retroarch

package: retroarch

title: retroarch(6)

text:
# retroarch(6)

## NAME
retroarch - The reference frontend for the libretro API.

## SYNOPSIS
retroarch [rom file(s)] [OPTIONS]...

## DESCRIPTION
retroarch is the reference frontend for the libretro API. libretro is an abstraction of a game system, and can be implemented by any frontend. The libretro API is designed for games, emulators and multimedia. retroarch focuses on exposing needed functionality for the game system through the use of command line and configuration files. It also features a simple built-in UI.

## EXAMPLE COMMANDLINE
Load content, using a specific libretro core and config file.

retroarch --config ~/.config/retroarch/retroarch.cfg --libretro /path/to/libretro/core.so /path/to/rom.rom --verbose

No command line options will start RetroArch in menu mode.

retroarch

Start RetroArch in menu mode, with verbose logging.

retroarch --menu --verbose

## Menu
Refers to the built-in GUI system for RetroArch. It is aimed at being controlled with a gamepad only.

## DEFAULT CONTROLS
By default, only keyboard input is accepted.

## GENERAL OPTIONS
[rom file]

If no rom file path is defined on the command line, retroarch will try to load a core with no rom. This will only work with some libretro cores. retroarch use uncompressed content, but can uncompress content in the .zip/deflate format if support for it is compiled in. Content types supported depend on the libretro implementation used.

--help, -h

Prints help text.

--menu

Starts directly in in-game menu if enabled. Does not require content or libretro implementation to be set. These can be loaded afterwards in the menu. If no arguments are passed to retroarch, it is equivalent to calling retroarch with this as only argument.

--features

Prints available features compiled into RetroArch, then exits.

-L PATH, --libretro PATH

Path to a libretro implementation which is to be used. This option will override any setting in a config file. This option is only available if RetroArch is compiled with dynamic libretro loading.

--save PATH, -s PATH

Overrides the path used for save ram (*.srm) (deprecated). Without this flag, the save ram path will be inferred from the rom path name, and put in the same directory as the rom file with the extension replaced with '.srm'. If PATH is a directory, RetroArch will treat this as the save file directory, where the save file name will be inferred from the rom name.

--savestate PATH, -S PATH

Overrides the path used for save states (deprecated). Without this flag, the save state path will be inferred from the rom path name, and put in the same directory as the rom file with the extension replace with '.state'. If PATH is a directory, RetroArch will treat this as the save state directory, where the state file name will be inferred from the rom name. Do note that save states are bound to the libretro implementation being used. Using a different libretro could invalidate the save state file.

--fullscreen, -f

Always starts RetroArch in fullscreen. Disregards settings in configuration file.

--config PATH, -c PATH

Sets the configuration file path. retroarch will use this path to load the configuration file. Should this not be defined, retroarch will look in platform specific paths to attempt finding the config file. /etc/retroarch.cfg (when installed), or retroarch.cfg in the source tarball serves as a skeleton configuration file. /etc/retroarch.cfg should serve as a skeleton config only.

Unix-like systems will look in $XDG_CONFIG_HOME/retroarch/retroarch.cfg first. If $XDG_CONFIG_HOME is not defined, it is assumed to be $HOME/.config as per specification. Then it will try $HOME/.retroarch.cfg. If both paths fail, RetroArch will try to create a new, default config file in $XDG_CONFIG_HOME/retroarch/retroarch.cfg (or the $HOME/.config default for $XDG_CONFIG_HOME). If all fails, default settings will be assumed. If RetroArch creates a new default config file, it will attempt to load the skeleton config file /etc/retroarch.cfg and use that as a basis. This allows distributions to set up default paths for libretro cores, and similar things. A configuration file does not need to define every possible option, only those which should be overridden. If config_save_on_exit = true is set in the config file, RetroArch will overwrite the config file on exit. Settings can be changed from within the menu. If RetroArch overwrites a config file, formatting, comments, etc will be lost. If RetroArch creates a default config file, it will have config_save_on_exit set automatically.

Windows will look in retroarch.cfg in same folder where retroarch.exe resides. A default config file will also be created in the same manner as Unix.

--appendconfig PATH

Appends a different set of config files to the config file loaded in -c (or default). Multiple config files are delimited by ','. Every config file will be appended in order where the key-value pairs of the next config file takes priority over the old ones.

--subsystem SUBSYSTEM

Use a subsystem of the loaded libretro core. Multiple content files are loaded as multiple arguments. If content is skipped, use a blank ("") command line argument. Content must be loaded in an order which depends on the particular subsystem used. See verbose log output to learn how a particular subsystem wants content to be loaded.

--nodevice PORT, -N PORT

Disconnects an input device from port number PORT. Possible values for PORT are 1 to 8. This may be needed for some odd games to run properly. If set explicitly here, overrides config file for that port.

--dualanalog PORT, -A PORT

Connects a DualAnalog controller into port PORT. Possible values are 1 to 8. If set explicitly here, overrides config file for that port.

--device PORT:ID, -d PORT:ID

Connects a generic input device ID into port PORT. Possible values for port are 1 to 8. If set explicitly here, overrides config file for that port. ID is an unsigned number corresponding to the device for a libretro core.

--record PATH, -r PATH

Activates video recording of gameplay into PATH. Using .mkv extension is recommended. Codecs used are (FFV1 or H264 RGB lossless (x264))/FLAC, suitable for processing the material further.

--recordconfig PATH

Sets path to a config file for use during recording.

--size WIDTHxHEIGHT

Allows specifying the exact output width and height of recording. This option will override any configuration settings. The video input is scaled with point filtering before being encoded at the correct size.

--play-replay PATH, -P PATH

Play back a movie recorded in the .replay format. Cart ROM and movie file need to correspond. It also requires to play back with the same libretro backend that was used for recording.

--record-replay PATH, -R PATH

Start recording a .replay video to PATH immediately after startup.

--sram-mode MODE, -M MODE

MODE designates how to handle SRAM. The format of the second parameter is {no,}load-{no,}save. These two boolean values tell if SRAM loading and SRAM saving should take place. Note that noload-save implies that the SRAM will be overwritten with new data.

--verbose, -v

Activates verbose logging.

--host, -H

Be the host of netplay. Waits until a user connects. The host will always assume user 1.

--connect SERVER, -C SERVER

Connect to a host of netplay. Will always assume user 2.

--frames FRAMES, -F FRAMES

Sync frames to use when using netplay. More frames allow for more latency, but requires more CPU power. Set FRAMES to 0 to have perfect sync. 0 frames is only suitable for LAN. Defaults to 0.

--port PORT

Network port used for netplay. This defaults to 55435. This option affects both TCP and UDP.

--spectate

If netplay is used, it will go into a spectator mode. Spectator mode allows one host to live stream game playback to multiple clients. Essentially, clients receive a live streamed replay movie file. Clients can connect and disconnect at any time. Clients thus cannot interact as user 2. For spectating mode to work, both host and clients will need to use this flag.

--command CMD

Sends a command over UDP to an already running RetroArch application, and exit. The command is formatted as "COMMAND;HOST;PORT". HOST and PORT are both optional. "COMMAND;HOST" will set PORT to "network_cmd_port" default setting. If only "COMMAND" is used, HOST and PORT will be assumed to be "localhost" and "network_cmd_port" respectively. The available commands are listed if "COMMAND" is invalid.

--nick NICK

Pick a nickname for use with netplay. This is purely cosmetic, and only serves to help users identify each other.

--ups PATCH, -U PATCH

Attempts to apply an UPS patch to the current content image. No files are altered. If this flag is not specified, RetroArch will look for a .ups file with same basename as content specified.

--bps PATCH

Attempts to apply a BPS patch to the current content image. No files are altered. If this flag is not specified, RetroArch will look for a .bps file with same basename as content specified.

--ips PATCH

Attempts to apply a IPS patch to the current content image. No files are altered. If this flag is not specified, RetroArch will look for a .ips file with same basename as content specified. Note that RetroArch cannot perform any error checking if patching was successful due to how IPS works.

--xdelta PATCH

Attempts to apply an Xdelta patch to the current content image. No files are altered. If this flag is not specified, RetroArch will look for a .xdelta file with same basename as content specified. Only available if RetroArch was built with Xdelta support.

--no-patch

Disables all kinds of content patching.

-D, --detach

Detach from the current console. This is currently only relevant for Microsoft Windows.


title: retroarch-cg2glsl(6)

summary: Shader converter.

text:
# retroarch-cg2glsl(6)

## NAME
retroarch-cg2glsl - Shader converter.

## SYNOPSIS
retroarch-cg2glsl [Cg file] [GLSL file output]

retroarch-cg2glsl [Cg directory] [GLSL directory output]

## DESCRIPTION
retroarch-cg2glsl converts Cg shaders to GLSL shaders. It can convert single shaders as well as whole folder structures in batch. 100% compatibility is not guaranteed, but almost all shaders should work fine. Cg presets (.cgp) are not converted at the moment, but converting them is as simple as copying over the .cgp, rename it to .glslp and replace references to .cg files to .glsl.

Requires Python 3 and cgc (nvidia-cg-toolkit) 3.1.

## EXAMPLE COMMANDLINES
Convert a Cg shader to GLSL shader

retroarch-cg2glsl prog.cg(p) prog.glsl(p)

Convert a Cg directory to GLSL directory

retroarch-cg2glsl cg-dir out-xml-shader-dir


robotfindskitten

package: robotfindskitten

title: robotfindskitten(6)

text:
# robotfindskitten(6)

## NAME
robotfindskitten - help robot find kitten

## SYNOPSIS
robotfindskitten [ -n number ] [ -s seed ] [ -f filename ]

## DESCRIPTION
In this game, you are robot ( # ). Your job is to find kitten. This task is complicated by the existence of various things which are not kitten (collectively known as Non Kitten Items or NKIs). Robot must touch items to determine if they are kitten or not. The game ends when robot finds kitten.

You can move robot with the arrow keys, the EMACS keys (^N, ^P, ^B and ^F for down, up, left and right), the keypad keys (all 8 directions), and the nethack keys (all 8 directions; hjklyubn is left, down, up, right, up-left, up-right, down-left and down-right).

You can press Ctrl-L at any time to redraw the screen. You can press q at any time to quit. A good old-fashioned Ctrl-C quits too.

## OPTIONS
You can optionally specify the number of Non Kitten Items to use with the -s option. The default is 20.

You can set the random-number seed, normally initialized from the system clock, with the -t option. This may be useful for debugging.

You can supply an arbitrary file from which to draw NKIs using the -f option.

## FILES
robotfindskitten(6) reads all of the files in the ~/.robotfindskitten and /usr/share/games/robotfindskitten directories. Each line of each file matching *.nki becomes the description of a Non Kitten Item. Lines beginning with '#' or '%' are ignored. This allows comments to be used in nki files and allows fortune(6) files to be used.

## ENVIRONMENT
robotfindskitten(6) uses the HOME environment variable to find the ~/.robotfindskitten directory.

## EXIT STATUS
The exit status is 0 if robot found kitten; 1 if you quit or there was a problem; and the signal number if robotfindskitten(6) exits gracefully due to a signal.

## A FINAL THOUGHT
Day and night I feverishly worked upon the machine, creating both a soul which could desire its goal, and a body with which it could realize it. Many who saw my creation called it an abomination, and denied me grant money. But they could not dissuade me from my impossible task. It was a spectre that tormented me always, a ghost I had to give a form and a life, lest it consume me from the inside. And when at last my task was done, when the grey box on wheels was complete and when it, as well as I, knew what had to be done, I felt deep sympathy for the machine. For I had not destroyed the phantom, but merely exorcized it into another body. The robot knew not why this task had to be performed, for I could not imbue it with knowledge I did not myself posess. And at the same time, I felt a sweeping sense of relief sweep over me, that somehow, the dream that had driven me for my entire life had come one step closer to fruition.

"Gort, Klaatu Verada Nikto"

As I vocally activated the robot, I realized that it was following my instructions, but not out of any desire to obey me. Had I remained silent, it would have performed exactly the same operations. We were two beings controlled by the same force now. And yet, seeking vainly to hold some illusion of control over the machine I thought I had created, I gave my final command.

"GO!" I told the box as it began to roll out of my workshop into the frozen desert beyond. "FIND KITTEN!"

-- The Book of Found Kittens, pages 43-4, author unknown

## SEE ALSO
robotfindskitten web page: http://robotfindskitten.org/

sourceforge page: http://sourceforge.net/projects/rfk/

## AUTHORS
robotfindskitten was originally written by Leonard Richardson <leonardr@segfault.org> for DOS in 1997. He rewrote it for Linux in 1999. Since then robotfindskitten has been ported and/or rewritten for countless other platforms. The current POSIX code is based on code originally written by Alexey Toptygin <alexeyt@freeshell.org>.

The POSIX development team consists of:

Alexey Toptygin

David Griffith

Eric S. Raymond

Leonard Richardson

George Moffitt

Jake Berendes

Lukas Eklund

Neale Pickett

Nick Moffitt

Peter A. Peterson II

Phil Ulrich (Mac OS X)

Ryan Finnie (Debian Maintainer)

Sean Neakums


rogue

package: rogue

title: rogue(6)

summary: Exploring The Dungeons of Doom

text:
# rogue(6)

## NAME
rogue - Exploring The Dungeons of Doom

## SYNOPSIS
rogue [ -r ] [ save_file ] [ -s ] [ -d ]

## DESCRIPTION
Rogue is a computer fantasy game with a new twist. It is crt oriented and the object of the game is to survive the attacks of various monsters and get a lot of gold, rather than the puzzle solving orientation of most computer fantasy games.

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

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

When the game ends, either by your death, when you quit, or if you (by some miracle) manage to win, rogue will give you a list of the top-ten scorers. The scoring is based entirely upon how much gold you get. There is a 10% penalty for getting yourself killed.

If save_file is specified, rogue will be restored from the specified saved game file. If the -r option is used, the save game file is presumed to be the default.

The -s option will print out the list of scores.

The -d option will kill you and try to add you to the score file.

For more detailed directions, read the document A Guide to the Dungeons of Doom.

## AUTHORS
Michael C. Toy, Kenneth C. R. C. Arnold, Glenn Wichman

## FILES
/var/lib/games/roguelike/rogue54.scr Score file

~/rogue.save Default save file

## SEE ALSO
Michael C. Toy and Kenneth C. R. C. Arnold, A guide to the Dungeons of Doom

## BUGS
Probably infinite (although countably infinite). However, that Ice Monsters sometimes transfix you permanently is not a bug. It's a feature.


russian-doom

package: russian-doom

title: russian-doom(6)

text:
# russian-doom(6)

## NAME
Russian Doom

## SYNOPSIS
russian-doom [OPTIONS]

## DESCRIPTION
Russian Doom is limit-removing source port of Id Software's 1993 game "Doom". It has numerous vanilla bug fixes, enhanced 640x400 display resolution, improved game palettes and offers many optional aesthetic game enhancements along with maximum possible translation to the Russian language.

For more information, visit https://github.com/Russian-Doom/russian-doom/wiki

## OPTIONS
-h, --help

Show this help message

--Version

Show version information

-lang <lang>

Force specified language before config file is loaded and ignoring the value from it. Language can be changed later in the Options menu. Valid values are: 'en', 'ru'

-iwad <path>

Specify an IWAD file. <path> can be absolute or relative to one of the WAD search locations

-file <path> ...

Load the given PWAD(s). <path> can be absolute or relative to one of the WAD search locations

-deh <path> ...

Load the given dehacked patch(es). <path> can be absolute or relative to one of the WAD search locations

-nocheats

Ignore cheats in dehacked files

-nodeh, -nodehlump

Don't load DEHACKED lumps from WADs

-nwtmerge <path> ...

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

-af <path> ...

Simulates the behavior of NWT's -af option, merging flats into the main IWAD. Multiple files may be specified

-as <path> ...

Simulates the behavior of NWT's -as option, merging sprites into the main IWAD. Multiple files may be specified

-aa <path> ...

Equivalent to '-af <paths> -as <paths>'

-autoloadroot <dir>

Specify root directory for autoload

-noautoload

Disable auto-loading of WAD files

-response <path>

Load extra command line arguments from the given response file

-gus_patches <dir>

Specify GUS patches location

-config <path>

Load configuration from the specified file, instead of the default

-savedir <dir>

Specify directory for savegames

-loadgame <slot>

Load the game in savegame <slot>

-skill <skill>

Set the game skill, 1-6 (1: easiest, 6: hardest). A skill of 0 disables all monsters

-map, -warp {<x> [<y>] | E<x>M<y>}

Start a game immediately, warping to level E<x>M<y> (Doom 1) (default y = 1)

-map, -warp {<x> | MAP<x>}

Start a game immediately, warping to level MAP<x> (Doom 2)

-episode <n>

Start playing on episode <n> (1-3, 1-4 for \'The Ultimate Doom\', episode 5 available if non-compat version of SIGIL.WAD is loaded)

-nomonsters

Disable monsters

-respawn

Monsters respawn after being killed

-fast

Monsters move faster

-coop_spawns

Single player game with additional spawns as in cooperative netgame

-turbo [<x>]

Turbo mode. The player's speed is multiplied by [x]%%. If unspecified, <x> defaults to 200. Values are rounded up to 10 and down to 400

-vanilla

Activate vanilla gameplay mode. All optional enhancements will be disabled without modifying configuration files

-beta

Emulate Press Beta Doom version

-jaguar

Emulate Atari Jaguar Doom version

-pack <pack>

Explicitly specify a Doom II \'mission pack\' to run as, instead of detecting it based on the file name. Valid values are: 'doom2', 'tnt' and 'plutonia'

-gameversion <version>

Emulate a specific version of Doom. Valid values are '1.2', '1.666', '1.7', '1.8', '1.9', 'ultimate', 'doomse', 'final', 'final2'

-complevel <n>

Toggle various bug fixes and enhanced features for maximum compatibility with other (related) source ports. Valid values are: '0' - Doom v1.2, '1' - Doom v1.666, '2' - Doom v1.9, '3' - Ultimate Doom, '4' - Final Doom

-mb <size>

Specify the heap <size>, in MiB (default '16')

-setmem <version>

Specify DOS version to emulate for NULL pointer dereference emulation. Supported versions are: 'dos622', 'dos71', 'dosbox'. The default is to emulate DOS 7.1 (Windows 98)

-donut <x> <y>

Use the specified magic values when emulating behavior caused by memory overruns from improperly constructed donuts. In Vanilla Doom this can differ depending on the operating system. The default is to emulate the behavior when running under Windows 98

-reject_pad_with_ff

Pad remaining space of the REJECT lump with 0xff

-blockmap

(re-)create BLOCKMAP if necessary

-mmap

Use the OS's virtual memory subsystem to map WAD files directly into memory

-fullscreen

Run in fullscreen mode

-window, -nofullscreen

Run in a window

-width <W>

Specify the screen width, in pixels. Height is determent automatically. Implies '-window'

-height <H>

Specify the screen height, in pixels. Width is determent automatically. Implies '-window'

-geometry <W>x<H>

Specify the dimensions of the window. Implies '-window'

-1

Don't scale up the screen. Implies '-window'

-2

Double up the screen to 2x its normal size. Implies '-window'

-3

Double up the screen to 3x its normal size. Implies '-window'

-devparm

Show console window and log more debug info

-nogui

Don't show error message dialog box

-nosound

Disable all sound output

-nosfx

Disable sound effects

-nomusic

Disable music

-noblit

Disable blitting the screen

-nomouse

Disable the mouse

-nograbmouse

Don't grab the mouse when running in windowed mode

-playdemo <demo>

Play back the demo named <demo>.lmp. Demo lumps in working directory have priority over ones from wad files

-timedemo <demo>

Play back the demo named <demo>.lmp with uncapped tic rate. Demo lumps in working directory have priority over ones from wad files

-nodraw

Disable rendering the screen entirely in -timedemo mode

-record <demo>

Record demo to file <demo>.lmp stored into working directory

-maxdemo <size>

Specify the demo buffer size (KiB)

-strictdemos

When recording or playing back demos, disable any extensions of the vanilla demo format - record demos as vanilla would do, and play back demos as vanilla would do

-statdump <file>

Dump statistics information of the levels that were played to the specified <file>. The output from this option matches the output from statdump.exe. If '-' provided as <file> argument, statistics will be printed to console

-longtics

Record or playback a demo with high resolution turning

-shorttics

Play with low turning resolution to emulate demo recording

-autojoin

Automatically search the local LAN for a multiplayer server and join it

-connect <address>

Connect to a multiplayer server running on the given <address>

-drone

Join the server as an observer client

-solo-net

Start the game playing as though in a netgame with a single player. This can also be used to play back single player netgame demos

-server

Start a multiplayer server, listening for connections

-privateserver

When running a server, don't register with the chocolate-doom global master server. Implies -server

-dedicated

Start a dedicated server, routing packets but not participating in the game itself

-port <port>

Use the specified UDP <port> for communications (default '2342')

-servername <name>

When starting a network server, specify a <name> for the server

-nodes <n>

Autostart the netgame when <n> clients have joined the server

-ignoreversion

When running a netgame server, ignore version mismatches between the server and the client. Using this option may cause game desyncs to occur, or differences in protocol may mean the netgame will simply not function at all

-newsync

Use new network client sync code rather than the classic sync code. This is disabled by default because it has some bugs

-extratics <n>

Send <n> extra tics in every packet as insurance against dropped packets

-dup <n>

Reduce the resolution of turning by a factor of <n>, reducing the amount of network bandwidth needed

-avg

Austin Virtual Gaming: Levels will end after 20 minutes

-deathmatch

Start a deathmatch game

-altdeath

Start a deathmatch 2.0 game. Weapons do not stay in place and all items respawn after 30 seconds

-dm3

Start a deathmatch 3.0 game. Weapons stay in place and all items respawn after 30 seconds

-timer <n>

For multiplayer games: exit each level after <n> minutes

-left

Run as the left screen in three screen mode

-right

Run as the right screen in three screen mode

-search

Query the chocolate-doom Internet master server for a global list of active servers

-query <address>

Query the status of the server running on the given IP <address>

-localsearch

Search the local LAN for running servers

## FILES
$HOME/.local/share/russian-doom/russian-doom.ini

The configuration file for russian-doom.

## AUTHORS
Russian Doom is maintained by Leonid Murin (Dasperal). It is based on the Chocolate Doom by Simon Howard and Crispy Doom by Fabian Greffrath, with significant additions from Doom Retro by Brad Harding.

## COPYRIGHT
Copyright © id Software Inc. Copyright © 2005-2016 Simon Howard. Copyright © 2016–2023 Julian Nechaevsky. Copyright © 2020–2023 Leonid Murin (Dasperal).

This is free software. You may redistribute copies of it under the terms of the GNU General Public License v2.0 https://www.gnu.org/licenses/old-licenses/gpl-2.0.html. There is NO WARRANTY, to the extent permitted by law.


russian-heretic

package: russian-heretic

title: russian-heretic(6)

text:
# russian-heretic(6)

## NAME
Russian Heretic

## SYNOPSIS
russian-heretic [OPTIONS]

## DESCRIPTION
Russian Heretic is limit-removing source port of Raven Software's 1994 game "Heretic" It has numerous vanilla bug fixes, enhanced 640x400 display resolution, improved game palettes and offers many optional aesthetic game enhancements along with maximum possible translation to the Russian language.

For more information, visit https://github.com/Russian-Doom/russian-doom/wiki

## OPTIONS
-h, --help

Show this help message

--Version

Show version information

-lang <lang>

Force specified language before config file is loaded and ignoring the value from it. Language can be changed later in the Options menu. Valid values are: 'en', 'ru'

-iwad <path>

Specify an IWAD file. <path> can be absolute or relative to one of the WAD search locations

-file <path> ...

Load the given PWAD(s). <path> can be absolute or relative to one of the WAD search locations

-deh <path> ...

Load the given dehacked patch(es). <path> can be absolute or relative to one of the WAD search locations

-nocheats

Ignore cheats in dehacked files

-nwtmerge <path> ...

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

-af <path> ...

Simulates the behavior of NWT's -af option, merging flats into the main IWAD. Multiple files may be specified

-as <path> ...

Simulates the behavior of NWT's -as option, merging sprites into the main IWAD. Multiple files may be specified

-aa <path> ...

Equivalent to '-af <paths> -as <paths>'

-autoloadroot <dir>

Specify root directory for autoload

-noautoload

Disable auto-loading of WAD files

-response <path>

Load extra command line arguments from the given response file

-gus_patches <dir>

Specify GUS patches location

-config <path>

Load configuration from the specified file, instead of the default

-savedir <dir>

Specify directory for savegames

-loadgame <slot>

Load the game in savegame <slot>

-skill <skill>

Set the game skill, 1-6 (1: easiest, 6: hardest). A skill of 0 disables all monsters

-map, -warp {<x> <y> | E<x>M<y>}

Start a game immediately, warping to level E<x>M<y>

-episode <n>

Start playing on episode <n> (1-3, 1-5 for \'Shadow of the Serpent Riders\')

-nomonsters

Disable monsters

-respawn

Monsters respawn after being killed

-fast

Monsters move faster

-coop_spawns

Single player game with additional spawns as in cooperative netgame

-vanilla

Activate vanilla gameplay mode. All optional enhancements will be disabled without modifying configuration files

-hhever <version>

Select the Heretic version number that was used to generate the HHE patch to be loaded. Patches for each of the Vanilla Heretic versions ('1.0', '1.2', '1.3') can be loaded, but the correct version number must be specified

-mb <size>

Specify the heap <size>, in MiB (default '16')

-setmem <version>

Specify DOS version to emulate for NULL pointer dereference emulation. Supported versions are: 'dos622', 'dos71', 'dosbox'. The default is to emulate DOS 7.1 (Windows 98)

-reject_pad_with_ff

Pad remaining space of the REJECT lump with 0xff

-blockmap

(re-)create BLOCKMAP if necessary

-mmap

Use the OS's virtual memory subsystem to map WAD files directly into memory

-fullscreen

Run in fullscreen mode

-window, -nofullscreen

Run in a window

-width <W>

Specify the screen width, in pixels. Height is determent automatically. Implies '-window'

-height <H>

Specify the screen height, in pixels. Width is determent automatically. Implies '-window'

-geometry <W>x<H>

Specify the dimensions of the window. Implies '-window'

-1

Don't scale up the screen. Implies '-window'

-2

Double up the screen to 2x its normal size. Implies '-window'

-3

Double up the screen to 3x its normal size. Implies '-window'

-devparm

Show console window and log more debug info

-nogui

Don't show error message dialog box

-nosound

Disable all sound output

-nosfx

Disable sound effects

-nomusic

Disable music

-noblit

Disable blitting the screen

-nomouse

Disable the mouse

-nograbmouse

Don't grab the mouse when running in windowed mode

-ravpic

Take screenshots when F1 is pressed

-playdemo <demo>

Play back the demo named <demo>.lmp. Demo lumps in working directory have priority over ones from wad files

-timedemo <demo>

Play back the demo named <demo>.lmp with uncapped tic rate. Demo lumps in working directory have priority over ones from wad files

-record <demo>

Record demo to file <demo>.lmp stored into working directory

-recordfrom <slot> <demo>

Load the game in savegame <slot> and start recording demo to file <demo>.lmp stored into working directory. Equivalent to '-loadgame <slot> -record <demo>'

-maxdemo <size>

Specify the demo buffer size (KiB)

-strictdemos

When recording or playing back demos, disable any extensions of the vanilla demo format - record demos as vanilla would do, and play back demos as vanilla would do

-demoextend

Record or playback a demo without automatically quitting after either level exit or player respawn

-longtics

Record or playback a demo with high resolution turning

-shortticfix

Smooth out low resolution turning when recording a demo

-autojoin

Automatically search the local LAN for a multiplayer server and join it

-connect <address>

Connect to a multiplayer server running on the given <address>

-drone

Join the server as an observer client

-solo-net

Start the game playing as though in a netgame with a single player. This can also be used to play back single player netgame demos

-server

Start a multiplayer server, listening for connections

-privateserver

When running a server, don't register with the chocolate-doom global master server. Implies -server

-port <port>

Use the specified UDP <port> for communications (default '2342')

-servername <name>

When starting a network server, specify a <name> for the server

-nodes <n>

Autostart the netgame when <n> clients have joined the server

-ignoreversion

When running a netgame server, ignore version mismatches between the server and the client. Using this option may cause game desyncs to occur, or differences in protocol may mean the netgame will simply not function at all

-newsync

Use new network client sync code rather than the classic sync code. This is disabled by default because it has some bugs

-extratics <n>

Send <n> extra tics in every packet as insurance against dropped packets

-dup <n>

Reduce the resolution of turning by a factor of <n>, reducing the amount of network bandwidth needed

-deathmatch

Start a deathmatch game

-timer <n>

For multiplayer games: exit each level after <n> minutes

## FILES
$HOME/.local/share/russian-doom/russian-heretic.ini

The configuration file for russian-heretic.

## AUTHORS
Russian Doom is maintained by Leonid Murin (Dasperal). It is based on the Chocolate Doom by Simon Howard and Crispy Doom by Fabian Greffrath, with significant additions from Doom Retro by Brad Harding.

## COPYRIGHT
Copyright © id Software Inc. Copyright © 2005-2016 Simon Howard. Copyright © 2016–2023 Julian Nechaevsky. Copyright © 2020–2023 Leonid Murin (Dasperal).

This is free software. You may redistribute copies of it under the terms of the GNU General Public License v2.0 https://www.gnu.org/licenses/old-licenses/gpl-2.0.html. There is NO WARRANTY, to the extent permitted by law.


russian-hexen

package: russian-hexen

title: russian-hexen(6)

text:
# russian-hexen(6)

## NAME
Russian Hexen

## SYNOPSIS
russian-hexen [OPTIONS]

## DESCRIPTION
Russian Hexen is limit-removing source port of Raven Software's 1995 game "Hexen" It has numerous vanilla bug fixes, enhanced 640x400 display resolution, improved game palettes and offers many optional aesthetic game enhancements along with maximum possible translation to the Russian language.

For more information, visit https://github.com/Russian-Doom/russian-doom/wiki

## OPTIONS
-h, --help

Show this help message

--Version

Show version information

-lang <lang>

Force specified language before config file is loaded and ignoring the value from it. Language can be changed later in the Options menu. Valid values are: 'en', 'ru'

-iwad <path>

Specify an IWAD file. <path> can be absolute or relative to one of the WAD search locations

-file <path> ...

Load the given PWAD(s). <path> can be absolute or relative to one of the WAD search locations

-nwtmerge <path> ...

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

-af <path> ...

Simulates the behavior of NWT's -af option, merging flats into the main IWAD. Multiple files may be specified

-as <path> ...

Simulates the behavior of NWT's -as option, merging sprites into the main IWAD. Multiple files may be specified

-aa <path> ...

Equivalent to '-af <paths> -as <paths>'

-scripts <path>

Specify <path> to level scripts. Development option

-autoloadroot <dir>

Specify root directory for autoload

-noautoload

Disable auto-loading of WAD files

-response <path>

Load extra command line arguments from the given response file

-gus_patches <dir>

Specify GUS patches location

-config <path>

Load configuration from the specified file, instead of the default

-savedir <dir>

Specify directory for savegames

-loadgame <slot>

Load the game in savegame <slot>

-skill <skill>

Set the game skill, 1-6 (1: easiest, 6: hardest). A skill of 0 disables all monsters

-class <n>

Specify player class: '0' - Fighter, '1' - Cleric, '2' - Mage, '3' - Pig

-map, -warp [<x>]

Start a game immediately, warping to level with hxvisit <x> (default '1')

-map, -warp MAP<x>

Start a game immediately, warping to level with map number <x>

-nomonsters

Disable monsters

-respawn

Monsters respawn after being killed

-fast

Monsters move faster

-vanilla

Activate vanilla gameplay mode. All optional enhancements will be disabled without modifying configuration files

-v10override

Disable the check for the v1.0 IWAD file, even though it will almost certainly cause the game to crash

-mb <size>

Specify the heap <size>, in MiB (default '16')

-setmem <version>

Specify DOS version to emulate for NULL pointer dereference emulation. Supported versions are: 'dos622', 'dos71', 'dosbox'. The default is to emulate DOS 7.1 (Windows 98)

-blockmap

(re-)create BLOCKMAP if necessary

-mmap

Use the OS's virtual memory subsystem to map WAD files directly into memory

-fullscreen

Run in fullscreen mode

-window, -nofullscreen

Run in a window

-width <W>

Specify the screen width, in pixels. Height is determent automatically. Implies '-window'

-height <H>

Specify the screen height, in pixels. Width is determent automatically. Implies '-window'

-geometry <W>x<H>

Specify the dimensions of the window. Implies '-window'

-1

Don't scale up the screen. Implies '-window'

-2

Double up the screen to 2x its normal size. Implies '-window'

-3

Double up the screen to 3x its normal size. Implies '-window'

-devparm

Show console window and log more debug info

-nogui

Don't show error message dialog box

-nosound

Disable all sound output

-nosfx

Disable sound effects

-nomusic

Disable music

-noblit

Disable blitting the screen

-nomouse

Disable the mouse

-nograbmouse

Don't grab the mouse when running in windowed mode

-ravpic

Take screenshots when F1 is pressed

-playdemo <demo>

Play back the demo named <demo>.lmp. Demo lumps in working directory have priority over ones from wad files

-timedemo <demo>

Play back the demo named <demo>.lmp with uncapped tic rate. Demo lumps in working directory have priority over ones from wad files

-record <demo>

Record demo to file <demo>.lmp stored into working directory

-recordfrom <slot> <demo>

Load the game in savegame <slot> and start recording demo to file <demo>.lmp stored into working directory. Equivalent to '-loadgame <slot> -record <demo>'

-maxdemo <size>

Specify the demo buffer size (KiB)

-strictdemos

When recording or playing back demos, disable any extensions of the vanilla demo format - record demos as vanilla would do, and play back demos as vanilla would do

-demoextend

Record or playback a demo without automatically quitting after either level exit or player respawn

-longtics

Record or playback a demo with high resolution turning

-shortticfix

Smooth out low resolution turning when recording a demo

-autojoin

Automatically search the local LAN for a multiplayer server and join it

-connect <address>

Connect to a multiplayer server running on the given <address>

-drone

Join the server as an observer client

-solo-net

Start the game playing as though in a netgame with a single player. This can also be used to play back single player netgame demos

-server

Start a multiplayer server, listening for connections

-privateserver

When running a server, don't register with the chocolate-doom global master server. Implies -server

-port <port>

Use the specified UDP <port> for communications (default '2342')

-servername <name>

When starting a network server, specify a <name> for the server

-nodes <n>

Autostart the netgame when <n> clients have joined the server

-ignoreversion

When running a netgame server, ignore version mismatches between the server and the client. Using this option may cause game desyncs to occur, or differences in protocol may mean the netgame will simply not function at all

-newsync

Use new network client sync code rather than the classic sync code. This is disabled by default because it has some bugs

-extratics <n>

Send <n> extra tics in every packet as insurance against dropped packets

-dup <n>

Reduce the resolution of turning by a factor of <n>, reducing the amount of network bandwidth needed

-cmdfrag

Sent out a frag count packet on every kill

-deathmatch

Start a deathmatch game

-randclass

In deathmatch mode, change a player's class each time the player respawns

-timer <n>

For multiplayer games: exit each level after <n> minutes

## FILES
$HOME/.local/share/russian-doom/russian-hexen.ini

The configuration file for russian-hexen.

## AUTHORS
Russian Doom is maintained by Leonid Murin (Dasperal). It is based on the Chocolate Doom by Simon Howard and Crispy Doom by Fabian Greffrath, with significant additions from Doom Retro by Brad Harding.

## COPYRIGHT
Copyright © id Software Inc. Copyright © 2005-2016 Simon Howard. Copyright © 2016–2023 Julian Nechaevsky. Copyright © 2020–2023 Leonid Murin (Dasperal).

This is free software. You may redistribute copies of it under the terms of the GNU General Public License v2.0 https://www.gnu.org/licenses/old-licenses/gpl-2.0.html. There is NO WARRANTY, to the extent permitted by law.


scummvm

package: scummvm

title: scummvm(6)

text:
# scummvm(6)

## NAME
scummvm — adventure and role-playing game interpreter

## SYNOPSIS
scummvm

[OPTIONS] [GAME]

## DESCRIPTION
scummvm is an interpreter that will play numerous adventure and role-playing games based on a variety of game engines.

GAME is a short name of game to load. This can be either a built-in gameid (as given by --list-games), or a user-configured target (as given by --list-targets).

## OPTIONS
The meaning of most long options (that is, those options starting with a double-dash) can be inverted by prefixing them with no-. For example, --no-aspect-ratio will turn aspect ratio correction off. This is useful if you want to override a setting in the configuration file.

-a | --add

Add all games from current or specified (with --path=PATH) directory. If --game=ID is passed, only the game with id ID is added. See also --detect.

-b | --boot-param=NUM

Pass number NUM to the boot script, for games supporting this feature.

-c | --config=CONFIG

Use alternate configuration file path.

-d | --debuglevel[=NUM]

Enable and set debug verbosity level (default: 0).

-e | --music-driver=MODE

Select music driver: adlib

Internal AdLib emulation.

alsa

Output using ALSA sequencer device.

core

CoreAudio sound (macOS).

coremidi

CoreMIDI sound (macOS).

fluidsynth

FluidSynth MIDI emulation.

mt32

Internal MT-32 emulation.

null

Null output. Don't play any music.

pcjr

Internal PCjr emulation.

pcspk

Internal PC Speaker emulation.

seq

Use /dev/sequencer for MIDI (some Unix systems).

sndio

Use sndio MIDI.

timidity

Connect to TiMidity++ MIDI server.

towns

Internal FM-TOWNS YM2612 emulation (only usable in SCUMM FM-TOWNS games). Use only if you have a hardware MIDI synthesizer.

windows

Windows built-in MIDI sequencer (Windows).

-F | --no-fullscreen

Force windowed mode.

-f | --fullscreen

Force full-screen mode.

-g | --gfx-mode=MODE

Select graphics mode (opengl, surfacesdl).

-h | --help

Display a brief help text, and exit.

-i | --initial-cfg=CONFIG

Load an initial configuration file if no configuration file has been saved yet.

-l | --logfile=PATH

Use alternate path for log file.

-m | --music-volume=NUM

Set the music volume, 0–255 (default: 192).

-n | --[no-]subtitles

Enable subtitles (for games that have voice).

-p | --path=PATH

Set the path to where the game is installed.

-q | --language=LANG

Select game's language: ar

Arabic (Modern Standard)

bg

Bulgarian

ca

Catalan

zh

Chinese (Generic)

cn

Chinese (Simplified)

tw

Chinese (Traditional)

hr

Croatian

cs

Czech

da

Danish

nl

Dutch

en

English (Generic, default)

gb

English (Great Britain)

us

English (US)

et

Estonian

fi

Finnish

be

Flemish

fr

French

de

German

el

Greek

he

Hebrew

hu

Hungarian

it

Italian

ja

Japanese

ko

Korean

lv

Latvian

nb

Norwegian (Bokmål)

fa

Persian

pl

Polish

br

Portuguese (Brazil)

pt

Portuguese (Portugal)

ru

Russian

sr

Serbian

sk

Slovak

es

Spanish

se

Swedish

tr

Turkish

uk

Ukrainian

-r | --speech-volume=NUM

Set the voice volume, 0–255 (default: 192).

-s | --sfx-volume=NUM

Set the SFX volume, 0–255 (default: 192).

-t | --list-targets

Display list of user-configured game targets, and exit.

-u | --dump-scripts

Enable script dumping if a directory called dumps exists in the current directory.

-v | --version

Display ScummVM version information, and exit.

-x | --save-slot[=SLOT]

Set the saved game slot to load (default: 0 = autosave).

-z | --list-games

Display list of supported games, and exit.

--[no-]alt-intro

Toggle alternative intro for CD versions of Beneath a Steel Sky and Flight of the Amazon Queen (default: disabled).

--[no-]aspect-ratio

Toggle aspect ratio correction.

--auto-detect

Display a list of games from current or specified directory, and start the first one. Use --path=PATH to specify a directory.

--cdrom=DRIVE

Set the drive to play CD audio from; can either be a drive, path, or numeric index (default: 0 = best choice drive).

--[no-]copy-protection

Enable copy protection in games, when ScummVM disables it by default.

--[no-]dirtyrects

Toggle dirty rectangles optimisation in software renderer (default: enabled).

--debug-channels-only

Show only the specified debug channels.

--debugflags=FLAGS

Enable engine specific debug flags (separated by commas).

--[no-]demo-mode

Toggle demo mode of Maniac Mansion or The 7th Guest (default: disabled).

--detect

Display a list of games with their ID from current or specified directory without adding it to the configuration file. Use --path=PATH to specify a directory.

--dump-midi

Dump MIDI events to dump.mid (overwriting it), until quitting from game.

--enable-gs

Enable patch mappings to emulate an MT-32 on a Roland GS device for MIDI playback.

--engine=ID

In combination with --list-games, --list-all-games, --list-targets, or --stats, only list games for this engine. Multiple engines can be listed separated by a coma.

--engine-speed=NUM

Set frame per second limit (0–100) for 3D games, 0 = no limit (default: 60).

--[no-]exit

In combination with commands that exit after running, like --add or --list-engines, toggle opening the launcher instead of exiting.

--extrapath=PATH

Set the extra path to additional game and ScummVM data.

--[no-]filtering

Force filtered/unfiltered graphics mode. Filtered graphics mode uses bilinear interpolation while unfiltered graphics mode uses nearest neighbor.

--game=ID

In combination with --add or --detect, only add or attempt to detect the game with id ID.

--gui-theme=THEME

Select a GUI theme, as given by --list-themes.

--joystick[=NUM]

Enable joystick input (default: 0 = first joystick).

--iconspath=PATH

Set the path to additional icons for the launcher grid view.

--list-all-debugflags

Display list of all engine debugflags, and exit.

--list-all-engines

Display list of all detection engines, and exit.

--list-all-games

Display list of all detected games, and exit.

--list-audio-devices

List all available audio devices, and exit.

--list-debugflags[=ENGINE]

Display list of engine specified debugflags, and exit. If the ENGINE argument is “global”, or if it is not specified, list global debugflags.

--list-engines

Display list of supported engines, and exit.

--list-saves

Display a list of saved games for the target specified with --game=TARGET, or all targets if none is specified, and exit.

--list-themes

Display list of all usable GUI themes, and exit.

--md5

Show MD5 hash of the file given by --md5-path=PATH. If --md5-length=NUM is passed, then show the MD5 hash of the first (if positive) or last (if negative) NUM bytes of the file given by PATH. If --md5-engine=ENGINE_ID is passed, fetch the MD5 length automatically, overriding --md5-length.

--md5mac

Like --md5, but for old Macintosh files. Show MD5 hash for both the resource fork and data fork of the file.

--midi-gain=NUM

Set the gain for MIDI playback, 0–1000 (default: 100). Only supported by some MIDI drivers.

--multi-midi

Enable combination of AdLib and native MIDI.

--native-mt32

Tell ScummVM that the MIDI device is an actual Roland MT-32 or compatible device. This disables any GM emulation.

--opl-driver=DRIVER

Select AdLib (OPL) emulator (alsa, db, mame, nuked, opl2lpt).

--output-channels=RATE

Set output channel count (e.g. 2 for stereo).

--output-rate=RATE

Set output sample rate in Hz (e.g. 22050).

--platform=PLATFORM

Specify platform of game (2gs, 3do, acorn, amiga, android, apple2, atari, atari8, beos, c64, cdi, coco, coco3, cpc, fmtowns, ios, linux, macintosh, macintosh2, megadrive, nes, os2, pc, pc98, pce, pippin, playstation, playstation2, ppc, saturn, segacd, shockwave, ti994, wii, windows, xbox, zx).

--random-seed=NUM

Set the random seed number used to initialize entropy.

--[no-]recursive

In combination with --add or --detect, recurse down all subdirectories (default: disabled).

--render-mode=MODE

Enable additional render modes (2gs, amiga, atari, c64, cga, cgaBW, cgaComp, cpc, ega, fmtowns, hercAmber, hercGreen, macintosh, macintoshbw, pc9801, pc9821, vga, zx).

--renderer=RENDERER

Select 3D renderer (opengl, opengl_shaders, software).

--savepath=PATH

Specify where saved games are stored.

--scale-factor=FACTOR

Set the factor to scale the graphics by.

--scaler=MODE

Select graphics scaler (normal, hq, edge, advmame, sai, supersai, supereagle, pm, dotmatrix, tv2x).

--screenshotpath=PATH

Specify path where screenshot files are created.

--[no-]show-fps

Toggle FPS info in 3D games.

--soundfont=FILE

Select the SoundFont for MIDI playback (only supported by some MIDI drivers).

--start-movie=NAME@NUM

Start movie at frame for Director. Either argument can be specified without the other.

--stats

Display statistics about engines and games, and exit.

--stretch-mode=MODE

Select stretch mode (center, even-pixels, fit, fit_force_aspect, pixel-perfect, stretch).

--talkspeed=NUM

Set talk delay for SCUMM games, or talk speed for other games.

--tempo=NUM

Set music tempo (in percent, 50–200) for SCUMM games (default: 100).

--themepath=PATH

Set the path to GUI themes.

--window-size=W,H

Set the window size to the specified dimensions (OpenGL only).

## INGAME HOTKEYS
Ctrl-F5

Display the Global Menu

Cmd-q

Quit (macOS)

Ctrl-q

Quit (Most platforms)

Ctrl-u

Mute all sounds

Ctrl-m

Toggle mouse capture

Ctrl-Alt 1-8

Switch between graphics filters

Ctrl-Alt +

Increase scale factor

Ctrl-Alt -

Decrease scale factor

Ctrl-Alt a

Toggle aspect-ratio correction

Ctrl-Alt f

Toggle graphics filtering

Ctrl-Alt s

Cycle through scaling modes

Alt-Enter

Toggle full screen/windowed mode

Alt-s

Take a screenshot

Ctrl-F7

Open virtual keyboard (if available). This can also be triggered by a long press of the middle mouse button or wheel

Ctrl-Alt d

Open the ScummVM debugger

There are many more game-specific hotkeys. See: https://wiki.scummvm.org/index.php?title=Category:Supported_Games

## ENVIRONMENT
SCUMMVM_MIDI

The sequencer device to use with the ‘seq’ MIDI driver.

SCUMMVM_MIDIPORT

The number of the sequencer to use when using the ‘seq’ MIDI driver.

SCUMMVM_PORT

The ALSA port to open for output when using the ‘alsa’ MIDI driver.

SCUMMVM_SAVEPATH

Override the default save path (POSIX systems).

## FILES
$HOME/.config/scummvm/scummvm.ini

Configuration file on most Unix systems. XDG environment variables take precedence, if defined.

$HOME/Library/Preferences/ScummVM Preferences

Configuration file on macOS.

## EXAMPLES
Running the built-in game launcher:

$ scummvm

Running Day of the Tentacle, specifying the path:

$ scummvm -p /usr/local/share/games/tentacle scumm:tentacle

Running The Dig with advmame2x filter and subtitles (with the dig-steam target already defined in the configuration file):

$ scummvm --scaler=advmame --scale-factor=2 -n dig-steam

Running the Italian version of Maniac Mansion fullscreen, from the content of the current directory:

$ scummvm -q it -f scumm:maniac

## SEE ALSO
https://docs.scummvm.org

## AUTHORS
ScummVM was written by the ScummVM team. See AUTHORS file for more information.


sopwith

title: sopwith(6)

summary: classic aerial combat shoot em up game

text:
# sopwith(6)

## NAME
sopwith - classic aerial combat shoot em up game

## SYNOPSIS
sopwith [ -n | -s | -c | -l | -j host ] [-f] [-glevel] [-m filename] [-q]

## DESCRIPTION
Sopwith is a modern port of the classic 1980s shoot 'em up game of the same name. The game has a World War I aviation theme. The object of Sopwith is to destroy all enemy targets with a somewhat limited airforce.

It can be played both in single player and multiplayer mode over a TCP/IP network.

Sopwith looks for a configuration file in the user's home directory at ~/.local/share/SDL Sopwith/sopwith.cfg; the configuration file is only generated after the user changes one of the settings from the in-game options menu. Details about the contents of this file can be found in sopwith.cfg(5).

## OPTIONS
-n

Start a single player game in novice mode. In novice mode there are no oxen or birds, you have infinite ammo and bombs, and it is not possible to stall the plane. This is a good option if you are new to the game, or if you're just interested in more casual gameplay without so much of a challenge.

-s

Start a single player in expert mode

-c

Start a single player vs. computer game

-l

Start a network game listening for a network connection. See the section "MULTIPLAYER SERVERS" below for more details.

-p

Use a different TCP port for multiplayer games than the default (3847).

-j host:port

Start a network game, connecting to another listening host as specified by host:port. If the port number is not specified then TCP port 3847 is used.

-f

Start in full screen mode if possible.

-glevel

Start the game on the indicated difficulty level. For instance, use -g2 to start the game on level 2. The default is level 0.

-q

Turn off sound (quiet)

-m filename

Load new mission (level) from the given filename. See sopwith-mission(5) for details of the level format.

-v or --version

Show version number and exit.

## EXAMPLES
sopwith -c -q

Start a single player game vs. the computer with sound disabled.

sopwith -g 3 -p 9999 -l

Start a game server, listening on TCP port 9999, playing on level three difficulty.

sopwith -j example.com:9999

Connect to a game server at example.com on TCP port 9999.

## CONTROLS
The standard controls on a US layout keyboard are as follows:

comma

pull up

slash

pull down

period

flip plane

Z

decrease speed

X

increase speed

space

fire machine gun

B

drop bomb

H

autopilot plane to home base

S

turn on sound effects

Ctrl+R

restart the current game, only works in single player mode

Ctrl+Q

quit the current game, only works in single player mode

Ctrl+C

quit

Ctrl+C Ctrl+C Ctrl+C

quit immediately

## DASHBOARD
At the bottom of the screen, the plane's dashboard is shown. This consists of several components:

Score

Your current score, which is accumulated from the enemy targets and planes you have successfully destroyed. In multiplayer two scores are shown, so that both players can see each others' scores.

Lives (Cyan)

Number of lives remaining. You have five lives.

Fuel (Cyan)

Amount of fuel remaining in your aircraft. Once this becomes empty, you need to return to your home base to refuel, or your plane will crash.

Bombs (Magenta)

Number of bombs remaining. You can carry a maximum of five bombs. Once you have dropped all of them, you must return to your home base to get more.

Bullets (White)

Number of bullets left for your machine gun. Once you have used up all your ammunition, you mut return to your home base to get more.

Map

Shows the contents of the level. Cyan and magenta dots indicate the positions of allied and enemy planes and ground targets.

## TIPS
The following are some tips for playing the game:

- Start off by playing in single player mode before playing against the computer. This will allow you to "get the feel of the stick" without being attacked by enemy planes. Practice dropping bombs on ground targets, as this is a key skill.

- Accelerate to maximum speed on takeoff, otherwise you may stall the plane. Moving at speed is particularly important when playing against the computer, as you are otherwise likely to be outmanuevered by the enemy planes.

- Bombs can be used against planes as well as ground targets. It can sometimes be easier to hit a plane with a bomb instead of the machine gun.

- The machine gun can be used to destroy ground targets as well as planes. This can save time if you run out of bombs, and some targets at the edges of the map are even easier to destroy this way. Since the machine gun has a limited range, reducing your speed when attacking a ground target can give you more time to aim and attack before you have to pull away. But don't reduce the speed too much or the plane may stall.

- Computer planes will try to tail you so that they can shoot you down. Don't allow them to get a clear shot. "Wiggling" the plane by repeatedly pulling up and down can be an effective evasive maneuver.

- Firing your machine gun through a flock of birds will cause the birds to disperse, and the computer planes will sometimes hit a bird and crash. However, this tactic can also backfire for obvious reasons.

- Each computer plane has a "territory" and if you escape that territory they will break off their pursuit. At the boundary between territories you can sometimes trick two planes into crashing into each other.

- When your plane is crashing, the pull up/down keys still have a small effect on your trajectory. You can use this to try to crash your plane into a ground target.

- Hitting the top of your screen stalls your plane. Hold down the pull up key to break out of the stall before your plane crashes into the ground.

- The autopilot can make mistakes that lead to a crash. This is particularly a risk in higher levels if you're flying at very high speed. To avoid crashing, make sure that you're as close as possible to your home base before hitting the home key, and that you have a clear path to the runway.

- It's possible to fly upside down, but trying to drop bombs while inverted is usually unwise.

## MEDALS
If the "medals" game option is turned on, the player is rewarded with ribbons and medals for the following:

Flying Ace Ribbon (cyan with a single white stripe)

Shooting down 5 planes

Top Flying Ace Ribbon (cyan with two white stripes)

Shooting down 25 planes (difficult!)

Service Ribbon (cyan with white edges)

Three successful raids

Perfect Ribbon (white with two magenta stripes)

Finishing a level with no planes lost

Competence Medal (white medal on a cyan ribbon)

Gaining 25 points in a single flight, where 3 points are awarded per plane and 4 per building

Ribbon of Competence (white with magenta stripe)

As above, a second time

Purple Heart (magenta heart on a cyan ribbon)

Returning to base after having been damaged. This medal is impossible to attain if wounded planes are turned off.

Ribbon of Valour (magenta with white stripe)

Gaining a certain number of points for destroyed planes and buildings; the points depend on whether the player was damaged at that point in time, and how far away the destroyed object was from the player's base

Victoria Cross (cyan cross on a magenta ribbon)

As above, but a few more points

Medals are only awarded if you get back to base safely. For example, if you destroy some targets but then crash, or if you shoot down a plane but get shot down yourself, it doesn't count.

## MULTIPLAYER SERVERS
When run in "listen" mode with the -l command line flag (see above), sopwith runs as a server that listens for an incoming connection. To make this server available from a home Internet connection, you will typically have to set up a port forward from your Internet router. The port to forward is TCP port 3847. You will also need to find out your public IP address so that the other player can connect.

Alternatively, if you have access to a *nix-based server then it may be preferable to run something like a dedicated server that avoids the hassle of port forwarding and dynamic IPs. All that is needed in order to do this is to run a TCP server that forwards connections between two clients. This can be done using nc(1); for example:

nc -l -p 3847 -c "nc -l -p 3847"

Developing the above command into a complete shell script for a continually-active dedicated server is left as an exercise for the reader.

## WWW
https://fragglet.github.io/sdl-sopwith

## BUGS

- Multiplayer is currently very limited; only two player games are supported. The original game allowed up to four players per game when using the Imaginet network hardware.

- Planes fly increasingly fast at higher levels and the game eventually becomes unplayable.

- The plane AI (used for computer planes and for the autopilot) sometimes does very stupid things.

- There is only one level.

## BUG REPORTS
Bugs can be reported to the GitHub issue tracker: https://github.com/fragglet/sdl-sopwith

## SEE ALSO
sopwith.cfg(5), sopwith-mission(5), triplane(6), airstrike(6), piu-piu(1)

## AUTHORS
Originally written by David L. Clark for BMB Compuscience

Modern SDL port By Simon Howard, Jesse Smith

## HISTORY
Sopwith was originally developed by BMB Compuscience of Canada as a demonstration game for their Imaginet Networking System. The system was not commercially successful but Sopwith became a popular game for the IBM PC and compatibles. A sequel that is referred to by fans as "Sopwith 2" was actually a newer version rather than a different game, but included extra features, such as oxen and birds (the oxen being an in-joke reference to a BMB employee who was nicknamed "Ox").

The original author, David L. Clark, later released "Sopwith - The Network Edition" with several extra features including comical heads-up "splats" and wounded planes; a follow-up titled "The Author's Edition" contained the same features. This version of Sopwith is based on the released source code to the Author's Edition.

The real Sopwith Camel F.1 was one of the most famous fighter planes of World War I; Camel pilots shot down 1,294 enemy aircraft over the course of the war, more than any other aircraft. The plane gained a reputation for being agile but difficult to fly; many novice pilots crashed the plane on takeoff. The Camel was designed and manufactured by the Sopwith Aviation Company, founded by aviation pioneer Thomas Sopwith; 5,490 aircraft were produced. In popular culture the Camel is known for being the biplane flown by the protagonist in the Biggles series of novels, and by Snoopy in the Peanuts comic strip.

## COPYRIGHT
Copyright © 1984, 1985, 1987 BMB Compuscience Inc.

Copyright © 1984-2000 David L. Clark

Copyright © 2001-2024 Simon Howard, Jesse Smith

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

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


ski

package: ski

title: ski(6)

summary: an unusual skiing simulation game

text:
# ski(6)

## NAME
ski - an unusual skiing simulation game

## SYNOPSIS
ski

## DESCRIPTION
Imagine you are skiing down an infinite slope, facing such hazards as trees, ice, bare ground, and the Yeti, — a horrible monster! Each turn moves you one screen row downhill. Unfortunately, you have to put your jet-powered skis on backwards, so you can't see ahead where you are going; only behind where you have been.

However, you can turn to either side, jump or hop through the air, teleport through hyperspace, launch nuclear ICBMs, and cast spells to call the Fire Demon. And since the hazards occur in patches, you can skillfully out-maneuver them.

You ski until something bad happens to you. Your final score is based on how far you have skied, how many jumps you made, how many Yetis have melted during your run, and how healthy you are when are finished.

These characters represent the things that you see on the slope behind you:

I

This is where you are.

.

This is normal snow — always completely safe to ski on.

Y

These are trees. If you try to ski through trees, you might hit one and get hurt!

' '

A space represents bare ground with no snow on it. If you try to ski on dirt, you could fall down....

\#

This is ice. When you are on ice, you can't turn, and you might slip and fall down.

A

This is the Yeti! As soon as he crawls out of a snowbank, he will lumber directly towards you at one space per turn, and if he gets within one space of you, he will grab you and beat you up! However, he has trouble moving through trees. Steer clear from the Yeti, and he will melt after a while, since it is a sunny day. If you jump over him, your jet-powered skis will help melt him. You can also melt him with nuclear ICBMs, or call the Fire Demon who will cook him, but once a Yeti melts, another one always shows up after a while. The Yeti doesn't understand about the edges of the slope either, so you can just cross them to get away from him! And since he is slower than you, you can try to ski right past him before he can grab you!

*

This represents a nuclear ICBM that you launched. You launch them from your backpack, and they zoom right at the Yeti.

D

This is the Fire Demon, who is always your friend unless you call him a bad name and he gets mad at you.

These are your commands. You can type any one of these letters when you have the "?" prompt on the end of the slope line, or just hit a return to do nothing this turn. Preceding any command with a number does that command repeatedly; thus, for example, “4l” is “turn left 4 times”.

r

Turn to the right. If you were going straight down, this will make you go one space to the right every turn. If you type "R" again, then you will go two spaces to the right every turn. If you type "L" the next turn, you will again be going one space to the right every turn. Remember that you can't turn when you are on ice, and if you go off the edge of the slope you come back into the other edge. You travel farther while you are going sideways, so you get a better score if you slalom to the side a lot, but you can never go sideways more than five spaces per turn.

l

Turn left. Exactly the same as turning right, but totally opposite.

j

Jump. When jumping, you don't have the "?" on the right for each line you jump over, so you can't enter a command for it. You can't fall, hit trees, or get grabbed by the Yeti while jumping, but you might land badly and get hurt. Since the Yeti moves one space toward you each turn, you have to be going at least two spaces per turn sideways to jump over him without getting grabbed when you land, but your jet-powered skis may melt the Yeti while you're jumping over him.

h

Hop. A hop is half a jump.

t

Teleport through hyperspace. This transports you to somewhere else on the slope, but you might materialize way up in the air and fall down.

i

Launch ICBM with nuclear warhead. If your backpack is working well, an ICBM will be launched from it towards the Yeti, travelling at three spaces per turn. Launching ICBMs is dangerous, but once one is going, it can't hurt you. If it is launched and loses its negative-infrared lock on the Yeti, it self-destructs.

d

Cast spell to summon the Fire Demon to this material plane. If the alternate universes are in a synchronous phase, the Fire Demon will appear somewhere on the slope, and move to attack the Yeti at one space per turn, but if something goes wrong while casting this spell, the Fire Demon might get mad and decide to go for you instead of the Yeti! If there is no Yeti around, the Fire Demon will soon get bored and go home. If you don't like where the Fire Demon showed up, you can try to recast this spell, so that he will appear somewhere else.

!

Spawn an invisible monster called a Unix shell. You may type to the shell; it will do strange things with your input, opening a space warp in the middle of the ski-slope to display them at you. The shell monster is polite; when it is done, you will be deposited back on your slope exactly where you were before.

?

Display command help.

Good luck, and happy skiing!

## AUTHOR
Mark Stevans, for Roy's Games, Inc. Python implementation, color support and the invisible shell monster by Eric S. Raymond esr@thyrsus.com.

## DIAGNOSTICS
None.

## BUGS
None known.


slashem

package: slashem

title: slashem(6)

summary: Exploring The Mazes of Menace

text:
# slashem(6)

## NAME
slashem - Exploring The Mazes of Menace

## SYNOPSIS
slashem [ -d directory ] [ -n ] [ -p profession (role) ] [ -r race ] [ -g gender ] [ -a alignment ] [ -[DX] ] [ -u playername ] [ -dec ] [ -ibm ]

slashem [ -d directory ] -s [ -v ] [ -p profession (role) ] [ -r race ] [ -g gender ] [ -a alignment ] [ maxrank ] [ playernames ]

## DESCRIPTION
SLASH'EM is a display oriented Dungeons & Dragons(tm) - like game. The standard tty display and command structure resemble rogue. It is an extension of SLASH which is an extension of NetHack.

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

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

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

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

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

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

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

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

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

Likewise, -r race can be used to explicitly request that a race be chosen, -g gender the gender of the chareacter and finally -a alignment to chose the alignment of the character.

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

Instead of chosing the above seperately you can add them as suffixes to the playername: -u playername-race-gender-alignment

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

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

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

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

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

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

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

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

Tom Proudfoot took NetHack and rendered it into SLASH - SuperLotsaAddedStuffHack, adding more character classes, levels monsters and all manner of changes.

Warren Cheung took SLASH and rendered it into SLASHEM - SuperLotsaAddedStuffHack - Extended Magic, with more improvements to the bloated behemoth.

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

slashem The program itself.

data, oracles, rumors Data files used by SLASH'EM.

options, quest.dat More data files.

help, hh Help data files.

cmdhelp, opthelp, wizhelp More help data files.

*.lev Predefined special levels.

dungeon Control file for special levels.

history A short history of SLASH'EM.

license Rules governing redistribution.

record The list of top scorers.

logfile An extended list of games

played.

xlock.nnn Description of a dungeon level.

perm Lock file for xlock.dd.

bonesDD.nn Descriptions of the ghost and

belongings of a deceased

adventurer.

save A subdirectory containing the

saved games.

## ENVIRONMENT
USER or LOGNAME Your login name.

HOME Your home directory.

SHELL Your shell.

TERM The type of your terminal.

HACKPAGER or PAGER Replacement for default pager.

MAIL Mailbox file.

MAILREADER Replacement for default reader

(probably /bin/mail or /usr/ucb/mail).

NETHACKDIR Playground.

SLASHEMOPTIONS String predefining several SLASH'EM

options.

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

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

## BUGS
Probably infinite.

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


slashem-recover

title: slashem-recover(6)

text:
# slashem-recover(6)

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

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

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

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

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

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

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

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

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

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

## SEE ALSO
nethack(6)

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

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


package: speed-dreams

title: sd2-accc(6)

text:
# sd2-accc(6)

## NAME
sd2-accc - Speed Dreams 2 multi-layer generator for tracks

## SYNOPSIS
sd2-accc [option] <input .ac file> < output .acc file> [dist] [-order order-string]

## DESCRIPTION
sd2-accc is intended to add multi-texturing to the track models built in the native Ac3d file format.

## OPTIONS
-strip

stripify any ac3d output models

+o

ac3d to ac3d: the result file is optimized in using groups by zone of track track must be named TKMNxxx dist is used to determine the distance of the objects

+om

ac3d to ac3d: the result is a vertex merged unique obj for smooth car only

-o

ac3d to obj +s ac3d to ac3d with strips (used for cars)

+es -angle-of-smooth

ac3d to ac3d with strips (used for cars) and extended ac3d file output (computed normals) angle is in degrees: example: +es 80.0 clkdtm_o.ac clkdtm.ac the output file will also contains the secondary textcoord for the env sliding

+et

ac3d to ac3d with triangles (used for cars) and extended ac3d file output (normals normals)

+etn

ac3d to ac3d with triangles no split and extended ac3d file output (normals normals)

+shad

ac3d to ac3d with triangles, create a new ac3d file used for track shading vertical mapping of a single texture

-order order-string

only used with +es , +s and +et orderstring is the order of the objects during the save for example: HB;OB;OBM is the names of the objet separate by a semicolon for imported NFS cars the object name HB must be used instead of: HB

-g output filename

for grouping multilayer ac3d track

-l0 input filename

the base geometry

-l1 input filename

the base geometry map-tiled

-l2 input filename

the base geometry skids/and grass details

-l3 input filename

the base geometry shadows

-d3 val

the max distance of groups in tkmn

-d2 val

the distance of group 2 in tkmn

-d1 val

the distance of group 1 in tkmn

-S val

the distance of splitting for TERRAIN* objects

-es

for extended ac3d file format for strips

-nts

no texture split (for debug)

## LICENSE
sd2-accc is licensed under the GNU General Public License, version 2 or later.

## COPYRIGHT
The Speed Dreams Team.

## AUTHOR
This manual page was written by Jean-Philippe Meuret <pouillot@users.sourceforge.net>, based on TORCS 1.2.2 version by Rudy Godoy <rudy@kernel-panik.org>, for the Debian project ; of course, it may be used by any other.

## BUG REPORTS
In case you discover a bug (sure you won't ;-), please report it here:

http://sourceforge.net/p/speed-dreams/tickets/

of course after checking that it is not already filed.

## SEE ALSO
Web site: http://www.speed-dreams.org/

Community: http://community.speed-dreams.org/

Sourceforge pages: http://sourceforge.net/projects/speed-dreams/

Wiki: http://sourceforge.net/p/speed-dreams/wiki/Home/

speed-dreams-2(6), sd2-trackgen(6), sd2-menuview(6), sd2-nfs2ac(6), sd2-nfsperf(6)


title: sd2-nfs2ac(6)

text:
# sd2-nfs2ac(6)

## NAME
sd2-nfs2ac - Car model converter from 'Need for Speed' to Ac3d

## SYNOPSIS
sd2-nfs2ac

## DESCRIPTION
This manual describes the nfs2ac application that is shipped with Speed Dreams 2.

## OPTIONS
This program does not use arguments.

## LICENSE
sd2-nfs2ac is licensed under the GNU General Public License, version 2 or later.

## COPYRIGHT
The Speed Dreams Team.

## AUTHOR
This manual page was written by Jean-Philippe Meuret <pouillot@users.sourceforge.net>, based on TORCS 1.2.2 version by Rudy Godoy <rudy@kernel-panik.org>, for the Debian project ; of course, it may be used by any other.

## BUG REPORTS
In case you discover a bug (sure you won't ;-), please report it here:

http://sourceforge.net/p/speed-dreams/tickets/

of course after checking that it is not already filed.

## SEE ALSO
Web site: http://www.speed-dreams.org/

Community: http://community.speed-dreams.org/

Sourceforge pages: http://sourceforge.net/projects/speed-dreams/

Wiki: http://sourceforge.net/p/speed-dreams/wiki/Home/

sd2-nfsperf(6), sd2-accc(6), speed-dreams-2(6), sd2-menuview(6), sd2-trackgen(6)


title: sd2-nfsperf(6)

text:
# sd2-nfsperf(6)

## NAME
sd2-nfsperf - Car Specifications Converter from 'Need for Speed' to Speed Dreams 2

## SYNOPSIS
sd2-nfsperf [-c category.xml] [-i <input carp.txt>] [-o output carp.xml]

## DESCRIPTION
This manual describes the Car Specifications Converter application that is shipped with Speed Dreams 2.

## OPTIONS
-c category.xml

car category description

-i input carp.txt

input NFS carp.txt

-o output carp.xml

converted parameters

## LICENSE
sd2-nfsperf is licensed under the GNU General Public License, version 2 or later.

## COPYRIGHT
The Speed Dreams Team.

## AUTHOR
This manual page was written by Jean-Philippe Meuret <pouillot@users.sourceforge.net>, based on TORCS 1.2.2 version by Rudy Godoy <rudy@kernel-panik.org>, for the Debian project ; of course, it may be used by any other.

## BUG REPORTS
In case you discover a bug (sure you won't ;-), please report it here:

http://sourceforge.net/p/speed-dreams/tickets/

of course after checking that it is not already filed.

## SEE ALSO
Web site: http://www.speed-dreams.org/

Community: http://community.speed-dreams.org/

Sourceforge pages: http://sourceforge.net/projects/speed-dreams/

Wiki: http://sourceforge.net/p/speed-dreams/wiki/Home/

sd2-nfs2ac(6), sd2-accc(6), speed-dreams-2(6), sd2-menuview(6), sd2-trackgen(6)


title: sd2-trackgen(6)

text:
# sd2-trackgen(6)

## NAME
sd2-trackgen - Speed Dreams 2 terrain generator for tracks

## SYNOPSIS
sd2-trackgen -c category -n name [-a] [-m] [-s] [-S] [-E <n> [-H <nb>]]

## DESCRIPTION
This manual describes the track terrain generator that is shipped with Speed Dreams 2.

## OPTIONS
-c category

track category (road, speedway, dirt...)

-n name

track name

-b

draw bump track

-B

Don't use terrain border (relief supplied int clockwise, ext CC)

-a

draw all (default is track only)

-s

split the track and the terrain

-S

split all

-E <n>

save elevation file n

0: all elevatation files

1: elevation file of terrain + track

2: elevation file of terrain with track white

3: track only

4: track elevations with height steps

-H <nb>

nb of height steps for 4th elevation file [30]

## LICENSE
sd2-trackgen is licensed under the GNU General Public License, version 2 or later.

## COPYRIGHT
The Speed Dreams Team.

## AUTHOR
This manual page was written by Jean-Philippe Meuret <pouillot@users.sourceforge.net>, based on TORCS 1.2.2 version by Rudy Godoy <rudy@kernel-panik.org>, for the Debian project ; of course, it may be used by any other.

## BUG REPORTS
In case you discover a bug (sure you won't ;-), please report it here:

http://sourceforge.net/p/speed-dreams/tickets/

of course after checking that it is not already filed.

## SEE ALSO
Web site: http://www.speed-dreams.org/

Community: http://community.speed-dreams.org/

Sourceforge pages: http://sourceforge.net/projects/speed-dreams/

Wiki: http://sourceforge.net/p/speed-dreams/wiki/Home/

speed-dreams-2(6), sd2-accc(6), sd2-menuview(6), sd2-nfs2ac(6), sd2-nfsperf(6)


title: speed-dreams-2(6)

text:
# speed-dreams-2(6)

## NAME
speed-dreams-2 - High-quality 3D racing cars simulator game based on Open GL

## SYNOPSIS
speed-dreams-2 [-v|--version] [-h|--help]

[-l|--localdir <dir path>] [-L|--libdir <dir path>]

[-B|--bindir <dir path>] [-D|--datadir <dir path>]

[-e|--tracelevel <integer>] [-t|--tracestream stdout|stderr|<file name>]

[-m|--hardmouse]

[-s|--startrace <race name> [-x|--textonly] ]

## DESCRIPTION
Speed Dreams is a Motorsport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism. Initially forked from TORCS, it has now reached a clearly higher realism level in visual and physics simulation, thanks to its active development team and growing community. It mainly aims to implement exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player, while constantly pushing forward visual and physics realism. It is also intended for any research, study or teaching activity, around physics and AI, thanks to its GPL V2+ license, and the clear and modular architecture of its C/C++ code base. As everything is open in Speed Dreams, you can also tweak you favorite car physics setup, create a band new car model, or simply design a new shinning livery for an existing one, and even create an entire new track with its landscape, or simply improve an existing one. And even more ...

## OPTIONS
-h, --help

Show a short manual about options

-v, --version

Show the actual game version

-l, --localdir local dir

Set the run-time user settings folder (default = ~/.speed-dreams-2, unless not using the default CMake configuration for building)

-L, --libdir lib dir

Set the run-time library folder (default = /usr/local/lib[64]/games/speed-dreams-2, unless not using the default CMake configuration for building)

-D, --datadir data dir

Set the run-time data folder (default = /usr/local/share/games/speed-dreams-2, unless not using the default CMake configuration for building)

-B, --bindir bin dir

Set the run-time binary data folder (default = /usr/local/games, unless not using the default CMake configuration for building)

-s, --startrace race mode name

Directly start a new race of the given mode, as the name without extension of the selected raceman file, among the .xml files in <user settings>/config/raceman (no default)

-x, --textonly

Run the specified race without any GUI (suitable for a headless computer)

Note: Can't be used without -s/--startrace.

-m, --hardmouse

Use hardware mouse cursor

-e, --tracelevel trace level threshold

Set the trace level threshold to the given integer value (0=Fatal, 1=Error, 2=Warning, 3=Info, 4=Trace, 5=Debug, ... ; default = Debug, unless not using the default CMake configuration for building) Only traces with lower or equal level will appear in the trace stream Note: May be disabled if CMake option 'OPTION_DEBUG' is not true at build time)

-t, --tracestream target trace stream

Set the target stream for the traces (among 'stdout', 'stderr' or <file name>) ; default = stderr, unless not using the default CMake configuration for building)) Note: May be disabled if CMake option 'OPTION_DEBUG' is not true at build time)

## EXAMPLES
speed-dreams-2 speed-dreams-2 -s quickrace speed-dreams-2 -x -s practice

## LICENSE
Speed Dreams 2 is licensed under the GNU General Public License, version 2 or later.

## COPYRIGHT
The Speed Dreams Team.

## AUTHOR
This manual page was written by Jean-Philippe Meuret <pouillot@users.sourceforge.net>, based on TORCS 1.2.2 version by Rudy Godoy <rudy@kernel-panik.org>, for the Debian project ; of course, it may be used by any other.

## BUG REPORTS
In case you discover a bug (sure you won't ;-), please report it here:

http://sourceforge.net/p/speed-dreams/tickets/

of course after checking that it is not already filed.

## SEE ALSO
Web site: http://www.speed-dreams.org/

Community: http://community.speed-dreams.org/

Sourceforge pages: http://sourceforge.net/projects/speed-dreams/

User manual: http://sourceforge.net/p/speed-dreams/wiki/SD2.0Manual/

Wiki: http://sourceforge.net/p/speed-dreams/wiki/Home/

sd2-trackgen(6), sd2-accc(6), sd2-menuview(6), sd2-nfs2ac(6), sd2-nfsperf(6)


stratagus

package: stratagus

title: stratagus(6)

summary: Strategy Gaming Engine

text:
# stratagus(6)

## NAME
stratagus - Strategy Gaming Engine

## SYNOPSIS
stratagus [-a] [-c file.lua] [-d datapath] [-D depth] [-e] [-E file.lua] [-F|-W] [-G options] [-h] [-I addr] [-l] [-N name] [-o|-O] [-p] [-P port] [-s sleep] [-S speed] [-v mode] [-x scaler-idx] [-Z] [map.smp|map.smp.gz]

## DESCRIPTION
This manual page documents briefly the flags that you can give to stratagus , formerly known as FreeCraft, formerly known as ALE Clone.

stratagus is a powerful game engine for building realtime strategy games, a la AoE or Warcraft.

## OPTIONS
A summary of options is included below.

-a

Enables asserts check in engine code (for debugging)

-c file.lua

Choose a different stratagus start config file.

-d datapath

Choose a different directory to use for game data files.

-D depth

Set the video mode depth, often called 'bpp' or 'bits per pixel'. This option is only valid for Win32/NT.

-e

Start the editor included in Stratagus.

-E

Choose a different editor config file.

-F

With this option you can start Stratagus in full screen video mode.

-G lua options

The argument is passed as argument string to the lua game script. Take care to quote if spaces are used. This can be used in conjunction with -c to have custom startup routines with arguments.

-h

Show summary of all options.

-i

Enables unit info dumping into log (for debugging).

-I addr

With this option you can specify the network address for network play.

-l

Disable command log messages.

-N name

The name of the player (will appear in network games).

-o

Do not use OpenGL or OpenGL ES 1.1.

-O

Use OpenGL or OpenGL ES 1.1.

-p

Enables debug messages.

-P port

With this option you can set the network port to use in network games. The default value is port udp/6660.

-s number

Number of frames before AI awakes. This is useful if the AI is too strong and you want it to react slower. The higher, the easier will be the game against the AI. Default is to sleep 0 time frames.

-S number

Sync speed (100 = 30 frames/s).

-v mode

With this option you can specify video mode resolution in format <xres>x<yres>

-W

With this option you can start Stratagus in windowed video mode.

-x filter-idx

In OpenGL mode, this controls the pixel scaling algorithm that is run on the entire display. This runs on the GPU Fragment shader, so your card and driver need to support at least OpenGL 1.3.

-1 - OpenGL native texture scaling (disables scaling in the shader)

1 - nearest neighbour

2 - EPX/AdvMame

3 - HQx

4 - SAL

5 - SuperEagle This is especially useful in combination with -Z, since that will keep the original size of all elements on the screen at the ratio they have at 640x480, but scales everything to the chosen video resolution using the nice pixel scaler. To try which scaler looks best at run-time, you can use Ctrl+Alt+/ to cycle between scalers.

-Z

Use OpenGL to scale the screen to the viewport. This is nice for games with assets only in one resolution, where higher screen resolutions shouldn't make everything smaller, but instead everything should be scaled up. Implies -O. Use with -x to get nicer pixel scaling.

## FILES
./

Default directory for Stratagus data files

./scripts/stratagus.lua

Default start config file.

./scripts/editor.lua

Default editor file.

./scripts/guichan.lua

Default menu file.

~/.stratagus/<data>/preferences.lua

User preferences configuration file for <data>

~/.stratagus/<data>/logs/

User directory with replays/logs for <data>

~/.stratagus/<data>/save/

User directory with saved games for <data>

## SEE ALSO
More complete documentation is available in /usr/share/doc/stratagus.

## NOTES
Stratagus needs a lot of data (maps and artwork), that can come from external datasets, like Battle of Survival (BoS), or even from the media in the Warcraft II CD, thanks to the Wargus dataset.

Warcraft II is a registered trademark of Blizzard Entertainment.

## AUTHOR
Stratagus is written and developed by the Stratagus Team and Contributors.

This manual page was written by Anthony Towns <ajt@debian.org>, David Martínez Moreno <ender@debian.org>, Pali Rohár <pali.rohar@gmail.com>, and Tim Felgentreff <timfelgentreff@gmail.com> for the Debian GNU/Linux system (but may be used by others).


supermodel

package: supermodel

title: supermodel(6)

summary: A Sega Model 3 Arcade Emulator

text:
# supermodel(6)

## NAME
Supermodel - A Sega Model 3 Arcade Emulator

## SYNOPSIS
Supermodel [OPTIONS]... [rom file]

Supermodel [rom file]

ROM set must be a valid ZIP file containing a single game.

## DESCRIPTION
Supermodel emulates the Sega Model 3 arcade platform. It uses OpenGL 2.1 and SDL, and can run on Windows, Linux, and Mac OS X. In order to use it, you must legally possess ROM images of Model 3 games. Learning to operate Supermodel will come with a steep learning curve for most people. Before seeking out help, please read /usr/share/doc/supermodel/README.txt

Supermodel is distributed as free software under the terms of the GNU General Public License version 3, included in /usr/share/common-licenses/GPL-3.

The source code may be obtained from the official Supermodel web site:

http://www.Supermodel3.com

## General options
-?, -h, -help, --help Print this help text.

-print-games List supported games and quit.

-game-xml-file=<file> ROM set definition file [Default: Config/Games.xml]

## Core options
-ppc-frequency=<freq> PowerPC frequency in MHz [Default: 50]

-no-threads Disable multi-threading entirely

-gpu-multi-threaded Run graphics rendering in separate thread [Default]

-no-gpu-thread Run graphics rendering in main thread

-load-state=<file> Load save state after starting

## Video Options
-res=<x>,<y> Resolution [Default: 496,384]

-window Windowed mode [Default]

-fullscreen Full screen mode

-wide-screen Expand 3D field of view to screen width

-stretch Fit viewport to resolution, ignoring aspect ratio

-no-throttle Disable 60 Hz frame rate lock

-vsync Lock to vertical refresh rate [Default]

-no-vsync Do not lock to vertical refresh rate

-show-fps Display frame rate in window title bar

-crosshairs=<n> Crosshairs configuration for gun games:

0=none [Default], 1=P1 only, 2=P2 only, 3=P1 & P2

-new3d New 3D engine by Ian Curtis [Default]

-quad-rendering Enable proper quad rendering

-legacy3d Legacy 3D engine (faster but less accurate)

-multi-texture Use 8 texture maps for decoding (legacy engine)

-no-multi-texture Decode to single texture (legacy engine) [Default]

-vert-shader=<file> Load Real3D vertex shader for 3D rendering

-frag-shader=<file> Load Real3D fragment shader for 3D rendering

-vert-shader-fog=<file> Load Real3D scroll fog vertex shader (new engine)

-frag-shader-fog=<file> Load Real3D scroll fog fragment shader (new engine)

-vert-shader-2d=<file> Load tile map vertex shader

-frag-shader-2d=<file> Load tile map fragment shader

-print-gl-info Print OpenGL driver information and quit

## Audio Options
-sound-volume=<vol> Volume of SCSP-generated sound in %, applies only

when Digital Sound Board is present [Default: 100] -music-volume=<vol> Digital Sound Board volume in % [Default: 100]

-balance=<bal> Relative front/rear balance in % [Default: 0]

-flip-stereo Swap left and right audio channels

-no-sound Disable sound board emulation (sound effects)

-no-dsb Disable Digital Sound Board (MPEG music)

## Input Options
-config-inputs Configure keyboards, mice, and game controllers

-print-inputs Prints current input configuration

## Config file
/usr/share/supermodel/Config/Supermodel.ini

## ROM set definition file
/usr/share/supermodel/Config/Games.xml

Configuration file containing default input settings. You must copy it to the folder that Supermodel will be launched (~/your-roms-folder/Config/Supermodel.ini for example).

## TO DO
Supermodel should read the *.ini file from /usr/share/supermodel/Config/ automatically, and it should create NVRAM folder automatically too. Instead, it expects that Config/Supermodel.ini and NVRAM already exists in the folder it is launched. So to workaround it, you need do this before the first launch:

cd ~/your-roms-folder/

cp -r /usr/share/supermodel/Config .

mkdir NVRAM