script fonts are available: script, which is larger than standard, and smscript, which is smaller.

The font lean is made up solely of `/' and `_' sub-characters; block is a straight (non-leaning) version of it.

The font mini is very small, and especially suitable for e-mail signatures.

The font banner looks like the output of the banner program; it is a capitals and small capitals font that doesn't support the ISO Latin-1 extensions to plain ASCII. It does, however, support the Japanese katakana syllabary; the controlfile uskata maps the upper-case and lower-case Latin letters into the 48 basic katakana characters, and the controlfile jis0201 handles JIS 0201X (JIS-Roman) mixed Latin and katakana text. Furthermore, the banner font also supports Cyrillic (Russian) FIGcharacters; the controlfile 8859-5 supports mixed Latin and Cyrillic text, the controlfile koi8r supports the popular KOI8-R mapping of mixed text, and the controlfile moscow supports a sensible mapping from Latin to Cyrillic, compatible with the moscow font (not supplied).

The fonts mnemonic and safemnem support the mnemonic character set documented in RFC 1345. They implement a large subset of Unicode (over 1800 characters) very crudely, using ASCII-based mnemonic sequences, and are good for getting a quick look at UTF-8 unicode files, using the controlfile utf8.

## ENVIRONMENT
FIGLET_FONTDIR

If $FIGLET_FONTDIR is set, its value is used as a path to search for font files.

## FILES
file.flf

FIGlet font file

file.flc

FIGlet control file

## DIAGNOSTICS
FIGlet's diagnostics are intended to be self-explanatory. Possible messages are

```
Usage: ...
Out of memory
Unable to open font file
Not a FIGlet 2 font file
Unable to open control file
Not a FIGlet 2 control file
"-t" is disabled, since ioctl is not fully implemented.
```

This last message is printed when the -t option is given, but the operating system in use does not include the system call FIGlet uses to determine the terminal width.

FIGlet also prints an explanatory message if the -F option is given on the command line. The earlier version of FIGlet, version 2.0, listed the available fonts when the -F option was given. This option has been removed from FIGlet 2.1. It has been replaced by the figlist script, which is part of the standard FIGlet package.

## ORIGIN
``FIGlet'' stands for ``Frank, Ian and Glenn's LETters''. Inspired by Frank's .sig, Glenn wrote (most of) it, and Ian helped.

Most of the standard FIGlet fonts were inspired by signatures on various UseNet articles. Since typically hundreds of people use the same style of letters in their signatures, it was often not deemed necessary to give credit to any one font designer.

## BUGS
Very little error checking is done on font and control files. While FIGlet tries to be forgiving of errors, and should (hopefully) never actually crash, using an improperly-formatted file with FIGlet will produce unpredictable output.

FIGlet does not handle format characters in a very intelligent way. A tab character is converted to a blank, and vertical-tab, form-feed and carriage-return are each converted to a newline. On many systems, tabs can be handled better by piping files through expand before piping through FIGlet.

FIGlet output is quite ugly if it is displayed in a proportionally-spaced font. I suppose this is to be expected.

Please report any errors you find in this man page or the program to <info@figlet.org>

## WEBSITE AND MAILING LIST
You can get many fonts which are not in the basic FIGlet package from the Web site http://www.figlet.org/ It should also contain the latest version of FIGlet and other utilities related to FIGlet.

There is a mailing list for FIGlet for general discussions about FIGlet and a place where you can ask questions or share ideas with other FIGlet users. It is also the place where we will publish news about new fonts, new software updates etc.

To subscribe or unsubscribe from the FIGlet mailing list, please send email to figlet-subscribe@figlet.org or figlet-unsubscribe@figlet.org or visit the following web page: http://www.figlet.org/mailman/listinfo/figlet

## AUTHORS
Glenn Chappell did most of the work. You can e-mail him but he is not an e-mail fanatic; people who e-mail Glenn will probably get answers, but if you e-mail his best friend:

Ian Chai, who is an e-mail fanatic, you'll get answers, endless conversation about the mysteries of life, invitations to join some 473 mailing lists and a free toaster. (Well, ok, maybe not the free toaster.)

Frank inspired this whole project with his .sig, but don't e-mail him; he's decidedly an un-e-mail-fanatic.

Gilbert "The Mad Programmer" Healton added the -A option for version 2.1.1. This option specified input from the command line; it is still allowed, but has no effect.

John Cowan added the -o, -s, -k, -S, and -W options, and the support for Unicode mapping tables, ISO 2022/HZ/Shift-JIS/UTF-8 input, and compressed fonts and control files. He also revised this documentation, with a lot of input from Paul Burton.

Claudio Matsuoka added the support for .tlf files for version 2.2.4 and performs random hacks and bugfixes.

As a fan of FIGlet, Christiaan Keet revised the official FIGlet documentation and set up the new FIGlet website at http://www.figlet.org/ (and the corresponding ftp://ftp.figlet.org/pub/figlet/)

## SEE ALSO
figlist(6), chkfont(6), showfigfonts(6), toilet(1)


figlist

title: figlist(6)

summary: lists figlet fonts and control files

text:
# figlist(6)

## NAME
figlist - lists figlet fonts and control files

## SYNOPSIS
figlist [ -d directory ]

## DESCRIPTION
Lists all fonts and control files in figlet's default font directory. Replaces "figlet -F", which was removed from figlet version 2.1.

## EXAMPLES
To use figlist with its default settings, simply type

example% figlist

To list all the font and control files in /usr/share/fonts/figlet

example% figlist -d /usr/share/fonts/figlet

## AUTHORS
figlist was written by Glenn Chappell <ggc@uiuc.edu>

This manual page was written by Jonathon Abbott for the Debian Project.

## SEE ALSO
figlet(6), chkfont(6), showfigfonts(6)


showfigfonts

title: showfigfonts(6)

summary: prints a list of available figlet fonts

text:
# showfigfonts(6)

## NAME
showfigfonts - prints a list of available figlet fonts

## SYNOPSIS
showfigfonts [ -d directory ] [ word ]

## DESCRIPTION
Prints a list of available figlet fonts, along with a sample of each font. If directory is given, lists fonts in that directory; otherwise uses the default font directory. If word is given, prints that word in each font; otherwise prints the font name.

## EXAMPLES
To use showfigfonts with its default settings, simply type

example% showfigfonts

To print all the fonts in /usr/share/fonts/figlet

example% showfigfonts -d /usr/share/fonts/figlet

To print the word foo using all available fonts

example% showfigfonts foo

## AUTHORS
showfigfonts was written by Glenn Chappell <ggc@uiuc.edu>

This manual page was written by Jonathon Abbott for the Debian Project.

## SEE ALSO
figlet(6), chkfont(6), figlist(6)


fillets

package: fillets-ng

title: fillets(6)

text:
# fillets(6)

## NAME
fillets - puzzle game about witty fish saving the world sokoban style

## SYNOPSIS
fillets [options]

## DESCRIPTION
Fish Fillets is strictly a puzzle game. The goal in every of the seventy levels is always the same: find a safe way out. The fish utter witty remarks about their surroundings, the various inhabitants of their underwater realm quarrel among themselves or comment on the efforts of your fish. The whole game is accompanied by quiet, comforting music.

There is an excellent in game tutorial available, so you can start playing right away.

## OPTIONS
-h, --help

Show summary of options.

-v, --version

Show version of program.

-c, --config

Show config variables and values.

fullscreen=<boolean>

Turn fullscreen on/off.

Default: fullscreen=0

lang=

ISO 639 2-letter code (for ex.: en, cs, fr, de)

see http://www.w3.org/WAI/ER/IG/ert/iso639.htm

Default: lang=LC_MESSAGES

loglevel=<number>

Loglevel uses same numbers as syslog.

for ex.: 3 for ERROR, 4 for WARNING, 6 for INFO, 7 for DEBUG

Default: loglevel=6

show_steps=<boolean>

Show step counter in level.

Default: show_steps=0

sound=<boolean>

Turn sound on/off.

Default: sound=1

speech=

ISO 639 2-letter code (for ex.: en, cs, fr, de)

see http://www.w3.org/WAI/ER/IG/ert/iso639.htm

Default: same as lang

subtitles=<boolean>

Show subtitles in level.

Default: subtitles=1

systemdir=<path>

Path to game data.

userdir=<path>

Path to game data.

Default: userdir=$HOME/.fillets-ng

volume_sound=<number>

Sound volume in percentage.

Default: volume_sound=90

volume_music=<number>

Music volume in percentage.

Default: volume_music=50

worldmap=<path>

Relative path to worldmap file.

Useful for external levels.

Default: worldmap=script/worldmap.lua

## USAGE
Up, down, left and right arrow keys control the current fish.

Use space bar to switch between the fish.

restart level - Backspace

undo - -

help - F1

save game - F2

load game - F3

show/hide level move counter - F5

show/hide subtitles - F6

game menu - F10

toggle fullscreen - F11

increase game speed - hold down Shift

Find more information in the "How to Play" html manual listed below.

## SEE ALSO
/usr/share/doc/fillets-ng/html/manual.html

http://fillets.sf.net

## AUTHORS
Fish Fillets - Next Generation was written by

Ivo Danihelka <ivo@danihelka.net>

- main developer

- developed new game engine

Pavel Danihelka <fillets@danihelka.net>

- webmaster, level data, documentation

Frederic Panico <fratloev@yahoo.fr>

- French translation

Ronny Standtke <Ronny.Standtke@gmx.de>

- German translation

Simone Cociancich <simone.coch@tin.it>

- Italian translation

Przemek Bojczuk <przemek@bojczuk.pl>

- Polish translation

César Catrián C. <ccatrian@eml.cc>

- Spanish translation

Astrid de Wijn

- Dutch translation

Damyan Ivanov <divanov@creditreform.bg>

- Bulgarian translation

Olov Gustavsson <olov.gustavsson@bredband.net>

- Swedish translation

Marko Burjek <email4marko[at]gmail[dot]com>

- Slovenian translation

Ricardo Faria <rickybrag@gmail.com>

- Brazilian Portuguese translation

Leonid Myravjev <lemy@bk.ru>

- Russian translation

ALTAR interactive <info@altarinteractive.com>

- developed original game in 1998 (for Win32)

- released code and data under GNU/GPL in 03/2004

This manual page was written for the Debian distribution because the original program did not have a manual page.

This manual page was written by fabian linzberger <e@lefant.net>, for the Debian project (but may be used by others).


flare

package: flare-engine

title: flare(6)

summary: action role-playing engine

text:
# flare(6)

## NAME
flare - action role-playing engine

## SYNOPSIS
flare [options]

## DESCRIPTION
FLARE (short for Free Libre Action Roleplaying Engine) is a single-player, 2D-isometric action role-playing engine. It uses simple file formats (INI-style config files) for most of the game data, allowing anyone to easily modify game contents.

## OPTIONS
--help

Prints a description of command line flags.

--version

Prints the release version.

--data-path=path

Specifies an exact path to look for mod data.

--debug-event

Prints verbose hardware input information.

--renderer=renderer

Specifies the rendering backend to use. The default is 'sdl_hardware'. Also available is 'sdl', which is a software-based renderer.

--no-audio

Disables sound effects and music.

--mods=mod,...

Starts the game with only these mods enabled.

--load-slot=slot

Loads a save slot by numerical index.

--load-script=script

Execute's a script upon loading a saved game. The script path is mod-relative.

## FILES
The engine settings and key bindings are stored in

$XDG_CONFIG_HOME/flare/

$HOME/.config/flare/

The game data is stored in

$XDG_DATA_HOME/flare/

$HOME/.local/share/flare/

## AVAILABILITY
For more information about the FLARE engine, visit http://flarerpg.org


flobopuyo

package: flobopuyo

title: flobopuyo(6)

summary: A clone of the Japanese PuyoPuyo game

text:
# flobopuyo(6)

## NAME
flobopuyo - A clone of the Japanese PuyoPuyo game

## SYNOPSIS
flobopuyo

## DESCRIPTION
The goal of flobopuyo is to make groups of four or more Puyos (coloured bubbles) to make them explode and send bad ghost Puyos to your oponent. You win the game if your oponent reaches the top of the board. You can play against computer or another human.

The game has nice graphics and animations as well as music and sound effects.

## OPTIONS
None.

## BUGS
Please report any bugs you find to <iosteam@ios-software.com>.

## LICENSE
flobopuyo is covered by the GNU General Public License (GPL).

## SEE ALSO
xpuyopuyo(6), kfouleggs(6).

## AUTHOR
Florent Boudet <flobo@ios-software.com>

Guillaume Borios <gyom@ios-software.com>

Jean-Christophe Hoelt <jeko@ios-software.com>

This manual page was written by Uwe Hermann <uwe@debian.org>, for the Debian project (but may be used by others).


foobillardplus

package: foobillardplus

title: foobillardplus(6)

summary: 3D OpenGL Billiard Game

text:
# foobillardplus(6)

## NAME
FooBillard++ - 3D OpenGL Billiard Game

## SYNOPSIS
foobillardplus [--option [<arg>]]

## DESCRIPTION
foobillardplus is an advanced 3D OpenGL billiard game based on the original foobillard 3.0a sources from Florian Berger. You can play it with one or two players or against the computer.

The game features:

* Wood paneled table with gold covers and gold diamonds.

* Reflections on balls.

* Zoom in and out, rotation, different angles and bird's eye view.

* Different game modes: 8 or 9-ball, Snooker or Karambol.

* Tournaments. Compete against other players.

* Animated cue with strength and eccentric hit adjustment.

* Jump shots and snipping.

* Realistic gameplay and billiard sounds.

* Red-Green stereo.

* And much more.

## OPTIONS
--player1 <arg>

arg=ai|human set player1 ai/human

--player2 <arg>

arg=ai|human set player2 ai/human

--p1 <arg>

arg=ai|human set player1 ai/human

--p2 <arg>

arg=ai|human set player2 ai/human

--name1 <arg>

Set name of player1

--name2 <arg>

Set name of player2

--8ball

8ball pool game

--9ball

9ball pool game

--carambol

Carambol billard game

--snooker

Snooker billard game

--chromeblue

Blue table with chrome edges

--goldgreen

Green table with gold edges

--goldred

Red table with gold edges

--blackbeige

Beige table with black metal

--tronmode <arg>

Toggle Tron Mode

--tablesize <arg>

Table size (length) in foot (default=7.0)

--lensflare

Turn on lens flare

--nolensflare

Turn off lens flare

--poslight

Use positional light

--dirlight

Use directional light

--vsync <arg>

arg=on|off

--ai1err <arg>

To err is artificial (player1 error 0..1)

--ai2err <arg>

To err is artificial (player2 error 0..1)

--balldetail <arg>

Set ball detail l[ow] m[edium] h[igh] or v[eryhigh]

--glassball <arg>

arg=on|off Glassballs on or off

--rgstereo

Start in stereo mode (red-green(cyan))

--rgaim <arg>

arg=left|right|middle for aiming eye position

--hostaddr <arg>

arg=IP-address for TCP/IP connection

--portnum <arg>

arg=port# for TCP/IP connection

--geometry <arg>

<width>x<height> window geometry

--fullscreen

Play in fullscreen mode

--browser <arg>

arg= browsername in path (default: firefox)

--freemove <arg>

arg=on|off free move in external view mode

--cuberef <arg>

arg=on|off rendered cubemap reflections

--cuberes <arg>

arg=<texture size for cuberef> (must be power of 2)

--ballsphere <arg>

arg=on|off

--bumpref <arg>

arg=on|off bumpmap reflections of edges

--bumpwood <arg>

arg=on|off bumpmap of wood covers

--balltraces <arg>

arg=on|off trace lines of balls

--gamemode <arg>

arg=match|training|tournament

--avatar <arg>

arg=on|off enable/disable avatar

--tourfast <arg>

arg=1.0..10.0 AI fast motion ratio for tournament

--showbuttons <arg>

arg=on|off

--jumpshots <arg>

arg=on|off

--aliasing <arg>

arg=on|off

--aliasmax <arg>

fsaa value 1,2,4,8

--statustext <arg>

arg=on|off

--language <arg>

Change language

--usesound <arg>

arg=on|off

--usemusic <arg>

arg=on|off

--musicvol <arg>

Volume 0-128

--soundvol <arg>

Volume 0-128

--pcarambol <arg>

arg=5-100

--controlkind <arg>

arg=on|off

--aibirdview <arg>

arg=on|off

--anisotrop <arg>

arg=on|off

--mouseshoot <arg>

arg=on|off

--oldmoving <arg>

arg=on|off

--auto_freemove <arg>

arg=on|off

--fsaa <arg>

arg=on|off

--roomtexture <arg>

arg=on|off

--furnituretex <arg>

Extratexture: 0 = off, 1 = default, 2 = high

--help

This help


fortune

package: fortune

title: fortune(6)

text:
# fortune(6)

## NAME
fortune - print a random, hopefully interesting, adage

## SYNOPSIS
fortune [-acefilosw] [-n length] [ -m pattern] [[n%] file/dir/all]

## DESCRIPTION
When fortune is run with no arguments it prints out a random epigram. Epigrams are divided into several categories, where each category is sub-divided into those which are potentially offensive and those which are not..SS Options The options are as follows:

-a

Choose from all lists of maxims, both offensive and not. (See the -o option for more information on offensive fortunes.)

-c

Show the cookie file from which the fortune came.

-e

Consider all fortune files to be of equal size (see discussion below on multiple files).

-f

Print out the list of files which would be searched, but don't print a fortune.

-l

Long dictums only. See -n on how ``long'' is defined in this sense.

-m pattern

Print out all fortunes which match the basic regular expression pattern. The syntax of these expressions depends on how your system defines re_comp(3) or regcomp(3), but it should nevertheless be similar to the syntax used in grep(1).

The fortunes are output to standard output, while the names of the file from which each fortune comes are printed to standard error. Either or both can be redirected; if standard output is redirected to a file, the result is a valid fortunes database file. If standard error is also redirected to this file, the result is still valid, but there will be ``bogus'' fortunes, i.e. the filenames themselves, in parentheses. This can be useful if you wish to remove the gathered matches from their original files, since each filename-record will precede the records from the file it names.

-n length

Set the longest fortune length (in characters) considered to be ``short'' (the default is 160). All fortunes longer than this are considered ``long''. Be careful! If you set the length too short and ask for short fortunes, or too long and ask for long ones, fortune goes into a never-ending thrash loop.

-o

Choose only from potentially offensive aphorisms. The -o option is ignored if a fortune directory is specified. Please, please, please request a potentially offensive fortune if and only if you believe, deep in your heart, that you are willing to be offended. (And that you'll just quit using -o rather than give us grief about it, okay?)

... let us keep in mind the basic governing philosophy of The Brotherhood, as handsomely summarized in these words: we believe in healthy, hearty laughter -- at the expense of the whole human race, if needs be. Needs be. --H. Allen Smith, "Rude Jokes"

-s

Short apothegms only. See -n on which fortunes are considered ``short''.

-i

Ignore case for -m patterns.

-w

Wait before termination for an amount of time calculated from the number of characters in the message. This is useful if it is executed as part of the logout procedure to guarantee that the message can be read before the screen is cleared.

The user may specify alternate sayings. You can specify a specific file, a directory which contains one or more files, or the special word all which says to use all the standard databases. Any of these may be preceded by a percentage, which is a number n between 0 and 100 inclusive, followed by a %. If it is, there will be a n percent probability that an adage will be picked from that file or directory. If the percentages do not sum to 100, and there are specifications without percentages, the remaining percent will apply to those files and/or directories, in which case the probability of selecting from one of them will be based on their relative sizes.

As an example, given two databases funny and not-funny, with funny twice as big (in number of fortunes, not raw file size), saying

fortune funny not-funny

will get you fortunes out of funny two-thirds of the time. The command fortune 90% funny 10% not-funny

will pick out 90% of its fortunes from funny (the ``10% not-funny'' is unnecessary, since 10% is all that's left). The -e option says to consider all files equal; thus

fortune -e funny not-funny

is equivalent to fortune 50% funny 50% not-funny

This fortune also supports the BSD method of appending ``-o'' to database names to specify offensive fortunes. However this is not how fortune stores them: offensive fortunes are stored in a separate directory without the ``-o'' infix. A plain name (i.e., not a path to a file or directory) that ends in ``-o'' will be assumed to be an offensive database, and will have its suffix stripped off and be searched in the offensive directory (even if the neither of the -a or -o options were specified). This feature is not only for backwards-compatibility, but also to allow users to distinguish between inoffensive and offensive databases of the same name. For example, assuming there is a database named definitions in both the inoffensive and potentially offensive collections, then the following command will select an inoffensive definition 90% of the time, and a potentially offensive definition for the remaining 10%:

fortune 90% definitions definitions-o

## FILES
Note: these are the defaults as defined at compile time.

/usr/share/games/fortune

Directory for innoffensive fortunes.

/usr/share/games/fortune/off

Directory for offensive fortunes.

If a particular set of fortunes is particularly unwanted, there is an easy solution: delete the associated .dat file. This leaves the data intact, should the file later be wanted, but since fortune no longer finds the pointers file, it ignores the text file.

## BUGS
The division of fortunes into offensive and non-offensive by directory, rather than via the `-o' file infix, is not 100% compatible with original BSD fortune. Although the `-o' infix is recognised as referring to an offensive database, the offensive database files still need to be in a separate directory. The workaround, of course, is to move the `-o' files into the offensive directory (with or without renaming), and to use the -a option.

The supplied fortune databases have been attacked, in order to correct orthographical and grammatical errors, and particularly to reduce redundancy and repetition and redundancy. But especially to avoid repetitiousness. This has not been a complete success. In the process, some fortunes may also have been lost.

The fortune databases are now divided into a larger number of smaller files, some organized by format (poetry, definitions), and some by content (religion, politics). There are parallel files in the main directory and in the offensive files directory (e.g., fortunes/definitions and fortunes/off/definitions). Not all the potentially offensive fortunes are in the offensive fortunes files, nor are all the fortunes in the offensive files potentially offensive, probably, though a strong attempt has been made to achieve greater consistency. Also, a better division might be made.

## HISTORY
This version of fortune is based on the NetBSD fortune 1.4, but with a number of bug fixes and enhancements.

The original fortune/strfile format used a single file; strfile read the text file and converted it to null-delimited strings, which were stored after the table of pointers in the .dat file. By NetBSD fortune 1.4, this had changed to two separate files: the .dat file was only the header (the table of pointers, plus flags; see strfile.h), and the text strings were left in their own file. The potential problem with this is that text file and header file may get out of synch, but the advantage is that the text files can be easily edited without resorting to unstr, and there is a potential savings in disk space (on the assumption that the sysadmin kept both .dat file with strings and the text file).

Many of the enhancements made over the NetBSD version assumed a Linux system, and thus caused it to fail under other platforms, including BSD. The source code has since been made more generic, and currently works on SunOS 4.x as well as Linux, with support for more platforms expected in the future. Note that some bugs were inadvertently discovered and fixed during this process.

At a guess, a great many people have worked on this program, many without leaving attributions.

## SEE ALSO
re_comp(3), regcomp(3), strfile(1), unstr(1)


dbm-fc-solver

package: freecell-solver

title: dbm-fc-solver(6)

summary: memory efficient solving of difficult

text:
# dbm-fc-solver(6)

## NAME
depth-dbm-fc-solver, dbm-fc-solver - memory efficient solving of difficult to verdict Freecell deals.

## SYNOPSIS
depth-dbm-fc-solver --offload-dir-path offload/ --num-threads 1 /path/to/freecell.board

## DESCRIPTION
depth-dbm-fc-solver is a command line application that tries to verdict a single Freecell deal as solvable or impossible.

## SEE ALSO
fc-solve(6)

<https://fc-solve.shlomifish.org/faq.html> .

## AUTHOR
Shlomi Fish, <http://www.shlomifish.org/> .