mjoytest

title: mjoytest(6)

text:
# mjoytest(6)

## NAME
mjoytest - test the svgalib joystick package in graphics mode

## SYNOPSIS
mjoytest [-j joystick] [[-m] video mode]

## DESCRIPTION
This demo program utilizes joysticks 0 and 1 in graphics mode.

If you specify a joystick number, only this is used. The demo separates the screen in two parts where you can move a cursor around with the resp. joystick. Pressing button 2 changes the color, pressing button 1 draws.

It also prints the current joystick position to the screen.

Internally the demo also shows the use of custom joystick handlers and how to recalibrate a joystick in graphics mode (press key <1> and <2> respectively.

After the demo runs and the joysticks are initialized it is possible to share the joysticks with another application (as long as it releases the joysticks upon a VC switch as well).

Pressing <Q> exits.

## BUGS
After a vc switch the demo occasionally hangs in vga_waitevent(3) not timing out (hence the joysticks block). It is not clear if it is a conceptional problem or bug in vga_waitevent(3) or the kernel. Simply press any key to revive the demo.

## NOTES
This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.3.0.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## CAVEATS
The functions used by this demo are only available in ELF versions of svgalib. Due to backwards compatibility issues it cannot be used with shared a.out libs.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), scrolltest(6), speedtest(6), spin(6), testaccel(6), testgl(6), testlinear(6), vgatest(6), plane(6), wrapdemo(6), vgatest(6), joytest(6), joystick_init(3), joystick_close(3), joystick_update(3), joystick_sethandler(3), joystick_setdefaulthandler(3), joystick_getnumaxes(3), joystick_getnumbuttons(3), joystick_getaxis(3), joystick_getbutton(3), joystick_button1(3), joystick_getb1(3), joystick_x(3), joystick_getx(3).

## AUTHOR
The svgalib joystick handler was mostly done by Daniel Engstr\"om <daniel.engstrom@riksnett.no>. Multiple joystick, VC switching support and code to glue it into svgalib by Michael Weller <eowmob@exp-math.uni-essen.de>. Part of the code is based on code from C. Smith and Vojtech Pavlik.


mousetest

package: svgalib-devel

title: mousetest(6)

summary: tests the svgalib mouse driver

text:
# mousetest(6)

## NAME
mousetest - tests the svgalib mouse driver

## SYNOPSIS
mousetest

## DESCRIPTION
A simple program to test mouse functionality. This uses basic VGA functionality (or an svga mode you specify, you should stick to 256 color modes).

The proper setup mouse should move the cursor (drawing spots in the current color). Left button changes color, right button (or <Ctrl>-C) aborts.

You can set a videomode to use by setting the environment variable SVGALIB_DEFAULT_MODE to a number (see vgatest for a list) or a string like G0x1x2 where you replace 0 with desired x resolution, 1 with the desired y rez, and 2 with the desired number of colors (2, 16, 256, 32K, 64K, 16M, 16M4). Again, only certain choices are available, see vgatest for a list.

In case nothing is selected, G320x200x256 is choosen.

This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), scrolltest(6), speedtest(6), spin(6), testaccel(6), testgl(6), testlinear(6), vgatest(6), plane(6), wrapdemo(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The exact source of the referenced demo as well as of the original documentation is unknown.

It is very likely that both are at least to some extent are due to Harm Hanemaayer <H.Hanemaayer@inter.nl.net>.

Occasionally this might be wrong. I hereby asked to be excused by the original author and will happily accept any additions or corrections to this first version of the svgalib manual.


plane

title: plane(6)

summary: draw a 3 dimensional plane

text:
# plane(6)

## NAME
plane - draw a 3 dimensional plane

## SYNOPSIS
plane

## DESCRIPTION
A greyscale-shaded rendered-on-the-fly turbo-prop that you can rotate and scale however you like.

The demo prompts your for a mode to be used and several details. Just follow the instructions on the screen and make your selections.

Once the program runs you can use the following keys:

<Q> and <A>, <Z> and <X>, <O> and <P>

to rotate the plane around the space axes.

<T> and <V>, <F> and <G>, <W> and <S>

to move up, down, north, south, east, west. (world view only)

<Space>

to toggle rendering vs. wire frame.

<W> and <S>

to scale in non-world view compilation -- see plane.h

<1> and <2>

to change rotation increment.

<3> through <9>

to change surface density.

<R>

to change shading method.

<C>

to quit the program.

<I>

to reset the rotation to the startup values.

This demo is part of svgalib and can be found in the threeDkit/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the threeDkit/ subdirectory. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), triangle(3), striangle(3), wtriangle(3), swtriangle(3), trisetcolorlookup(3), trigetcolorlookup(3), trisetdrawpoint(3), threedkit(7), vgatest(6), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), mousetest(6), scrolltest(6), speedtest(6), spin(6), testaccel(6), testgl(6), testlinear(6), wrapdemo(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The demos, the initial documentation and the whole threedkit stuff was done by Paul Sheer <psheer@icon.co.za>.

Paper mail:

Paul Sheer

P O BOX 890507

Lyndhurst

Johannesburg 2106

South Africa

Donations (by check or postal order) will be appreciated and will encourage further development of this software. However this is strictly on a voluntary basis where this software falls under the GNU LIBRARY GENERAL PUBLIC LICENSE.


printftest

title: printftest(6)

summary: tests the vgagl gl_printf function

text:
# printftest(6)

## NAME
printftest - tests the vgagl gl_printf function

## SYNOPSIS
printftest x y

## DESCRIPTION
This test utility reads keys from the keyboard and displays them on the screen at pixel position (x, y) using gl_printf(3). It must be linked with the ELF svgalib libraries.

You can set a videomode to use by setting the environment variable SVGALIB_DEFAULT_MODE to a number (see vgatest for a list) or a string like G0x1x2 where you replace 0 with desired x resolution, 1 with the desired y rez, and 2 with the desired number of colors (2, 16, 256, 32K, 64K, 16M, 16M4). Again, only certain choices are available, see vgatest for a list.

In case nothing is selected, G320x200x256 is choosen.

This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), mousetest(6), scrolltest(6), speedtest(6), spin(6), testaccel(6), testgl(6), testlinear(6), vgatest(6), plane(6), wrapdemo(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The exact source of the referenced demo as well as of the original documentation is unknown.

It is very likely that both are at least to some extent are due to Harm Hanemaayer <H.Hanemaayer@inter.nl.net>.

Occasionally this might be wrong. I hereby asked to be excused by the original author and will happily accept any additions or corrections to this first version of the svgalib manual.


scrolltest

title: scrolltest(6)

text:
# scrolltest(6)

## NAME
scrolltest - tests some scrolling algorithms with svgalib

## SYNOPSIS
scrolltest

## DESCRIPTION
Smooth scrolling demo. Uses three different techniques. Useful for testing Mode X functionality (not that I would recommend it over 320x240x256 linear). Press <Space> to cycle through the demos.

The demos works only in 320x240x256 for the first 2 tests and with 320x200x256 in the last. Demos 1 & 3 use a virtual screen buffer, mode 2 (jumpy) works on screen. This is more a skeleton if you want to write some animation program, rather than a nice demo.

Shows frames per second (multiplied by 10) for method 1 & 3. Thus works also a kind of memory speed tester

This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), mousetest(6), speedtest(6), spin(6), testaccel(6), testgl(6), testlinear(6), vgatest(6), plane(6), wrapdemo(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The exact source of the referenced demo as well as of the original documentation is unknown.

It is very likely that both are at least to some extent are due to Harm Hanemaayer <H.Hanemaayer@inter.nl.net>.

Occasionally this might be wrong. I hereby asked to be excused by the original author and will happily accept any additions or corrections to this first version of the svgalib manual.


speedtest

title: speedtest(6)

text:
# speedtest(6)

## NAME
speedtest - tests the speed of memory access under svgalib

## SYNOPSIS
speedtest

## DESCRIPTION
Video memory speed tester. Selects the given mode and makes linear screen accesses. Prints the overall run time of the test and deduces the speed with which the CPU can transfer data to the cards memory.

The demo gives a list of modes supported and prompts your for an integer indentifying the mode to test.

This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), mousetest(6), scrolltest(6), spin(6), testaccel(6), testgl(6), testlinear(6), vgatest(6), plane(6), wrapdemo(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The exact source of the referenced demo as well as of the original documentation is unknown.

It is very likely that both are at least to some extent are due to Harm Hanemaayer <H.Hanemaayer@inter.nl.net>.

Occasionally this might be wrong. I hereby asked to be excused by the original author and will happily accept any additions or corrections to this first version of the svgalib manual.


spin

title: spin(6)

text:
# spin(6)

## NAME
spin - test a 6-dimension mouse or pointer device with svgalib

## SYNOPSIS
spin

## DESCRIPTION
Another mouse test program. This is the first svgalib program to use the 6-dimensional mouse routines. It draws a wireframe spheroid on the screen which can be moved left/right, up/down, in/out, or rotated along the x, y, or z axes.

Button bindings are:

A - Decrease Sensitivity (Right Mouse Button)

B - Change color (Middle Mouse Button)

C - Increase Sensitivity (Left Mouse Button)

D - Increase Number of Sides

E - Decrease Number of Sides

F - Quit (<Ctrl>-C)

If you only have a two dimensional mouse with three or fewer buttons you will only be able to move the mouse in two dimensions (left/right and in/out) and will not be able to move up/down or spin the spheroid. Note: the initial mouse sensitivity is optimised for the Spacetec series of controllers, which are much more sensitive than the usual mouse. Increasing the sensitivity is advised for users of other types of devices.

The demo works always in mode 320x200x256. It prompts your for an integer, the number of sides the sphere has (the higher the smoother looks the spere).

This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), mouse_setposition_6d(3), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), mousetest(6), scrolltest(6), speedtest(6), testaccel(6), testgl(6), testlinear(6), vgatest(6), plane(6), wrapdemo(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The exact source of the referenced demo as well as of the original documentation is unknown.

It is very likely that both are at least to some extent are due to Harm Hanemaayer <H.Hanemaayer@inter.nl.net>.

Occasionally this might be wrong. I hereby asked to be excused by the original author and will happily accept any additions or corrections to this first version of the svgalib manual.


svidtune

title: svidtune(6)

text:
# svidtune(6)

## NAME
svidtune - tunes svgalib modes

## SYNOPSIS
svidtune mode

## DESCRIPTION
mode is an svgalib mode number for the mode to be tuned. The number of colours is irrelevant, but the mode must be supported by the hardware.

svidtune displays the mode timing parameters, and a rectangle around the screen. You can then adjust the parameters to have the display tuned properly.

Please note that modelines (and this program) only affects display when the driver uses the timing.c interface. Specifically, it has no affect on the VESA driver.

## KEYS
l,r,d,u move the displayed portion of the screen left, right, down or up.

w,n increase or decrease the screens horizontal size.

s,o increase or decrease the screens vertical size.

p print the current modeline to the standard error.

P print the current modeline to the config file, so it will be used by svgalib from now on.

q quit

## BUGS
The program does not test that the modes remain within the monitor limits.

## SEE ALSO
vga_getcurrenttiming(3), vga_changecurrenttiming(3), libvga.config(5)

## AUTHOR
This man page was written by Matan Ziv-Av.


testaccel

title: testaccel(6)

text:
# testaccel(6)

## NAME
testaccel - test the old style blitter functions and vga_ext_set()

## SYNOPSIS
testaccel [ -nowait ] [ { all | videomodes... } ]

## DESCRIPTION
Program to test the old blitter functions in a screen mode. Checks the 8-bit wide color lookup tables on Mach32's with type 2 DACs as well. [I think '6bpp' and '8bpp' are silly names for the 8-bit LUT thing -- bpp is bits per pixel, in the framebuffer - HH :-)]

After each test it waits for a key press except when -nowait is given.

You can specify names of modes to test on the command line or specify all to loop over all svgalib modes.

The program will run on any card, however, most of the tests can only be performed on a Mach32.

The subtest are in turn:

1 -

For each 256 color mode the program sees if it is possible to enable a special mode with 8 bits per color in the RGB lookup table. If so, for example 256 different shades of blue can be implemented. The program displays as much blue shades as possible in a shade from dark (left) to bright (right) and some text in an opposite direction on top of it. In case 56 different shades are supported, the screen is divided and shows a rough 64 shades scale (ordinary vga) on top and the smooth shade below. Right now 256 different shades are only possible on a Mach32 with RAMDAC of type 2. For modes with few pixels only, the program might fail to print the text properly and will 'wrap' it around the screen edges.

2 -

Draws a bouncing 'linux' logo stopping after a fixed amount of 1 pixel steps. Uses vga_bitblt(3) on the image plus a one pixel outline in border color to move the pixel around the screen. The Mach32 is very fast in this discipline.

3 -

Draws filled rectangles using vga_fillblt(3). At first a series of larger to smaller centered rectangles is drawn to fill the screen. For 256 or less color modes these will use a sequence of 256 random colors. For 32K or more color modes it will use colors 0 up too, however, you'll usually just see a repeating series of blues (limitations of monitor/human eye, the blue's differ not enough for the eye to see). Then a bunch of random boxes in random places is drawn overwriting each other. The Mach32 is very fast in this discipline.

4 -

Draws small fish bitmaps and then larger linux logos in random positions using vga_imageblt(3). They just overlap each other The Mach32 is poor in this discipline. If you have a linear frame buffer enabled, it is used instead to perform this function (even if the program does not use a linear frame buffer otherwise). Usually this is twice as fast for Mach32.

5 -

Use vga_hlinelistblt(3) o do some simple polygon fills: squares, circles, diamonds of random sizes, positions and colors. Again, the Mach32 is very fast in this discipline, but somehow slowed down by the imperfect prototype of this function. Again, the polygons just overlap each other. The resp. tests will only be performed where supported by the hardware. For Mach32 this means only SVGA 256, 32K, 64K color modes. The linear frame buffer emulated vga_imageblt(3) works for all SVGA modes though.

The program prints the number of pixels drawn and the time required plus the resulting rate of pixels per second. For Mach32 the rate depends on the amount of screen accesses (2 per pixel move for vga_bitblt(3), 1 per pixel move for vga_fillblt(3) and vga_hlinelistblt(3); also twice bytes are affected for 32K, 64K color modes). On a non VRAM card you'll also note the effect of the memory access caused by the generation of the video frames (more colors/rez/sync rates => less speed). Also, higher modes draw more pixels per call, thus less call and setup overhead.

Here are the rates for my card on an almost idle 486 EISA system which should be fairly optimal (2MB VRAM EISA Mach32) except maybe the linear frame buffer emulated imageblt which might be faster on PCI card:

Testing mode 1: G320x200x16...

Dacwidth test not applicable.

Testing mode 2: G640x200x16...

Dacwidth test not applicable.

Testing mode 3: G640x350x16...

Dacwidth test not applicable.

Testing mode 4: G640x480x16...

Dacwidth test not applicable.

Testing mode 5: G320x200x256...

Warning: Resolution too small, displayed text is

probably scrambled.

Has support for CLUT width 8 bit

Testing mode 6: G320x240x256...

Dacwidth test not applicable.

Testing mode 7: G320x400x256...

Dacwidth test not applicable.

Testing mode 8: G360x480x256...

Dacwidth test not applicable.

Testing mode 9: G640x480x2...

Dacwidth test not applicable.

Testing mode 10: G640x480x256...

Has support for CLUT width 8 bit

Has BitBlt: 176610000 Pixels in 6.49 seconds -> 27.21 Megapels

Has FillBlt: 217884171 Pixels in 4.55 seconds -> 47.89 Megapels

Has ImageBlt: 17085000 Pixels in 3.07 seconds -> 5.57 Megapels

Has HlineLst: 20192124 Pixels in 0.57 seconds -> 35.42 Megapels

Testing mode 11: G800x600x256...

Has support for CLUT width 8 bit

Has BitBlt: 176610000 Pixels in 6.65 seconds -> 26.56 Megapels

Has FillBlt: 343102613 Pixels in 6.23 seconds -> 55.07 Megapels

Has ImageBlt: 17085000 Pixels in 3.06 seconds -> 5.58 Megapels

Has HlineLst: 33166399 Pixels in 0.78 seconds -> 42.52 Megapels

Testing mode 12: G1024x768x256...

Has support for CLUT width 8 bit

Has BitBlt: 176610000 Pixels in 6.88 seconds -> 25.67 Megapels

Has FillBlt: 603141286 Pixels in 9.78 seconds -> 61.67 Megapels

Has ImageBlt: 17085000 Pixels in 3.07 seconds -> 5.57 Megapels

Has HlineLst: 52958845 Pixels in 1.08 seconds -> 49.04 Megapels

Testing mode 13: G1280x1024x256...

Has support for CLUT width 8 bit

Has BitBlt: 176610000 Pixels in 7.10 seconds -> 24.87 Megapels

Has FillBlt: 1063820849 Pixels in 16.16 seconds -> 65.83 Megapels

Has ImageBlt: 17085000 Pixels in 3.07 seconds -> 5.57 Megapels

Has HlineLst: 95798478 Pixels in 1.75 seconds -> 54.74 Megapels

Testing mode 14: G320x200x32K...

Dacwidth test not applicable.

Has BitBlt: 176610000 Pixels in 12.30 seconds -> 14.36 Megapels

Has FillBlt: 41317334 Pixels in 3.61 seconds -> 11.45 Megapels

Has ImageBlt: 17085000 Pixels in 5.93 seconds -> 2.88 Megapels

Has HlineLst: 3411068 Pixels in 0.23 seconds -> 14.83 Megapels

Testing mode 15: G320x200x64K...

Dacwidth test not applicable.

Has BitBlt: 176610000 Pixels in 12.29 seconds -> 14.37 Megapels

Has FillBlt: 42351016 Pixels in 4.12 seconds -> 10.28 Megapels

Has ImageBlt: 17085000 Pixels in 5.93 seconds -> 2.88 Megapels

Has HlineLst: 3561694 Pixels in 0.23 seconds -> 15.49 Megapels

Testing mode 16: G320x200x16M...

Dacwidth test not applicable.

Has ImageBlt: 17085000 Pixels in 8.83 seconds -> 1.93 Megapels

Testing mode 17: G640x480x32K...

Dacwidth test not applicable.

Has BitBlt: 176610000 Pixels in 13.38 seconds -> 13.20 Megapels

Has FillBlt: 217723964 Pixels in 7.95 seconds -> 27.39 Megapels

Has ImageBlt: 17085000 Pixels in 5.94 seconds -> 2.88 Megapels

Has HlineLst: 19579110 Pixels in 0.74 seconds -> 26.46 Megapels

Testing mode 18: G640x480x64K...

Dacwidth test not applicable.

Has BitBlt: 176610000 Pixels in 13.37 seconds -> 13.21 Megapels

Has FillBlt: 221608034 Pixels in 8.28 seconds -> 26.76 Megapels

Has ImageBlt: 17085000 Pixels in 5.93 seconds -> 2.88 Megapels

Has HlineLst: 21048202 Pixels in 0.79 seconds -> 26.64 Megapels

Testing mode 19: G640x480x16M...

Dacwidth test not applicable.

Has ImageBlt: 17085000 Pixels in 8.82 seconds -> 1.94 Megapels

Testing mode 20: G800x600x32K...

Dacwidth test not applicable.

Has BitBlt: 176610000 Pixels in 13.97 seconds -> 12.64 Megapels

Has FillBlt: 357205415 Pixels in 12.22 seconds -> 29.23 Megapels

Has ImageBlt: 17085000 Pixels in 5.92 seconds -> 2.89 Megapels

Has HlineLst: 34391335 Pixels in 1.16 seconds -> 29.65 Megapels

Testing mode 21: G800x600x64K...

Dacwidth test not applicable.

Has BitBlt: 176610000 Pixels in 13.97 seconds -> 12.64 Megapels

Has FillBlt: 348943970 Pixels in 11.87 seconds -> 29.40 Megapels

Has ImageBlt: 17085000 Pixels in 5.93 seconds -> 2.88 Megapels

Has HlineLst: 34510200 Pixels in 1.17 seconds -> 29.50 Megapels

Testing mode 22: G800x600x16M...

Dacwidth test not applicable.

Has ImageBlt: 17085000 Pixels in 8.83 seconds -> 1.93 Megapels

Testing mode 23: G1024x768x32K...

Dacwidth test not applicable.

Has BitBlt: 176610000 Pixels in 14.60 seconds -> 12.10 Megapels

Has FillBlt: 608000981 Pixels in 18.62 seconds -> 32.65 Megapels

Has ImageBlt: 17085000 Pixels in 5.93 seconds -> 2.88 Megapels

Has HlineLst: 53767429 Pixels in 1.72 seconds -> 31.26 Megapels

Testing mode 24: G1024x768x64K...

Dacwidth test not applicable.

Has BitBlt: 176610000 Pixels in 14.60 seconds -> 12.10 Megapels

Has FillBlt: 601666798 Pixels in 18.80 seconds -> 32.00 Megapels

Has ImageBlt: 17085000 Pixels in 5.92 seconds -> 2.89 Megapels

Has HlineLst: 52037798 Pixels in 1.67 seconds -> 31.16 Megapels

Testing mode 32: G720x348x2...

Dacwidth test not applicable.

Testing mode 33: G320x200x16M32...

Dacwidth test not applicable.

Has ImageBlt: 17085000 Pixels in 11.60 seconds -> 1.47 Megapels

Testing mode 34: G640x480x16M32...

Dacwidth test not applicable.

Has ImageBlt: 17085000 Pixels in 11.62 seconds -> 1.47 Megapels

Testing mode 35: G800x600x16M32...

Dacwidth test not applicable.

Has ImageBlt: 17085000 Pixels in 11.62 seconds -> 1.47 Megapels

This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), vga_ext_set(3), vga_bitblt(3), vga_fillblt(3), vga_hlinelistblt(3), vga_imageblt.3 threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), mousetest(6), scrolltest(6), speedtest(6), spin(6), testgl(6), testlinear(6), vgatest(6), plane(6), wrapdemo(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. He also wrote thise demo and it's documentation.


testgl

title: testgl(6)

summary: test the vgagl library

text:
# testgl(6)

## NAME
testgl - test the vgagl library

## SYNOPSIS
testgl

## DESCRIPTION
Demo program for vgagl(7) framebuffer library. Runs in any mode preset from the environment.

First draws pixels in random locations, then random boxes, then random lines and finally some bit image in random locations (all just over the previous drawings).

Then the test is repeated clipping the screen output to a smaller screen portion (using a vgagl(7) function). Finally a (lousy) 'rotating' linux logo is shown in the top left quadrant and then is drawn over the whole screen. Depending on internal development state of svgalib, it may use an accelerator for some of the functions.

You can set a videomode to use by setting the environment variable SVGALIB_DEFAULT_MODE to a number (see vgatest for a list) or a string like G0x1x2 where you replace 0 with desired x resolution, 1 with the desired y rez, and 2 with the desired number of colors (2, 16, 256, 32K, 64K, 16M, 16M4). Again, only certain choices are available, see vgatest for a list.

In case nothing is selected, G320x200x256 is choosen.

This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), mousetest(6), scrolltest(6), speedtest(6), spin(6), testaccel(6), testlinear(6), vgatest(6), plane(6), wrapdemo(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The exact source of the referenced demo as well as of the original documentation is unknown.

It is very likely that both are at least to some extent are due to Harm Hanemaayer <H.Hanemaayer@inter.nl.net>.

Occasionally this might be wrong. I hereby asked to be excused by the original author and will happily accept any additions or corrections to this first version of the svgalib manual.


testlinear

title: testlinear(6)

summary: test a linear frame buffer

text:
# testlinear(6)

## NAME
testlinear, lineart - test a linear frame buffer

## SYNOPSIS
testlinear

## DESCRIPTION
Program to test linear addressing on Cirrus cards and on Mach32 (and other cards which may support it).

Selects 640x480x256 and tries to enable a linear frame buffer (its virtual address is printed). Fills the screen in some color, then draws pixels in random positions.

For Cirrus cards some direct hardware access is then made for highspeed screen access. Except for the last (Cirrus only) test no speeds are printed, but you are welcome to use 'time' to measure it. The program draws 714400 one byte pixels plus a forced 1s delay and various rand() calls for the pixels.

The testlinear demo needs a few presses of <Return> after each minimal demo step. Even when it does not prompt for it. When it appears to be stuck, just press <Return>.

The lineart demo is the same, but it accepts a command line with an arbitrary number of modes. The modes may be either mode numbers or names, or both. For example,

lineart 11 17 G800x600x32k 22

will give a display of mode 11. If a key is pressed mode 17 will appear, followed by mode 20 and 22 as succesive keys are pressed.

This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), mousetest(6), scrolltest(6), speedtest(6), spin(6), testaccel(6), testgl(6), vgatest(6), plane(6), wrapdemo(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The exact source of the referenced demo as well as of the original documentation is unknown.

It is very likely that both are at least to some extent are due to Harm Hanemaayer <H.Hanemaayer@inter.nl.net>.

Occasionally this might be wrong. I hereby asked to be excused by the original author and will happily accept any additions or corrections to this first version of the svgalib manual.


threed

title: threed(6)

summary: The svgalib 3d demo

text:
# threed(6)

## NAME
threed - The svgalib 3d demo

## SYNOPSIS
3d

## DESCRIPTION
Well, the 3d demo...

I, Michael, the current svgalib maintainer, do not have any source for it.

Thus, you may experience weird problems with new svgalib versions and you need installed a.out libc and svgalib versions. Also the demo is known to be buggy in several aspects. Thus, do not panic if it appears not to work for you.

If it works in a certain mode for you be happy and play around with it. For example, with recent svgalibs, 3d is unable to initialize the mouse if not started directly in a linux console for unknown reasons.

Otherwise: Don't worry at all.

### Here's the author's (Harm's) info about it:
There's also a 3d demo binary included in this directory. It has been in a similar state for several months now, but I'm planning to get some work done (although it probably won't be the amazing multi-player networked 3D lightsource-shaded real-time VGA virtual reality simulation). I'll release the source code at some point (when it has some degree of flexibility). I'm sorry that there's no scene description file; it will come. So now you know you can do this kind of thing in Linux. And it's practically 100% C code.

You can set the graphics mode to be used with the SVGALIB_DEFAULT_MODE environment variable (e.g. G640x480x256). All linear 256 color, 32K color and 16M color modes are supported, with page flipping used if available. Planar 256 color VGA modes also work. This should do 800x600 full screen 3D animation at near 10 fps with a good system. Request: Please report if page flipping goes wrong on a particular chipset (e.g. ET4000, Trident) in 320x200x256. Also 32-bit pixel truecolor modes don't work correctly, this will be fixed. The user interface is somewhat primitive at this point:

- Use the mouse to rotate.

- Left button accelerates, right decelerates.

- Press <W> to move upwards, <S> to go down again.

- Use <R> and <F> to control the zoom factor.

- <q> or <Ctrl>-C exits.

Note that the light source rotates quickly at an infinite distance. This is not something that will easily occur naturally (as far as I know)...

This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## BUGS
Countless.

In addition, source is still not available. Sorry, I just don't have it.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), mousetest(6), scrolltest(6), speedtest(6), spin(6), testaccel(6), testgl(6), testlinear(6), vgatest(6), plane(6), wrapdemo(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The demo and most of it's documentation is due to Harm Hanemaayer <H.Hanemaayer@inter.nl.net>.


vgatest

title: vgatest(6)

text:
# vgatest(6)

## NAME
vgatest - makes basic tests on any svgalib graphics mode

## SYNOPSIS
vgatest

## DESCRIPTION
Mode test program. First the program gives a list of the supported modes, then you enter a number and vgatest displays a test pattern in that mode.

The test pattern consists of a sequence of crosses (in different colors, if the mode support has different colors) in the top left corner.

Below you see either four horizontal color bars (white, red, green, and blue with increasing intensity from left to right) or vertical stripes.

If the mode has 32K or more colors, six squares will appear on top of that, each showing some different smooth color shades

The whole pattern is enclosed in a white border around the edge of the screen.

See below for details of the test pattern in case you need to verify that it is being displayed correctly or diagnose a problem with the display.

It also shows some details from vga_getmodeinfo(3).

To terminate the display and exit the program, hit any key. If that key is 'd', vgatest dumps the values of all the SVGA registers to Standard Output, in the manner of vga_dumpregs() before exiting.

This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

### The Test Pattern
Here are the details of the test pattern that vgatest displays.

The screen is surrounded by a white frame which is at the very edges of the screen and one pixel thick.

At the top of the screen is a set of 16 overlapping crosses, lined up horizontally 5 pixels apart. Each cross is composed of a one pixel thick line sloping down at 45 degrees and one sloping up at 45 degrees meeting in the center. The top of each of these lines is at the 11th raster line on the screen and the bottom is at the 90th, so the crosses are 80 lines high. The leftmost pixel of the crosses is in the 11th column of the screen and the rightmost is in the 165th column. The lines are in multiple colors, but each line is one color (except where it intersects another line).

Below the crosses are either 4 horizontal bands of color or vertical bars. If the mode has 2 or 16 colors, you get the vertical bars. If the mode has 256, 32K, 64K, or 16M colors, you get the horizontal bands of color.

For a 2 color mode, the vertical bars are are one pixel wide white bars, spaced 4 pixels apart all the way across the screen on a black background. The first white bar is in the 3rd column. (But don't forget the white border described above).

For a 16 color mode, the vertical bars are one pixel wide and contiguous, filling the 3rd column from the left through the 3rd column from the right. The bars cycle through each of the 16 colors from left to right.

The vertical bars start in the 101st raster line and end in the 3rd line from the bottom of the screen.

For a higher color mode, the color bands fill the 3rd column from the left through the 3rd column from the right. (leaving a column of black and the aforementioned white border at the edges). The bands are all the same height with nothing between them. They are as large as will fit starting in the 101st line of the screen and ending at or before the 3rd line from the bottom. So depending on the number of lines on the screen, there are 1, 2, 3, or 4 black lines between the lowest bar and the white bottom border.

The hues of the bands are, from top to bottom, white, red, green, and blue. Each band goes from zero to maximal brightness from left to right.

In addition to the color bands, for a mode with 32K or more colors, six squares, 64 pixels on a side are arranged in a matrix centered on the screen, spaced 32 pixels apart. They replace any other part of the test pattern. These are actual squares only if your monitor displays square pixels in this mode, i.e. 64 columns is the same length as 64 lines. Normal monitors, properly adjusted, display square pixels for 1024 x 768 modes, but may not for other geometries.

Each square contains 4096 different colors, one pixel per color, in smooth transition. In each top square, one color component (red, green, or blue) is zero another varies linearly in the vertical direction and the other varies linearly in the Y direction. The bottom squares are the same except that one color component is maximum instead of zero.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), vga_getmodeinfo(3), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), mousetest(6), scrolltest(6), speedtest(6), spin(6), testaccel(6), testgl(6), testlinear(6), plane(6), wrapdemo(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The exact source of the referenced demo as well as of the original documentation is unknown.

It is very likely that both are at least to some extent are due to Harm Hanemaayer <H.Hanemaayer@inter.nl.net>.

Occasionally this might be wrong. I hereby asked to be excused by the original author and will happily accept any additions or corrections to this first version of the svgalib manual.


wrapdemo

title: wrapdemo(6)

text:
# wrapdemo(6)

## NAME
wrapdemo - demonstrates surface wrapping of pixmaps

## SYNOPSIS
wrapdemo

## DESCRIPTION
Demonstrates surface wrapping of pixmaps by wrapping a picture or Susanna Rubens around a 3-dimensional ball.

The demo prompts your for a mode to be used and several details. Just follow the instructions on the screen and make your selections.

Once the program runs you can use the following keys:

<Q> and <A>, <Z> and <X>, <O> and <P>

to rotate the plane around the space axes.

<T> and <V>, <F> and <G>, <W> and <S>

to move up, down, north, south, east, west. (world view only)

<Space>

to toggle rendering vs. wire frame.

<W> and <S>

to scale in non-world view compilation -- see plane.h

<1> and <2>

to change rotation increment.

<3> through <9>

to change surface density.

<R>

to change shading method.

<C>

to quit the program.

<I>

to reset the rotation to the startup values.

This demo is part of svgalib and can be found in the threeDkit/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won't have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don't need to install it. Just make in the threeDkit/ subdirectory. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

## SEE ALSO
svgalib(7), vgagl(7), libvga.config(5), triangle(3), striangle(3), wtriangle(3), swtriangle(3), trisetcolorlookup(3), trigetcolorlookup(3), trisetdrawpoint(3), threedkit(7), vgatest(6), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), mousetest(6), scrolltest(6), speedtest(6), spin(6), testaccel(6), testgl(6), testlinear(6), plane(6)

## AUTHOR
This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The demos, the initial documentation and the whole threedkit stuff was done by Paul Sheer <psheer@icon.co.za>.

Paper mail:

Paul Sheer

P O BOX 890507

Lyndhurst

Johannesburg 2106

South Africa

Donations (by check or postal order) will be appreciated and will encourage further development of this software. However this is strictly on a voluntary basis where this software falls under the GNU LIBRARY GENERAL PUBLIC LICENSE.


tetrix

package: tetrix

title: tetrix(6)

summary: Tetris\-like game with screen graphics

text:
# tetrix(6)

## NAME
tetrix - Tetris-like game with screen graphics

## SYNOPSIS
tetrix [pause]

## DESCRIPTION
A clone of the Tetris game. Documentation for the commands is on-screen. The optional argument is an initial delay loop count between moves; the game tries to default to a reasonable value.

## FILES
/usr/tmp/.TetScores Scores file.

## AUTHORS
Originally written by Quentin Neill. Visual user interface and color support by Eric S. Raymond <esr@thyrsus.com>. The ncurses version was written in November 1994. See http://www.catb.org/~esr/tetrix/.


toppler

package: toppler

title: toppler(6)

text:
# toppler(6)

## NAME
toppler - clone of the old "Nebulus" game

## SYNOPSIS
toppler [-f] [-h] [-s] [-dNUM ]

## DESCRIPTION
This manual page documents briefly the toppler command.

The goal of the game is to reach the target door of each of the 8 towers in currently 2 missions with this little green animal. This door is usually at the very top of the tower.

But finding the way by using elevators and walking trough a maze of doors and platforms is not the only problem you have to solve. There are a bunch of other creatures living on the tower that will hinder you to reach your target by pushing you over the edge of the platforms.

The only weapon of defence you have is to throw a little snowball. But most of the other creatures just don't care about this. So you must avoid them.

A little submarine brings you from one tower to the next. On this way you have the chance to get some bonus points by catching fish. All you have to do is to catch a fish in a bubble with your torpedo and then collect the fish.

## CONTROLS
In the menu you can select the mission you want to play next with the left and right cursor keys. Press space or return on the start menu item to start the game.

The animal is controlled by the cursor keys and space (or return). Left and right make the animal walk. Up and down make the elevators move if you are on one. (The elevator platforms are a little bit smaller than the normal platforms.) If you are in front of a door press up to enter it. Pressing the space key will either throw a snowball if you are standing still or make the animal jump if you are walking.

In the level designer, press F1 or h for the online help.

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

-f

Starts the game in fullscreen mode. But be careful! If the game crashes it doesn't restore the original resolution, it stays in 640x480 pixel mode.

-h

Display short usage information and exit.

-s

Makes the game silent. If you don't have a soundcard or for another reason get an "can't open audio" error try this option.

-dNUM

Sets the debugging level; NUM is between 0 and 9, and the higher it is, the more information toppler will print out to the console. (The default debugging level is 0.)

## AUTHOR
Toppler was written by Andreas Röver <roever@users.sf.net>. Later Pasi Kallinen contributed a lot of code.

This manual page was written by Ben Bell <bjb@debian.org> for the Debian GNU/Linux system (but may be used by others). It was revised by Dylan Thurston <dpt@math.harvard.edu>, and by Bill Allombert <ballombe@debian.org>.


tornado

package: tornado

title: tornado(6)

summary: clone of the original C64 game.

text:
# tornado(6)

## NAME
tornado - clone of the original C64 game.

## SYNOPSIS
tornado [--connect IP|--demo|--help|--server|--version]

## DESCRIPTION
The object of the game tornado is to destroy your opponents house with the powers of rain, snow, hail, lightning and the tornado.

After the game is started the two player enter their names. If you leave the field blank the computer will take the player's part. You can see two houses with each player name in the corner below it and a cloud on top of the screen, the sky. The player whose turn it is has an asterisk * next to his name.

From the menu in the center of the screen each player now picks a weather phenomenon. A second box will appear where you can enter the aim you would like to use. You may have noticed the value Windspeed in the mid bottom of the screen by now. Ideally you would take aim 2 if windspeed is -2 for example and then your rain/hail/snow/tornado would go straight down the cloud. However, it's chosen randomly if the rain appears on the left side of the cloud or the right side, so aiming might be not that easy as it looks like.

If you hit your opponent's house (or your own) the percentage counter will decrease depending on how much damage you did. If the counter is down to 0% the player loses the game.

The keys you can use in the game are:

s selects snow

Snow is a defensive weapon. If you hit a house with snow it creates a coating that hail cannot destroy. Only rain can be used to destroy that layer of snow. Lightning and tornado are not effected.

r selects rain

Destroys one row of the house. Can be used to melt a row of snow.

h selects hail

This will destroy two rows of the house, but cannot destroy a snow coating.

l selects lightning

Splits the house into two pieces. Not influenced by wind.

t selects tornado

Not as effective as lightning but the tornado goes straight to the bottom of the house as well.

q quits the game

o show the highscores

c show current player scores

## OPTIONS
You can start the game with the following command line options:

--connect IP, The game will connect to the server with the given host (IP or hostname).

--demo, Self running demo mode.

--help, Short help screen.

--server, Starts the game in server mode and waits for a connecting client.

--version, Shows the program version and exits.

## FILES
/usr/bin/tornado

/usr/man/man6/tornado.6

/var/games/tornado.scores

/usr/local/share/locale/de/LC_MESSAGES/tornado.mo

/usr/local/share/locale/fr/LC_MESSAGES/tornado.mo

## NOTES
When you run the game in network mode you should have the same game versions on client and server side. Versions prior 1.0pre4 won't work at all due to the lack of network capability. The game will start with different versions, but it will probably crash at any time, if there are too many differences in the two versions.

The Tornado game server runs on port 3000 TCP. (defined in main.c)

## BUGS
Destroying your own house will increase your score as well. :^)

## AUTHOR
Oliver Feiler <kiza@kcore.de>


trackballs

package: trackballs-data

title: trackballs(6)

text:
# trackballs(6)

## NAME
Trackballs - marble game similar to the classic arcade game 'Marble Madness'

## SYNOPSIS
trackballs [-w] [-m] [-y] [-f] [-e -l<level> -t<level>] [-r<width>] [-s<sensitivity>] ...

## DESCRIPTION
Trackballs is a simple game inspired by the classic Atari 1980's arcade game 'Marble Madness' (later released by Electronic Arts for the Amiga and other platforms).

By steering a marble ball through a labyrinth filled with sharp objects, pools of acid and other obstacles the player collects points. When the ball passes through the goal it continues to the next, more difficult track - unless the time runs out.

It should be noted that this game is _not_ intended to be a replica of Marble Madness but rather merely inspired by it. For instance the game uses 3D graphics even though the original game had no real use for it. Also the game is fully programmable with a scripting extension (Guile), and includes a level editor with which to easily create new levels.

## OPTIONS
-h , --help

Display usage information.

-l , --level

Start from level.

-w , --windowed

Run in window (Default is fullscreen)

-m , --mute

Mute sound.

-y , --low-memory

Attempt to conserve memory usage

-s , --sensitivity

Mouse sensitivity, default 1.0

-f , --fps

Displays framerate

-v , --version

Indicate the current version number

-9 , --debug-joystick

Debug joystick status

-j , --repair-joystick

Correct for bad joysticks

-t , --touch

Updates a map to the latest format

## ENVIRONMENT
GUILE_LOAD_PATH

Specifies the directory where the guile files are

TRACKBALLS

Specifies a preferred share directory; this is ignored if invalid

## FILES
/usr/bin/trackballs

The executable file for trackballs

/usr/share/trackballs

Necessary shared files for trackballs

/usr/share/locale

Location of the locale files, if applicable

/usr/share/doc/trackballs

Detailed package documentation

~/.trackballs/

Per user settings directory

## EXAMPLE
To run this program the standard way type:

trackballs

To disable audio and start in windowed mode

trackballs -m -w

Alternatively you can test a level with:

trackballs -l steep

## NOTES
Full documentation for the game and the editor can be found in the detailed package documentation or at https://trackballs.github.io/docs/index.html

## AUTHORS
See the AUTHORS.md file in the source package for a detailed list of authors.


trophy

package: trophy-gamedata

title: trophy(6)

summary: A 2D car racing action game.

text:
# trophy(6)

## NAME
trophy — A 2D car racing action game.

## SYNOPSIS
trophy

## DESCRIPTION
trophy is a single-player racing game for Linux. Even though the goal is basically to finish the laps as the first, trophy is an action game which offers much more than just a race. Lots of extras enable "unusual" features for races such as shooting, putting mines and many others.

## CONTROLS
Arrow Up

Accelerate.

Arrow Down

Decelerate. Don't use.

Arrow Left

Steer to the left.

Arrow Right

Steer to the right.

A

Turbo. Boosts speed while pressed (as long as there still is turbo fuel left). Use it to overtake other cars or catch up if you've fallen behind.

C

Drop bomb. Bombs will explode after a second. Use it to damage other cars.

X

Shoot. Fires your machinegun straight ahead. Make sure you are pointed towards another car.

Space

Horn. Useless but fun anyway.

Escape

Stop race, go back to previous menu or quit game.

## FILES
~/trophy/

Contains the game saves

## AUTHOR
trophy has been written by Andrew Mustun, Matthieu Lecesne and Colin Pitrat

This manual page was written by Guus Sliepen <guus@sliepen.warande.net> and Matthieu Lecesne


tuxpuck

package: tuxpuck

title: tuxpuck(6)

summary: Shufflepuck Cafe Clone

text:
# tuxpuck(6)

## NAME
tuxpuck - "Shufflepuck Cafe" Clone

## SYNOPSIS
tuxpuck

## DESCRIPTION
Anyone remember "Shufflepuck Cafe" for the Amiga/AtariST?

I do.

TuxPuck is a shufflepuck game written in C using SDL. The player moves a pad around a board and tries to shoot down the puck through the opponents defense.

## OPTIONS
This program does not take any command line arguments.

## CONFIG FILE
The config file ".tuxpuckrc" is located in your home directory. It is automatically written when the game quits.

## CONFIG FILE FORMAT
Just "TAG VALUE", each option seperated by Returns.

## CONFIG FILE OPTIONS
SOUND 1 = ON, 0 = OFF

FULLSCREEN 1 = ON, 0 = OFF

MOUSESPEED between 1 and 10, 1 slowest, 10 fastest

## IN-GAME CONTROL
MOUSE Move the pad

f Toggle fullscreen mode

F1 Toggle sound

F5 Decrease mouse speed

F6 Increase mouse speed

## AUTHOR
The TuxPuck game was written by Jacob "noork" Kroon, <d00jkr@efd.lth.se>. This manual page was written by Sven Velt <sven@velt.de>.


typespeed

package: typespeed

title: typespeed(6)

text:
# typespeed(6)

## NAME
typespeed - Test your typing speed and get your fingers' CPS.

## SYNOPSIS
typespeed [OPTION]

## DESCRIPTION
Typespeed gives your fingers' cps (total and correct), typoratio and some points to compare with your friends.

Typespeed's idea is ripped from ztspeed (a dos game made by Zorlim). Idea of the game should be clear to anyone, just type and type it fast or be a loser.

## USAGE
The basics are simple: words, which are extracted out of a specified word list, fly from the left to the right. Your task is in any case to write them down before they reach the right side and disappear, in which case your miss counter will be increased. Should you have missed 10 words, the game will end. Each correct input will increase your high score, where one character of the word is exactly one point, i.e. a longer word results in more points. Your total CPS and your correct CPS are displayed during game play. Total CPS means all your input, whereas correct CPS only counts characters, that you have entered to write a correct word. To enter the words, you can also use emacs-like control sequences (^A jumps to the beginning of the string, ^B goes back one character, ^E jumps to the end of string, ^F moves cursor one position to the left (except cursor is at end of string), ^K deletes all characters behind cursor, ^U clears input field). Should you have enabled cheat mode (you can see CHE in status line then), you don't have to complete your input by pressing ENTER or SPACE.

If you have played typespeed with these default rules far too long and you want something new, you can create your own rule sets! There are three rule sets supplied since 0.6.1:

The first rule contains default settings. You can play this mode when you don't supply any options and just start the game. In this mode, speed will increase whenever you enter a correct word. At the end of the game, you can get a rank in your top 10 list for the specified word list.

Settings have changed in 0.6.0. If you want to play with old rules (typespeed 0.4.4 - 0.5.3), you can choose classic.

The third rule set is training - speed won't increase.

If you have other ideas, you can supply your own rule set or change the settings in menu "Game Rules". Feel free to send in some fancy rules.

Also, you can play typespeed in multiplayer. In this mode you can play against one opponent over TCP/IPv4. Both sides can choose a word list, should you type in a correct word and your opponent can handle more words (based upon his current stat), there is a possibility that your typed word will be thrown into his game. But remember, the same goes for you! In this mode, no rank can be achieved in your (or opponent's) top 10 list. During multiplayer, you cannot press CURSOR UP to pause the game, instead CURSOR UP will immediately result in a game over. You cannot play custom rule sets in multiplayer.

## OPTIONS
--cheat

This will enable the cheat, which wraps words instantly when they are written correctly. You don't need to press space/enter. It is another question if this "cheat" actually helps...

--client=addr

Start typespeed in client mode (where addr is network address of server) Typespeed will try to connect to the given address and start network play.

--netlog=file

For debugging purposes. The whole network data is written into file. If you have issues with network gaming, attach this file to a bug report mail.

--nocolors

Turns off the curses colors. It can be a more clear way to play the game in some situations.

--port=port

Tells what TCP/IPv4 port will typespeed be using in the network play. The default port is 6025.

--server

Start typespeed in server mode. Typespeed will wait for other player to connect.

--help

Little explanation of the parameters.

## CONFIGURATION FILES
/etc/typespeedrc

$HOME/.typespeed/config

In these files, you can specify the location of directories for game rules and word lists. You can also activate cheat mode in these files if you write "cheat = yes". If you create a configuration file in your home directory, you must also create a file called $HOME/.typespeed/score. All your personal high scores are stored in this file, not anymore in system wide high score file. This is needed to prevent malicious users to pretend to have 1000 points in e.g. words.eng whereby directory for word lists has been changed. In order to compete with system-wide users, you have to remove your personal configuration file.

## WORD LISTS
If you would like to create your own word list, you have to follow these simple rules:

The first line contains the description that will be listed in word list selection menu. You cannot use more than 60 characters.

A word list must consist of at least 22 different words, i.e. no duplicated words. The words must not be longer than 19 characters. Should they be longer, they won't be parsed; instead they are silently dropped. Words must not contain escape sequences, tabs or spaces. These words will be dropped, too.

Blank lines will be ignored.

If you would like to see your created word list included into next release, please send me an e-mail (tobias@bugol.de).

## NOTES
Do not use typespeed version 0.5.2 or higher with a version < 0.5.2. The usage of network control words has been changed, so you could not end games.

If you have used typespeed < 0.6.0 and you wish to use your high scores in newer versions, you have to convert them into new format. convert can be used for this task. convert takes two arguments: the old high score directory and the new high score file. Due to changed high score file format, it is expected that converted scores (especially cps) differ.

## AUTHORS
Written by Jani Ollikainen <bestis@iki.fi>, Jaakko Manelius <jman@iki.fi>, and Tobias Stoeckmann <tobias@bugol.de>.

## REPORTING BUGS
Report bugs to <tobias@bugol.de>.

## COPYRIGHT
Copyright (C) 1999-2003 Jani Ollikainen <bestis@iki.fi>

Jaakko Manelius <jman@iki.fi>

Copyright (C) 2006-2007 Tobias Stoeckmann <tobias@bugol.de>

Copying and distribution of this file, with or without modification, are permitted in any medium without royalty provided the copyright notice and this notice are preserved.


ufo

package: ufoai

title: ufo(6)

summary: UFO: Alien Invasion client

text:
# ufo(6)

## NAME
ufo - UFO: Alien Invasion client

## SYNOPSIS
ufo [+set option value] ...

## DESCRIPTION
This manual page documents briefly the ufo command.

ufo is the client for the strategy game UFO: Alien Invasion.

## OPTIONS
Options passed by "+set option value" are the same as the in-game console understands. For the in-game console press SHIFT+ESC. Use the in-game cvarlist to get a list of all available options in the game.

snd_init

Set this to 0 to start without sound.

vid_fullscreen

Set this to 1 to start in fullscreen mode.

r_programs

Set this to 0 to deactivate GLSL programs.

## FILES
All theses files are part of a pk3 file in /usr/share/games/ufoai/base/. You can extract them (pk3 files are just zip files) and place them in the home directory of the user running the game. Use the path ~/.ufoai/<VERSION>/base/ to place these files. The files that are not located in the pk3 files have a higher priority than the files that are stored in the pk3 files. So you are able to replace any file you want like this. You can also add new maps and other game content to the base/ directory in your users home directory to be able to use new content in the game.

~/.ufoai/<VERSION>/base/config.cfg

Game configuration.

keys.cfg

Game key bindings.

autoexec.cfg

Commands that are executed when starting the dedicated server.

## SEE ALSO
ufoded(6)

## AUTHOR
ufo was written by the UFO: Alien Invasion team.

This manual page was written by Florian Ludwig <dino@phidev.org>, for the Debian project (but may be used by others).


ufoded

package: ufoai-server

title: ufoded(6)

summary: UFO: Alien Invasion server

text:
# ufoded(6)

## NAME
ufoded - UFO: Alien Invasion server

## SYNOPSIS
ufo [+set option value] ...

## DESCRIPTION
This manual page documents briefly the ufoded command.

ufoded is the server for the strategy game UFO: Alien Invasion.

## OPTIONS
Options passed by "+set option value" are the same as the in-game console understands. For the in-game console press SHIFT+ESC.

## FILES
All theses files are part of a pk3 file in /usr/share/games/ufoai/base/. You can extract them (pk3 files are just zip files) and place them in the home directory of the user running the dedicated server. Use the path ~/.ufoai/<VERSION>/base/ to place these files. The files that are not located in the pk3 files have a higher priority than the files that are stored in the pk3 files. So you are able to replace any file you want like this. You can also add new maps and other game content to the base/ directory in your users home directory to be able to use new content in the game.

dedicated.cfg

Dedicated server config.

autoexec.cfg

Commands that are executed when starting the dedicated server.

mapcycle.txt

This defines the mapcycle the dedicated server is using.

## SEE ALSO
ufo(6)

## AUTHOR
ufoded was written by the UFO: Alien Invasion team.

This manual page was written by Florian Ludwig <dino@phidev.org>, for the Debian project (but may be used by others).


package: ufoai-tools

title: ufo2map(6)

summary: UFO: Alien Invasion map compiler

text:
# ufo2map(6)

## NAME
ufo2map - UFO: Alien Invasion map compiler

## SYNOPSIS
ufo2map maps/mapname.map [-option value] ...

## DESCRIPTION
This manual page documents briefly the ufo2map command.

ufo2map is the map compiler for the strategy game UFO: Alien Invasion. It is used to pre-calculate the lightmaps and the pathfinding data.

## OPTIONS
Options passed by "-option [value]"

-h

Show the help screen with a brief description of all options.

## FILES
The map compiler must have access to the game data files. Either in the user home directory or in the system wide path. It can read the content from the pk3 files like the game is doing, too.

## SEE ALSO
uforadiant(6)

## AUTHOR
ufo2map was written by the UFO: Alien Invasion team.

This manual page was written by Florian Ludwig <dino@phidev.org>, for the Debian project (but may be used by others).


uforadiant

title: uforadiant(6)

summary: UFO: Alien Invasion Mapeditor

text:
# uforadiant(6)

## NAME
uforadiant - UFO: Alien Invasion Mapeditor

## SYNOPSIS
uforadiant

## DESCRIPTION
This manual page documents briefly the uforadiant command.

uforadiant is the mapeditor for the strategy game UFO: Alien Invasion.

## OPTIONS
Options are passed to the gtk init function.

## FILES
~/.ufoai/radiant/settings.xml

Editor configuration.

~/.ufoai/radiant/shortcuts.ini

Key bindings.

base/ufos/entities.ufo

This file is included in the 0ufos.pk3 in your system wide UFO:AI installation directory and defines the entities the editor can add to maps.

## SEE ALSO
ufo(6)

## AUTHOR
uforadiant was written by the UFO: Alien Invasion team and based on the GPLed release of GtkRadiant 1.5 by id Software.

This manual page was written by Florian Ludwig <dino@phidev.org>, for the Debian project (but may be used by others).


vavoom

package: vavoom-engine

title: vavoom(6)

summary: opengl ] [ \-d3d ] [ \-particles n ] [ \-surfcachesize n ] [ \-nosound ] [ \-no3dsound ] [ \-nomusic ] [ \-cddev file ] [ \-openal ] [ \-nomouse ] [ \-nojoy ] [ \-nolan ] [ \-noudp ] [ \-ip ip_addr ] [ \-noipx ] [ \-mpath ] [ \-port n ] { [ \-freedoom] | [ \-doom ] | [ \-doom2 ] | [ \-tnt ] | [ \-plutonia ] | [ \-heretic ] | [ \-hexen ] | [ \-strife ] } [ \-game directory ] [ \-devgame directory ] [ \-devsnd sndinfo_script ] [ \-progs directory ]

text:
# vavoom(6)

### NAME
vavoom - The most advanced Doom/Heretic/Hexen/Strife source port around!

## SYNOPSIS
vavoom [ -opengl ] [ -d3d ] [ -particles n ] [ -surfcachesize n ] [ -nosound ] [ -no3dsound ] [ -nomusic ] [ -cddev file ] [ -openal ] [ -nomouse ] [ -nojoy ] [ -nolan ] [ -noudp ] [ -ip ip_addr ] [ -noipx ] [ -mpath ] [ -port n ] { [ -freedoom] | [ -doom ] | [ -doom2 ] | [ -tnt ] | [ -plutonia ] | [ -heretic ] | [ -hexen ] | [ -strife ] } [ -game directory ] [ -devgame directory ] [ -devsnd sndinfo_script ] [ -progs directory ]

## DESCRIPTION
Vavoom is a source port based on sources of Doom, Heretic, Hexen and a little bit from Quake. Supported platforms are Windows and Linux. Vavoom has a graphical launcher (vlaunch).

## Graphic Options
-opengl

selects OpenGL driver

-d3d

selects Direct3D driver

-particles <count>

specifies number of particles to use, default is 2048, but you can't have less than 512 (i.e. you can't disable them)

-surfcachesize <size>

specifies size of surface cache memory, in kilobytes

## Sound Options
-nosound

disables all sound, music and CD-Audio

-nosfx

disables sound

-no3dsound

disables 3D sound, use original mode, Windows version only

-nomusic

disables music

-nocdaudio

disables CD music

-cddev <file>

specifies CD device file, default /dev/cdrom, LINUX version only

-openal

enabled OpenAL driver.

## Input Options
-nomouse disables mouse

-nojoy

disables joystick

## Network Options
-nolan disables all LAN drivers

-noudp

disables TCP/IP driver

-ip <address>

specifies IP address, Windows version only

-noipx

disables IPX driver

-mpath

enables MPATH TCP/IP driver, DOS version only

-port <port>

sets default LAN port

## Game selection
-freedoom look only for FreeDoom IWAD files

-doom

look only for Doom IWAD files

-doom2

look only for Doom 2: Hell On Earth IWAD files

-tnt

look only for Doom TNT: Evilution IWAD files

-plutonia

look only for Doom: The Plutionia Experiment IWAD files

-heretic

look only for Heretic IWAD files

-hexen

look only for Hexen IWAD files

-strife

look only for Strife IWAD files

## Custom games and development
-game <directory> specifies custom game.

-devgame <directory>

like -game, but also sets Vavoom in development mode.

-devsound <SNDINFO_script>

sets sound development mode, uses given SNDINFO script, sounds and music are loaded form archive directory, which is specified in script.

-progs <directory>

specifies directory where to look for progs. Server progs are loaded from file svprogs.dat, client progs - clprogs.dat. Path must include ending slash.

Example: -progs progs/myprogs/

-file <file1>[<file2>...]

specifies additional files.

-iwaddir <dir1>[<dir2>...]

specifies additional directories where to look for IWAD files.

## Debugging Options
-debug creates a debug file basev/debug.txt with all console messages.

-starttime <time>

sets start time, not in LINUX version and dedicated servers

-rhide

prints debugfile to stderr, in DOS version Sys_Error exits with call frame traceback

## More Information
http://vavoom-engine.com/wiki/index.php?title=Command_line_arguments

/usr/share/doc/vavoom/vavoom.txt.gz

Doom is a registered trademark of id software (http://www.idsoftware.com/).

## Author
See the copyright file on /usr/share/doc/vavoom/copyright


vegastrike

package: vegastrike

title: vegastrike(6)

summary: Trade, Fight and Explore the Universe

text:
# vegastrike(6)

## NAME
Vega Strike Celeste - Trade, Fight and Explore the Universe

## SYNOPSIS
vegastrike-wrapper.sh

vslauncher

vegastrike [-ddata_dir] [-px,y,z] [-jsector/starsystem] missionname

The recommended way to run Vega Strike is to run vegastrike-wrapper.sh, which will create $HOME/.vegastrike if necessary and, on the first run, run vssetup to allow you to configure vegastrike for your system. Finally it executes vslauncher which allows you to begin a New Game or continue an existing one.

## DESCRIPTION
vegastriker-wrapper.sh program see above

vssetup program allows the user to change the vegastrike settings like screen resolution, fullscreen / window, etc.

vslauncher program allows the user to select a mission to run, and whether to start a new or save game to use via the New Game or Load Game buttons, then executes vegastrike

A user may autorecover an autosave file by clicking on the Recover Auto Save button, and selecting the save game to recover to, which will launch vegastrike and recover the save game. Save games must be saved at a base or planet.

vegastrike program begins Vega Strike with the selected XML mission file (full path necessary)

## REQUIREMENTS AND INSTALLATION
Run the vegastrike-wrapper.sh program to set up your specific config options and then invoke vslauncher for you.

Read the readme.txt file in /usr/share/vegastrike/documentation or in color at http://vegastrike.sourceforge.net/player_tutorial/ to learn the keybindings and walk through a tutorial.

More information can be obtained from the Vega Strike website at http://vegastrike.sourceforge.net/

## OPTIONS
-d/my/data/dir

specifies /my/data/dir as the path for finding the vega strike data. Default is /usr/share/vegastrike

-p1024,2405,1245090101

Forces the player's starting location to be at x= 1024, y= 2405, z=1245090101

-jgemini_sector/troy

Forces the player to start in the troy system in gemini sector.

missionname

Specifies a mission for vegastrike to run. Default is /usr/share/games/vegastrike/mission/exploration/explore_universe.mission.

## CONFIGURATION FILE
Vega Strike expects a configuration file ( $HOME/.vegastrike/vegastrike.config (~/.vegastrike/vegastrike.config) ), which can be modified by running vssetup. A simple illustration of how to adjust vegastrike.config and the associated keybindings and options is in the readme.txt included in the documentation and also in the player tutorial listed above.

## AUTHORS
vegastrike is available thanks to the work of many developers. For a listing of the authors, please see the file http://vegastrike.sourceforge.net/credits.html in the top-level directory of the source distribution.

## COPYRIGHT
vegastrike can be distributed under the terms of the GPL license. A copy of the license is in the file LICENSE in the top-level directory of the source distribution.

## BUGS
Bug reports and successes may be posted to vegastrike-users@lists.sourceforge.net If you want to post a bug report, please tell us which mission you ran, copy the last few lines of stdout and stderr, and describe the bug in detail, and what lead up to it. It would be most helpful if you included a stack trace by compiling running vegastrike from the source distro.

For problems and suggestions with this manpage, please send a note to Daniel Horn <hellcatv@hotmail.com>.

## AVAILABILITY
The most recent public version of vegastrike can be obtained from http://vegastrike.sourceforge.net/

The latest snapshot of the code may be obtained via CVS. For information on how to do this, please see

http://sourceforge.net/cvs/?group_id=19507

Vega Strike Celestia, the vegastrike development headquarters, is at http://vegastrike.sourceforge.net/. This website contains a great deal of information about vegastrike.

The vegastrike mailing list is vegastrike-users@lists.sourceforge.net It is used for discussion of various vegastrike end user aspects/help.

For further information about vegastrike development, you might want to subscribe to the vegastrike "vegastrike-devel", "vegastrike-user" mailing lists at http://sourceforge.net/mail/?group_id=19507

## FILES
/usr/bin/vegastrike

The vegastrike engine.

/usr/bin/vssetup

The Setup utility.

/usr/bin/vslauncher

The vegastrike save game and mission selection utility

/usr/bin/vegastrike-wrapper.sh

convienience wrapper program

/usr/share/vegastrike

The vegastrike data files

/usr/share/man/man6

Directory containg this file

~/.vegastrike/vegastrike.config

User-specific configuration file

~/.vegastrike

Directory containing user specific data managed by vegastrike.

## SEE ALSO
http://vegastrike.sourceforge.net/player_tutorial

/usr/share/vegastrike/documentation


vbam

package: visualboyadvance-m

title: vbam(6)

summary: manual page for VisualBoy Advance\-M

text:
# vbam(6)

## NAME
vbam - manual page for VisualBoy Advance-M

## DESCRIPTION
vbam [option ...] file

## OPTIONS
-O, --opengl=MODE

Set OpenGL texture filter

--no-opengl

0 - Disable OpenGL

--opengl-nearest

1 - No filtering

--opengl-bilinear

2 - Bilinear filtering

-F, --fullscreen

Full screen

-G, --gdb=PROTOCOL

GNU Remote Stub mode: tcp - use TCP at port 55555, tcp:PORT - use TCP at port PORT, pipe - use pipe transport

-I, --ifb-filter=FILTER

Select interframe blending filter: 0 - No interframe blending, 1 - Interframe motion blur, 2 - Smart interframe blending

-N, --no-debug

Don't parse debug information

-S, --flash-size=SIZE

Set the Flash size

--flash-64k

0 - 64K Flash

--flash-128k

1 - 128K Flash

-T, --throttle=THROTTLE

Set the desired throttle (5...1000)

-b, --bios=BIOS

Use given bios file

-c, --config=FILE

Read the given configuration file

-d, --debug

Enter debugger

-f, --filter=FILTER

Select filter: 0 - Stretch 1x, 1 - Stretch 2x, 2 - 2xSaI, 3 - Super 2xSaI, 4 - Super Eagle, 5 - Pixelate, 6 - Motion Blur, 7 - AdvanceMAME Scale2x, 8 - Bilinear, 9 - Bilinear Plus, 10 - Scanlines, 11 - TV Mode, 12 - lq2x, 13 - hq2x, 14 - Stretch 3x, 15 - hq3x, 16 - Stretch 4x, 17 - hq4x

-h, --help

Print an help screen

-i, --ips=PATCH

Apply given IPS patch

-p, --profile=[HERTZ]

Enable profiling

-s, --frameskip=FRAMESKIP

Set frame skip (0...9)

-t, --save-type=TYPE

Set the available save type

--save-auto

0 - Automatic (EEPROM, SRAM, FLASH)

--save-eeprom

1 - EEPROM

--save-sram

2 - SRAM

--save-flash

3 - FLASH

--save-sensor

4 - EEPROM+Sensor

--save-none

5 - NONE

-v, --verbose=VERBOSE

Set verbose logging (trace.log): 1 - SWI, 2 - Unaligned memory access, 4 - Illegal memory write, 8 - Illegal memory read, 16 - DMA 0, 32 - DMA 1, 64 - DMA 2, 128 - DMA 3, 256 - Undefined instruction, 512 - AGBPrint messages

### Long options only:
--agb-print

Enable AGBPrint support

--auto-frameskip

Enable auto frameskipping

--no-agb-print

Disable AGBPrint support

--no-auto-frameskip

Disable auto frameskipping

--no-ips

Do not apply IPS patch

--no-pause-when-inactive

Don't pause when inactive

--no-rtc

Disable RTC support

--no-show-speed

Don't show emulation speed

--no-throttle

Disable throttle

--pause-when-inactive

Pause when inactive

--rtc

Enable RTC support

--show-speed-normal

Show emulation speed

--show-speed-detailed

Show detailed speed data


visualboyadvance-m

title: visualboyadvance-m(6)

text:
# visualboyadvance-m(6)

## NAME
VisualBoyAdvance-M - A wxWidgets GUI for a high compatibility Gameboy Advance Emulator integrating the best features from various Visual Boy Advance builds.

## SYNOPSIS
visualboyadvance-m [options]

## DESCRIPTION
VisualBoyAdvance-M is a Nintendo Game Boy Emulator with high compatibility with commercial games.

It emulates the Nintendo Game Boy Advance hand held console, in addition to the original Game Boy hand held systems and its Super and Color variants.

VBA-M is a continued development of the now inactive VisualBoy Advance project, with many improvements from various builds of VBA.

This application is the wxWidgets GUI version of VisualBoyAdvance-M.

## OPTIONS
-h, --help

Show help message

--verbose

Generate verbose log messages

--save-xrc=<str>

Save built-in XRC file and exit

--save-over=<str>

Save built-in vba-over.ini and exit

--print-cfg-path

Print configuration path and exit

-f, --fullscreen

Start in full-screen mode

-s, --delete-shared-state

Delete shared link state first, if it exists

-o, --list-options

List all settable options and exit

## AUTHOR
This manual page was written by Jeremy Newton (Mystro256). This man page is licensed as GPLv2 or later.


volleyball

package: volleyball

title: volleyball(6)

text:
# volleyball(6)

## NAME
volleyball - Pocket Volleyball, video game similary to GNU Arcade Volleyball

## SYNOPSIS
volleyball [ options ]

## DESCRIPTIONH

PS

## OPTIONS
-h, --help

Display this help message

-f, --fullscreen

Enable Fullscreen mode

-d, --debug

Enable Debug mode

-s #

Set speed game: # frames per second

## COPYRIGHT
Copyright (C) 2005-2006 Hugo Ruscitti : hugoruscitti@gmail.com.ar

Pocket Volleyball is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License.


pudconvert

package: wargus-data

title: pudconvert(6)

text:
# pudconvert(6)

## NAME
pudconvert - Tool to convert Warcraft II map pud files to Stratagus map format

## SYNOPSIS
pudconvert inputfile [outputdir]

## OPTIONS
inputfile

Input Warcraft II pud file

outputdir

Output directory where will be created map files

## SEE ALSO
stratagus(6), wargus(6), wartool(6)

## NOTES
Warcraft II is a registered trademark of Blizzard Entertainment.

## AUTHOR
Pudconvert is part of wartool, which is written by Lutz Sammer, Nehal Mistry, Jimmy Salmon, Pali Rohár and others.

This manual page was written by Pali Rohár <pali.rohar@gmail.com> .


wargus

title: wargus(6)

text:
# wargus(6)

## NAME
wargus - Warcraft II data game set for the Stratagus engine

## DESCRIPTION
Wargus is data game set for Stratagus engine. This is only launcher and wrapper for Stratagus, and shares most of its commandline arguments.

Wargus has specific command line arguments to quickstart a single player game.

-c singleplayer -G map=(path-to-map),type=0,aiplayers=1,aiscripts=(wc2-land-attack|wc2-air-attack|...),[reveal]

These arguments start a single player game with one AI opponent using the selected AI script.

-c singleplayer -G map=(path-to-map),type=2,aiplayers=2,aiscripts=wc2-land-attack:wc2-air-attack

These arguments start a quick machine vs machine game, pitting the land attack vs the air attack AI. This way of running the game can be very useful for evaluating different AIs quickly against each other, as well as for training external AI agents that interface through some other means with the game. This has been used (for example) to train a reinforcement learning AI to play the game.

Wargus has specific command line arguments to start multiplayer games:

-c multiplayer -G server,numplayers=(number),map=(path-to-map)[,dedicated,race=(orc|human),player=(nick),fow=(1|0),reveal=(0|1),resources=(low|medium|high),units=1]

These arguments start a multiplayer server. It will directly select the passed map and wait for numplayers players to join and become ready (including the server), before automatically starting the game. The numplayers and map arguments are required, the race, player nickname, fow (Fog of war), reveal (Reveal map), resources and units options are optional. Note that if there are spaces or other characters that must be escaped in the nickname or map path, you must escape them (or enclose the entire argument in quotes). If the dedicated option is passed, the server will itself only be an AI player, and wait for numplayers clients to connect (excluding the server).

-c multiplayer -G client,ip=(server-ip)[,race=(orc|human),player=(nick)]

These arguments start a multiplayer game as client. It will directly join the specified server and announce itself as ready. The ip argument is required, the race and player nickname are optional. Note that if there are spaces or other characters that must be escaped in the nickname, you must escape them (or enclose the entire argument in quotes).

See stratagus(6) for a full list of command line arguments.

## SEE ALSO
stratagus(6), wartool(6), pudconvert(6)

## NOTES
Warcraft II is a registered trademark of Blizzard Entertainment.

## AUTHOR
Wargus launcher is written by Pali Rohár <pali.rohar@gmail.com> .

This manual page was written by Pali Rohár <pali.rohar@gmail.com> and Tim Felgentreff <timfelgentreff@gmail.com>.


wartool

title: wartool(6)

text:
# wartool(6)

## NAME
wartool - Tool to extract the game data from your Warcraft II CD.

## SYNOPSIS
wartool [-e|-n] [-m] [-v] [-r] [-V] [-h] archive-directory [destination-directory]

## OPTIONS
-e

The archive is expansion compatible (default: autodetect)

-n

The archive is not expansion compatible (default: autodetect)

-v

Extract and convert videos

-r

Rip and sound tracks from CD-ROM (needs original CD, no image/emulation)

-V

Show version

-h

Show usage

archive-directory

Directory which includes the archives maindat.war...

destination-directory

Directory where the extracted files are placed

## SEE ALSO
stratagus(6), wargus(6), pudconvert(6)

## NOTES
Warcraft II is a registered trademark of Blizzard Entertainment.

## AUTHOR
Wartool is written by Lutz Sammer, Nehal Mistry, Jimmy Salmon, Pali Rohár and others.

This manual page was written by Pali Rohár <pali.rohar@gmail.com> .


title: warzone2100(6)

summary: 3D real time strategy game

text:
# warzone2100(6)

## NAME
warzone2100 - 3D real time strategy game

## SYNOPSIS
warzone2100 [OPTIONS]

## DESCRIPTION
This manual page documents briefly the warzone2100 command.

Warzone 2100 is a 3D science fiction real time strategy game.

## OPTIONS
Note: In contrast to older versions option parameters need a =, space doesn’t work anymore.

--cheat

Run in cheat mode.

--datadir=DIR

Set default datadir to DIR.

--debug=FLAG

Show debug for FLAG, use this several times for several flags. Useful flags include wz, 3d, sound, video. all gives all of that and much more.

--debugfile=FILE

Log debug output in FILE.

--fullscreen

Play in fullscreen mode.

--help

Show help and exit.

--mod=MOD

Enable global mod MOD.

--mod_ca=MOD

Enable campaign only mod MOD.

--mod_mp=MOD

Enable multiplay only mod MOD.

--savegame=NAME

Load a saved game NAME (needs to include the .gam extension).

--continue

Continue playing the last saved game, if it exists.

--window

Play in windowed mode.

--version

Output version info and exit.

--resolution=WIDTHxHEIGHT

Run at WIDTH times HEIGHT screen resolution. This needs to be a resolution supported by your X server.

--(no)shadows

Toggle the shadows.

--(no)sound

Toggle the sound.

--(no)texturecompression

Toggle texture compression (default on). At least on systems where Mesa’s libtxc-dxtn handles texture compression, loading is slower with it enabled. In-game FPS are also higher though.

--gfxbackend=BACKEND

Change the graphics backend to BACKEND. Possible backends include: opengl, opengles, vulkan, directx (Windows only). Not all backend options may be available on every system, depending on OS, driver support, and whether the game was built with support.

The fullscreen/window, resolution, sound, gfxbackend, and shadows settings are stored, so they only need to be specified once, or when you want to change them.

## EXAMPLES
warzone2100 --fullscreen --resolution=800x600

Run in full screen at 800x600 screen resolution.

warzone2100 --window --resolution=800x600

Run in a window at 800x600 screen resolution.

warzone2100

Run the game, with the last used resolution, fullscreen/window, sound and shadow settings.

'warzone2100 --gfxbackend=vulkan

Run using the Vulkan backend.

## AUTHORS
See the copyright file included in the package.

This manual page was originally written by Linas Zvirblis <0x0007@gmail.com> for the Debian project, and modified by the Warzone project.


adonthell-wastesedge

package: wastesedge

title: adonthell-wastesedge(6)

text:
# adonthell-wastesedge(6)

## NAME
adonthell-wastesedge - Waste's Edge game for the Adonthell engine.

## SYNOPSIS
adonthell-wastesedge

## DESCRIPTION
As a loyal servant of the elven Lady Silverhair, you arrive at the remote trading post of Waste's Edge, where she is engaged in negotiations with the dwarish merchant Bjarn Fingolson. But not all is well at Waste's Edge, and soon you are confronted with circumstances that are about to destroy your mistress' high reputation. And you are the only one to avert this ...

## SEE ALSO
adonthell (6)

## AUTHOR
This manual page was written by Alexandre Courbot <alexandrecourbot@linuxgames.com>, for the Debian GNU/Linux system (but may be used by others).