crimson

title: crimson(6)

summary: a hex\-based tactical combat game

text:
# crimson(6)

NAME

crimson - a hex-based tactical combat game

SYNOPSIS

crimson [--level level] [--width w] [--height h] [--fullscreen 1|0] [--sound 1|0]

crimson {--help | --version}

DESCRIPTION

Crimson Fields is a tactical war game in the tradition of the popular Battle Isle. Two players command a number of units on a map of hexagons, trying to accomplish mission objectives ranging from defending important locations to simply destroying all enemy forces. Damaged units may be repaired or replaced by new recruits, while victorious squadrons will improve their abilities so they will be even more difficult to beat next time.

The game can be played against a human adversary in hot-seat mode, over a network, or via e-mail, or against a computer player.

The level editor cfed(6) can be used to create your own levels.

OPTIONS

If called without options crimson will open its main window using the settings from the last session or the defaults if no previous settings exist.

--level level

Skip the level selection window and load the mission file level. The file may be either a standard level file or a saved game. When starting a new game this way you will be playing a single map against the computer without any handicaps.

--width w

Set screen width to w. Minimum screen width is 320. Default is 800.

--height h

Set screen height to h. Minimum screen height is 240. Default is 600.

--fullscreen 1|0

Turn fullscreen mode on/off. The default is to start in windowed mode.

--sound 1|0

Turn sound on/off. The default is on.

--help

Print a usage message on standard output and exit.

--version

Print version information on standard output and exit.

The display and sound options given to crimson on startup will be saved to file and restored on the next program start.

GETTING STARTED

Introduction

The once peaceful planet Nexus has been invaded by beings calling themselves the Empire of Kand who are determined to conquer Nexus or destroy it completely. The public unrest has become violent as the people attempt revolution against the invasion, but the Empire of Kand are quick to silence opposition. Nexus is on the verge of war and its people have formed factions to battle the Empire. As a member of one of the major rebel factions, the Free Nexus Army, your goals are obvious: to drive the intruders back to whichever part of the galaxy they came from and restore peace on planet Nexus...

(This is the background story for most of the included missions and the default campaign. There may be maps with entirely different settings.)

Main Menu

The main screen presents a number of widgets to configure the game. The most important decision is whether you want to play a skirmish match, a campaign, or load a saved game. Skirmishes are stand-alone maps while campaigns consist of a number of maps which must be played (and won) in sequence. Each map that you advance to during a campaign will also be unlocked for skirmish matches. While campaigns can only be played against the computer, skirmishes can additionally be played as hot-seat matches (two players on one computer taking turns), e-mail matches (see the section called “PLAY-BY-E-MAIL”), or over a network, and when playing against the computer you get to choose which side you want to play on. For both game types you can optionally define a handicap, to make the game a bit easier or harder. What this means exactly depends on the map being played but in most cases a handicapped player will have fewer units or resources at his disposal than his opponent.

The large box on the left lists all available skirmishes, campaigns, or saved games, while the box on the right displays a small image of the selected map or, for campaigns, the story. For skirmishes, the number in brackets shows the recommended number of players. Missions designed for one player are often rather unbalanced if played against another human since the computer plays so different from a human, although a handicap can sometimes fix this.

After you have selected a map hit Start to enter the game.

First Steps

After starting the match you will be presented with the mission briefing. Here you are given your orders and objectives to win the map. As both players usually have different and conflicting goals, each player gets his own briefing session at the beginning of his first turn.

After the briefing you will be presented with the map. This is your command center. From here you can issue most of the orders that will determine the outcome of the mission. The first player commands the yellow units while the second player or computer takes control of the blue units.

The map consists of small regions of land (or water) each known as a hex (sometimes also called field or square). Left-clicking on a hex selects that hex and moves the cursor to it. If there is a unit on the selected hex then a small bar will appear in the lower left of the screen showing the rank of the unit, its type, and the squad size (see the section called “Experience” for more information about ranks). If there is instead a building or shop on the selected hex, the information bar displays the name of the shop and possibly some icons representing special attributes (see the section called “CRYSTALS” for details). Shops may occupy several fields, but they only have a single entrance, which is marked by the colour of the respective owner. Buildings with a white entrance are neutral and not controlled by any player.

A right-click on one of your units generally brings up a context menu for that unit (this does not apply to enemy units). Here you can view the unit stats, or inspect its contents (transporters only). Other units like mine-sweepers may have special skills which also show up here. If the unit is not a transporter and does not offer any special skills, the menu is skipped and you are directly taken to the stats display.

The stats window is basically divided in two parts. The top part shows the unit name and its values for speed, armour, and effectiveness against ground troops, aircraft, and ships in that order, from the top left to the bottom right. Most units have a weapon range of 1, meaning they can shoot at units one hex away (i.e. directly next to it). For units with different settings, the actual range is given in brackets after the weapon power. The second part of the window lists the most important terrain types. Shaded terrain indicates that the unit cannot cross that ground.

Right-clicking anywhere but on a unit or pressing F1 pops up the Game menu where you can review your mission objectives, take a look at an overview map, or save your game, for example.

You select one of your units by simply clicking on it. Large parts of the map will now be shaded to indicate that the unit cannot move there. Unshaded enemy units are potential targets. To move to an accessible field or attack a foe, simply double-click the respective hex. If you accidentally sent your unit to a hex you did not want it to go to, right-clicking on the unit gives you the option of reverting the last move, as long as it did not trigger any special events.

If you click twice on one of your shops or a neutral one, you enter that building. Of course, you can also move units into shops, although only some units (Infantry in the default set) can move into shops not owned by you, and some buildings may not allow all unit types. Quite often buildings are important mission objectives. Taking the enemy headquarters, e.g., is a very common goal. But even if you do not specifically need to control a certain shop for victory, it can still be very helpful as it may be possible to repair or build units (see the section called “CRYSTALS”).

When you have issued all orders, select End Turn from the Game menu. Your commands are then executed, fights are resolved, and your opponent gets his chance to strike back...

MOVEMENT

Each unit may only move once each turn, and only if it did not initiate combat on the same turn. Artillery and Anti-Aircraft Guns cannot attack if they have already been moved on the same turn. To move around on the map, a unit needs movement points. The number in the upper left corner of the unit information dialog (which can be brought up for one of your units by right-clicking it) indicates how many hexes the unit can move under optimal circumstances. The actual range is determined by several factors.

For ordinary ground units the terrain can greatly reduce the range of action. The maximum can only ever be reached on roads, everything else will slow the unit down, and mountains more so than forest. For airborne units or ships, terrain is of no importance.

Enemy units can be trapped in order to prevent them from using superior speed or to deny them access to certain areas of the map. A unit which attempts to cross a hex between two hostile units or one hostile unit and inaccessible terrain will be stopped immediately after passing through.

A unit cannot leave a transport or building and enter another one on the same turn. Enemy buildings can only be conquered by infantry units.

COMBAT

Results

Basically the probability to hit an enemy unit in combat is the same for all unit types, although the attacker always gets a slight advantage. This hit probability is then modified by effects such as experience, distance to the target, terrain, or wedging (see below). Similarly, each unit gets assigned a probability for evading an attack which is then modified by experience, terrain effects and blocking. If a unit scores a hit it will increase its attack pool by an amount equal to its strength. A unit which successfully evades an attack will have its defence pool grow by an amount equal to its defence or armour value. Finally, each attack pool is compared to the enemy´s defence pool, and the resulting ratio determines the casualties on both sides.

Terrain

Terrain is an important factor in combat as it can heavily influence a unit´s effectiveness. For example, fighting on a road or open plains will greatly increase attacking strength but offers relatively poor defensive capabilities, whereas a unit in the mountains will profit from the higher position in both attack and defence. Terrain modifiers do not apply for aircraft.

Wedging

Friendly units can help increase the combat strength of an attacking unit without attacking themselves. For each friendly unit which is adjacent to and capable of shooting at the defender, the attacker will get a 10 per cent bonus. If the unit is adjacent to the defender, but cannot attack it the bonus is reduced to 5 per cent. A friendly unit in the back of the defender will earn another 5 per cent bonus, or 10 if it could also attack. It does not matter whether a wedging unit actually attacks the defender. Wedging does not work for long-range attacks.

Blocking

In a manner similar to wedging, defending units may improve their position in combat. For each friendly unit adjacent to the attacker and the defender, the defending unit will have its combat strength increased by 10 per cent. Just like wedging, blocking does not help against long-range attacks.

Experience

Veteran units are usually much stronger than newly assembled ones. If you manage to wipe out an enemy unit your unit will receive three experience points. If the enemy is only damaged you will still get one point. Every three experience points a unit advances to a new rank which improves its combat skills. Still, a seasoned infantry unit will have a very hard time against a group of recently recruited heavy tanks. Destroying mines does not earn any experience points.

CRYSTALS

Crystals represent the resources required to maintain and enlarge your army. You need them to repair damaged units or build new ones.

Repairs

Units which have been damaged in combat can be repaired in any building equipped for this purpose (a workshop). To check whether a building is a workshop, click on it. For workshops a wrench icon will be displayed in the small info bar that appears in the lower left of the screen, and a repair button is available in the icon bar inside. Repairing will restore a unit to its full strength and requires an amount of 5 crystals, no matter what kind of unit it is or how badly is was damaged. Apart from the crystal cost the unit loses one experience point for each rookie that fills up an empty slot.

The ability to repair damaged units is not necessarily limited to shops. Some unit types may offer the same service (from the standard unit set, for example, the Aircraft Carriers can bring aircraft back into shape). Repairs in units works exactly the same way as in workshops, and you also need to supply the crystals to do so.

Production

To build new units you need some crystals and a factory (hammer icon). The amount of crystals required depends on the type of unit you want to build: A squad of light reconnaissance vehicles is cheaper than a group of heavy attack choppers. Most factories can not produce all unit types, even if you could afford it. If you click on the production button inside a factory, you are shown the list of units which can be built in this particular factory. Next to each unit type is the amount of crystals that will be consumed. Newly built units can only move on your next turn.

Mines

To replenish your supply of crystals you need mines. Mines are buildings which ´produce´ a certain amount of crystals each turn. They can not be identified from the outside. Many maps do not have any mines at all, so it is always a good idea to consider carefully what you spend your resources on. Crystals can be transferred from one building to another (e.g. from a mine to a factory) using any transporter unit.

PLAY-BY-E-MAIL

If Crimson Fields is played in play-by-e-mail mode, the game will automatically be saved whenever a player ends her turn. The resulting save file can then be sent to your opponent using your favourite mail client program.

On your first turn you will be asked for a password. You will be prompted for this password at the beginning of each of your turns to prevent your opponent from spying. Note, however, that the password only offers very mild protection if you are playing against deliberate cheaters. Choose your enemies carefully!

FILES

Unix

~/.crimson/crimsonrc

~/.crimson/levels/

SEE ALSO

cfed(6), bi2cf(6)

COPYRIGHT

Copyright © 2000-2007 Jens Granseuer

This software is distributed under the terms of the GNU General Public License[1] (GPL).

AUTHOR

Jens Granseuer <jensgr@gmx.net>

Author.

NOTES

1.

GNU General Public License

http://www.gnu.org/copyleft/gpl.html


curseofwar

package: curseofwar-common

title: curseofwar(6)

summary: Real Time Strategy Game for Linux

text:
# curseofwar(6)

## NAME
curseofwar - Real Time Strategy Game for Linux

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

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

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

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

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

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

## OPTIONS
-c port

Clients's port (19150 is default).

-C IP

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

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

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

-e port

Server's port (19140 is default).

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

Start a server for not more than L clients.

-h

Display this help

-H height

Map height (default is 21, maximum is 29)

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

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

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

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

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

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

-r

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

-R seed

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

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

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

-S [rhombus|rect|hex]

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

-T

Show the timeline.

-v

Display the version number

-W width

Map width (default is 21, maximum is 40)

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

Tiles

The map is made of hexagonal tiles. They are:

/\^ Mountains, cannot be populated

/$\ Gold mines, cannot be populated too.

This is the source of gold for your country.

To control a mine, surround it with your army

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

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

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

- Grassland, normal habitable territory

People

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

. 1 - 3 citizens

.. 4 - 6

... 7 - 12

: 13 - 25

.: 26 - 50

.:. 51 - 100

:: 101 - 200

.:: 201 - 400

::: 400 - 499

People migrate from highly populated tiles to less populated tiles.

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

Flags

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

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

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

Countries

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

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

R or V build village -> town -> fortress

Space add/remove a flag

X remove all your flags

C remove a half of your flags

S slower

F faster

Q quit

## MULTIPLAYER
To start a server for two players:

curseofwar -E 2

To start a client and connect to the server:

curseofwar -C <server's IP>

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

Examples:

Start a server for a single client using port 11111

curseofwar -E 1 -e 11111

To connect to it:

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

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

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

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

Example:

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

conditions for all:

curseofwar -E3 -l3 -S hex -i0

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

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

Please, report you problems with multiplayer.

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

curseofwar -i4 -q1 -dee

Or, on a smaller map:

curseofwar -i4 -q1 -dee -W16 -H16

## AUTHORS
Game:

Alexey Nikolaev <koiwai at yandex dot com>

Makefile:

Maximilian Dietrich <dxm at openmailbox dot org>

Anton Balashov <sicness at darklogic dot ru>

Kirill Dmitrenko <kdmitrenko at gmail dot com>

CMakeLists.txt and Windows support:

Yves Quemener

Manpage:

Anton Balashov <sicness at darklogic dot ru>

Maximilian Dietrich <dxm at openmailbox dot org>

branch: sisyphus


curseofwar-sdl

title: curseofwar-sdl(6)

summary: An SDL version of the game curseofwar.

text:
# curseofwar-sdl(6)

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

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

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

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

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

## OPTIONS
-c port

Clients's port (19150 is default).

-C IP

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

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

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

-e port

Server's port (19140 is default).

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

Start a server for not more than L clients.

-h

Display this help

-H height

Map height (default is 21, maximum is 29)

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

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

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

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

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

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

-r

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

-R seed

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

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

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

-S [rhombus|rect|hex]

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

-T

Show the timeline.

-v

Display the version number

-W width

Map width (default is 21, maximum is 40)

## AUTHORS
Game:

Alexey Nikolaev <koiwai at yandex dot com>

Makefile:

Maximilian Dietrich <dxm at openmailbox dot org>

Anton Balashov <sicness at darklogic dot ru>

Kirill Dmitrenko <kdmitrenko at gmail dot com>

CMakeLists.txt and Windows support:

Yves Quemener

Manpage:

Anton Balashov <sicness at darklogic dot ru>

Maximilian Dietrich <dxm at openmailbox dot org>


cutechess-cli

package: cutechess

title: cutechess-cli(6)

summary: Automate chess engine tournaments

text:
# cutechess-cli(6)

## NAME
cutechess-cli — Automate chess engine tournaments

## SYNOPSIS
cutechess-cli

-engine engine-options -engine engine-options [-engine engine-options ...] [options]

## DESCRIPTION
The cutechess-cli utility automates chess engine tournaments.

Its options are as follows:

-engine engine-options

Add an engine defined by engine-options to the tournament. See Engine Options.

-each engine-options

Apply engine-options to each engine in the tournament. See Engine Options.

-variant variant

Set the chess variant, where variant is one of:

3check

Three-check Chess

5check

Five-check Chess

ai-wok

Ai-Wok (Makruk variant)

almost

Almost Chess

amazon

Amazon Chess

andernach

Andernach Chess

antiandernach

Anti-Andernach Chess

antichess

Antichess / Losing Chess

asean

ASEAN-Chess

atomic

Atomic Chess

berolina

Berolina Chess

cambodian

Ouk Chatrang (Cambodian Chess)

capablanca

Capablanca Chess

caparandom

Capablanca Random Chess

cfour

Cfour (7x6, line up 4 to win)

chancellor

Chancellor Chess (9x9)

changeover

Change-Over Chess

checkless

Checkless Chess

chessgi

Chessgi / Drop Chess

chigorin

Chigorin Chess

circulargryphon

Circular Gryphon Chess

codrus

Game of Codrus (Losing Chess Variant)

coregal

Co-regal Chess

courier

Courier Chess (Medieval)

crazyhouse

Crazyhouse (Drop Chess Variant)

displacedgrid

Displaced Grid Chess

dobutsu

Dobutsu Shogi (3x4)

embassy

Embassy Chess

euroshogi

EuroShogi (8x8)

extinction

Extinction Chess

fischerandom

Fischer Random Chess / Chess 960

giveaway

Giveaway Chess (Losing Chess)

gomoku

Gomoku (15x15, exactly 5 in a row to win)

gomokufreestyle

Gomoku Free-Style (5 in a row to win)

gothic

Gothic Chess

grand

Grand Chess

grid

Grid Chess

gridolina

Berolina Grid Chess

gryphon

Gryphon Chess

gustav3

Gustav III's Chess

hoppelpoppel

Hoppel-Poppel (has N/B hybrids)

horde

Horde Chess (v2)

janus

Janus Chess

jesonmor

Jeson Mör

judkins

Judkins Shogi (6x6)

karouk

Kar Ouk (One-check Ouk)

kinglet

Kinglet Chess

kingofthehill

King of the Hill Chess

knightmate

Knightmate

knightrelay

Knight-Relay Chess

loop

Loop Chess (Drop Chess Variant)

losalamos

Los Alamos Chess

losers

Loser's Chess

makruk

Makruk (Thai Chess)

minishogi

Minishogi (5x5)

modern

Modern Chess (9x9)

newzealand

New Zealand Chess (has N/R hybrids)

placement

Placement Chess

pocketknight

Pocket Knight Chess

racingkings

Racing Kings Chess

rifle

Rifle Chess

seirawan

S-Chess (Seirawan Chess)

shatranj

Shatranj

shogi

Shogi

shoot

Shoot Chess

simplifiedgryphon

Simplified Gryphon Chess

sittuyin

Sittuyin (Myanmar Chess)

slippedgrid

Slipped Grid Chess

suicide

Suicide Chess (Losing Chess Variant)

superandernach

Super-Andernach Chess

threekings

Three Kings Chess

tictactoe

Tic-tac-toe

twokings

Two Kings Each Chess (Wild 9)

twokingssymmetric

Symmetrized Wild 9

standard

Standard Chess (default)

-concurrency n

Set the maximum number of concurrent games to n.

-draw movenumber=number movecount=count score=score

Adjudicate the game as draw if the score of both engines is within score centipawns from zero for at least count consecutive moves, and at least number full moves have been played. Captures and pawn moves will reset the counters.

-resign movecount=count score=score [twosided=value]

Adjudicate the game as a loss if an engine's score is at least score centipawns below zero for at least count consecutive moves. If value is true (default: false) then activate two-sided resign adjudication. The winning side's scores must be at least score centipawns above zero for at least count consecutive moves

-maxmoves n

Adjudicate the game as a draw if at least n full moves have been played without result. Ignored if n equals zero (default).

-tb paths

Adjudicate games using Syzygy tablebases. Paths should be semicolon-delimited list of paths to the compressed tablebase files. Only the WDL tablebase files are required.

-tbpieces N

Only use tablebase adjudication for positions with N pieces or less.

-tbignore50

Disable the fifty move rule for tablebase adjudication.

-tournament type

Set the tournament type, where type is one of:

round-robin

Round-robin tournament (default)

gauntlet

First engine(s) against the rest

knockout

Single-elimination tournament

pyramid

Every engine plays against all of its predecessors

-event arg

Set the event name to arg.

-games n

Play n games per encounter. This value should be set to an even number in tournaments with more than two players to make sure that each player plays an equal number of games with white and black pieces.

-rounds n

Multiply the number of rounds to play by n. For two-player tournaments this option should be used to set the total number of games to play.

-sprt elo0=E0 elo1=E1 alpha=α beta=β

Use a Sequential Probability Ratio Test as a termination criterion for the match. This option should only be used in matches between two players to test if engine P1 is stronger than engine P2. Hypothesis H1 is that P1 is stronger than P2 by at least E0 ELO points, and H0 (the null hypothesis) is that P1 is not stronger than P2 by at least E1 ELO points. The maximum probabilities for type I and type II errors outside the interval [ E0, E1 ] are α and β.

The match is stopped if either H0 or H1 is accepted or if the maximum number of games set by -rounds and / or -games is reached.

-ratinginterval n

Set the interval for printing the ratings to n games.

-outcomeinterval n

Set the interval for printing outcomes to n games.

-debug

Display all engine input and output.

-openings file=file format=[epd | pgn] order=[random | sequential] plies=plies start=start policy=[default | encounter | round]

Pick game openings from file. The file can be either in epd (Extended Position Description) or pgn (Portable Game Notation) format. The default format is pgn. Openings can be picked in random or sequential (default) order. The opening depth is limited to plies number of plies. If plies is not set the opening depth is unlimited. In sequential mode start is the number of the first opening that will be played. The minimum value for start is 1 (default). The value of policy rules when to shift to a new opening. If set to encounter a new opening is used for any new pair of players, round shifts when a new round begins. The default shifts for any new pair of players and also when the specified number of opening repetitions is reached.

-bookmode mode

Set Polyglot book access mode, where mode is either ram (the whole book is loaded into RAM) or disk (the book is accessed directly on disk). The default mode is ram.

-pgnout file [min] [fi]

Save the games to file in PGN format. Use the min argument to save in a minimal PGN format. Only finished games will be saved if argument fi is given.

-epdout file

Save the games to file in FEN format.

-recover

Restart crashed engines instead of stopping the game.

-repeat [n]

Play each opening twice (or n times). Unless the -noswap option is used, the players swap sides after each game. So they get to play the opening on both sides. Please note that a new encounter will use a new opening.

-noswap

Do not swap sides of paired engines.

-reverse

Use schedule with reverse sides.

-seeds n

Set the first n engines as seeds in the tournament. The default is 0.

-site arg

Set the site / location to arg.

-srand seed

Set the random seed for the book move selector.

-wait n

Wait n milliseconds between games. The default is 0.

-resultformat format

Specify the format of result lists. Format can either be a comma separated list of fields or a format name. Format help shows available named formats. The default format lists rank, name, elo, elo error, number of games, score percentage, and draw percentage of every player.

-version

Display the version information.

-help

Display help information.

-engines

Display a list of configured engines and exit.

### Engine Options
conf=arg

Use an engine with the name arg from engine configuration file.

name=arg

Set the name to arg.

cmd=arg

Set the command to arg.

dir=arg

Set the working directory to arg.

stderr=arg

Redirect standard error output to file arg.

proto=[uci | xboard]

Set the chess protocol.

tc=[tcformat | inf]

Set the time control. The format is moves/time+increment, where moves is the number of moves per tc, time is time per tc (either seconds or minutes:seconds), and increment is the time increment per move in seconds. Infinite time control can be set with inf.

option.name=value

Set custom engine option.

arg=arg

Pass arg to the engine as a command line argument.

initstr=arg

Send arg to the engine's standard input at startup.

restart=[auto | on | off]

Set the engine restart mode. auto means the engine decides whether to restart (default), on means the engine is always restarted between games and off means the engine is never restarted between games. Setting this option does not prevent engines from being restarted between rounds in a tournament featuring more than two engines.

trust

Trust result claims from the engine without validation. By default all claims are validated.

st=n

Set the time limit for each move to n seconds. This option cannot be used in combination with the tc option.

timemargin=n

Let engines go n milliseconds over the time limit.

book=file

Use file (Polyglot book file) as the opening book.

bookdepth=n

Set the maximum book depth (in fullmoves) to n.

whitepov

Invert the engine's scores when it plays black. This option should be used with engines that always report scores from white's perspective.

ponder

Enable pondering if the engine supports it.

depth=plies

Set the search depth limit.

nodes=count

Set the node count limit.

tscale=factor

Scale engine timeouts by factor. Only use this option if necessary.

debug

Activate debug mode (per protocol, UCI only).

## EXAMPLES
Play ten games between two Sloppy engines with a time control of 40 moves in 60 seconds:

$ cutechess-cli -engine cmd=sloppy -engine cmd=sloppy -each proto=xboard tc=40/60 -rounds 10

Play a single game between Atak and Glaurung engines with a time control of 40 moves in one minute and 30 seconds with one second increment:

$ cutechess-cli -engine name=Atak cmd=Atak32.exe dir=C:\atak proto=xboard -engine cmd=glaurung proto=uci option.Threads=1 -each tc=40/1:30+1

- Use the name=Atak parameter because it's a Xboard protocol 1 engine and doesn't tell its name.

- Use the dir=C:\atak parameter to point the location of the executable.

- Glaurung can tell its name and is in the PATH variable so only the command is needed.

- Set Glaurung to use 1 thread.

- Set the time control to 40 moves in one minute and 30 seconds with one second increment.

Play a Round-Robin tournament between Fruit, Crafty, Stockfish and Sloppy:

$ cutechess-cli -engine conf=Fruit -engine conf=Crafty -engine conf=Stockfish -engine conf=Sloppy -each tc=4 book=book.bin -games 2 -rounds 10 -repeat

- Play two games per encounter, effectively multiplying the number of games by 2.

- Play 10 times the minimum amount of rounds (3). So the total number of rounds to play will be 30, and the total number of games 120.

- In each two-game encounter colors are switched between games and the same opening line is played in both games.

## SEE ALSO
cutechess-engines.json(5)

## AUTHORS
The cutechess-cli utility was written by Ilari Pihlajisto,

Arto Jonsson and contributors. See the project page for more details.

## RESOURCES

- Project page: http://github.com/cutechess/cutechess


defendguin

package: defendguin

title: defendguin(6)

text:
# defendguin(6)

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

## SYNTAX
defendguin [options]

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

## OPTIONS
--disable-sound

Disables sound and music.

--fullscreen

Runs in fullscreen mode, if possible.

--help

Output help information and exit.

--version

Output version information and exit.

--usage

Displays acceptable command-line options.

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

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

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

Niko Nyman - Music

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


deutex

package: deutex

title: deutex(6)

summary: do things with wad files

text:
# deutex(6)

## NAME
deutex - do things with wad files

## SYNOPSIS
deutex -?|-h|-help|--help

deutex --version

deutex [OPTIONS] -add incomplete.wad out.wad

deutex [OPTIONS] -af flats.wad

deutex [OPTIONS] -append incomplete.wad

deutex [OPTIONS] -as sprite.wad

deutex [OPTIONS] -check in.wad

deutex [OPTIONS] -debug [in.gif]

deutex [OPTIONS] -get entry [in.wad]

deutex [OPTIONS] -join incomplete.wad in.wad

deutex [OPTIONS] -make [dirctivs.txt] out.wad

deutex [OPTIONS] -merge in.wad

deutex [OPTIONS] -pkgfx [in.wad [out.txt]]

deutex [OPTIONS] -pknormal [in.wad [out.txt]]

deutex [OPTIONS] -restore

deutex [OPTIONS] -usedidx [in.wad]

deutex [OPTIONS] -usedtex [in.wad]

deutex [OPTIONS] -unused in.wad

deutex [OPTIONS] -wadir [in.wad]

deutex [OPTIONS] -xtract in.wad [dirctivs.txt]

## DESCRIPTION
DeuTex is a wad composer for Doom, Heretic, Hexen and Strife. It can be used to extract the lumps of a wad and save them as individual files or the reverse, and much more.

When extracting a lump to a file, it does not just copy the raw data, it converts it to an appropriate format (such as PPM for graphics, Sun audio for samples, etc.). Conversely, when it reads files for inclusion in pwads, it does the necessary conversions (for example, from PPM to Doom picture format).

### Decomposing a wad
To decompose a wad (i.e. extract its contents), use the -extract (a.k.a. -xtract) command. When decomposing a wad, DeuTex creates one file for each lump. The files are created in one of the following subdirectories of the working directory: flats/, lumps/, musics/, patches/, sounds/, sprites/, textures/. The decomposing process also creates a very important file, wadinfo.txt, which will be used later when composing.

To extract the contents of the Doom II iwad,

```
deutex -doom2 /path/to/doom2.wad -xtract
```

To extract the contents of a Doom II pwad named mywad.wad,

```
deutex -doom2 /path/to/doom2.wad -xtract mywad.wad
```

To extract only the sprites,

```
deutex -doom2 /path/to/doom2.wad -sprites -xtract
```

To extract only the sounds,

```
deutex -doom2 /path/to/doom2.wad -sounds -xtract
```

### Composing (building) a wad
Composing is the symmetrical process. It’s done with the three commands -build, -create and -make, that are equivalent. Using wadinfo.txt and the files in flats/, lumps/, musics/, patches/, sounds/, sprites/ and textures/, DeuTex creates a new wad.

To create a new pwad named mywad.wad,

```
deutex -doom2 /path/to/doom2.wad -make mywad.wad
```

To create a new iwad named mytc.wad,

```
deutex -doom2 /path/to/doom2.wad -iwad -make mytc.wad
```

### Other operations
DeuTex has many (too many?) other commands like -join, -merge, -usedtex etc.

## OPTIONS

### Modal options not requiring an iwad
-?, -h, -help, --help

Print list of options.

-syntax

Print the syntax of wad creation directives.

--version

Print version number and exit immediately.

-unused in.wad

Find unused spaces in a wad.

### Modal options requiring an iwad
-add in.wad out.wad

Copy sp & fl of iwad and in.wad to out.wad.

-af flats.wad

Append all floors/ceilings to the wad.

-append io.wad

Add sprites & flats of iwad to io.wad.

-as sprite.wad

Append all sprites to the wad.

-build|-create|-make [in.txt] out.wad

Make a pwad.

-check|-test in.wad

Check the textures.

-debug [file]

Debug color conversion.

-extract|-xtract [in.wad [out.txt]]

Extract some/all entries from a wad.

-get entry [in.wad]

Get a wad entry from main wad or in.wad.

-join incomplete.wad in.wad

Append sprites & flats of Doom to a pwad.

-merge in.wad

Merge doom.wad and a pwad.

-pkgfx [in.wad [out.txt]]

Detect identical graphics.

-pknormal [in.wad [out.txt]]

Detect identical normal.

-restore

Restore doom.wad and the pwad.

-usedidx [in.wad]

Color index usage statistics.

-usedtex [in.wad]

List textures used in all levels.

-wadir [in.wad]

List and identify entries in a wad.

### General options
-overwrite

Overwrite all.

-dir dir

Extraction directory (default .).

### Iwad
-doom dir

Path to Doom iwad.

-doom2 dir

Path to Doom II iwad.

-doom02 dir

Path to Doom alpha 0.2 iwad.

-doom04 dir

Path to Doom alpha 0.4 iwad.

-doom05 dir

Path to Doom alpha 0.5 iwad.

-doompr dir

Path to Doom PR pre-beta iwad.

-heretic dir

Path to Heretic iwad.

-hexen dir

Path to Hexen iwad.

-strife dir

Path to Strife iwad.

-strife10 dir

Path to Strife 1.0 iwad.

### Wad options
-be

Assume all wads are big endian (default LE).

-deu

Add 64k of junk for DEU 5.21 compatibility.

-george|-s_end

Use S_END for sprites, not SS_END.

-ibe

Input wads are big endian (default LE).

-ile

Input wads are little endian (default).

-ipf code

Picture format (alpha, normal, pr; default normal).

-itf code

Input texture format (nameless, none, normal, strife11; default normal).

-itl code

Texture lump (none, normal, textures; default normal).

-iwad

Compose iwad, not pwad.

-le

Assume all wads are little endian (default).

-obe

Create big endian wads (default LE).

-ole

Create little endian wads (default).

-otf code

Output texture format (nameless, none, normal, strife11; default normal).

-pngoffsets

Override offsets in WADINFO with offsets contained in PNG metadata

-tf code

Texture format (nameless, none, normal, strife11; default normal).

### Lump selection
-flats

Select flats.

-graphics

Select graphics.

-levels

Select levels.

-lumps

Select lumps.

-musics

Select musics.

-patches

Select patches.

-scripts

Select Strife scripts.

-sneas

Select sneas (sneaps and sneats).

-sneaps

Select sneaps.

-sneats

Select sneats.

-sounds

Select sounds.

-sprites

Select sprites.

-textures

Select textures.

### Graphics
-bmp

Save pictures as BMP (.bmp).

-png

Save pictures as PNG (.png). Default format.

-gif

Save pictures as GIF (.gif).

-ppm

Save pictures as rawbits PPM (P6, .ppm).

-rgb r g b

Specify the transparent colour (default 0 47 47).

### Sound
-rate code

Policy for != 11025 Hz (reject, force, warn, accept; default warn).

### Reporting
-di name

Debug identification of entry.

-v0|-v1|-v2|-v3|-v4|-v5

Set verbosity level, default 2.

## DIAGNOSTICS
All messages are identified by a unique code. Some messages are identical; the code is useful to distinguish them. All codes have four characters: two letters and two digits. The letters identify the part of the code where the message comes from, the digits give the message number within that area. In general, numbers are assigned so that messages that come from parts of the code that are executed earlier have lower numbers.

## FILES
dir/flats/

When extracting, flats are saved to this directory. When composing, flats are read from this directory.

dir/graphics/

When extracting, graphics are saved to this directory. When composing, graphics are read from this directory.

dir/levels/

When extracting, levels are saved to this directory. When composing, levels are read from this directory.

dir/lumps/

When extracting, lumps are saved to this directory. When composing, lumps are read from this directory.

dir/musics/

When extracting, musics are saved to this directory. When composing, musics are read from this directory.

dir/patches/

When extracting, patches are saved to this directory. When composing, patches are read from this directory.

dir/scripts/

When extracting, Strife scripts are saved to this directory. When composing, Strife scripts are read from this directory.

dir/sneaps/

When extracting, Doom alpha sneaps are saved to this directory. When composing, Doom alpha sneaps are read from this directory.

dir/sneats/

When extracting, Doom alpha sneats are saved to this directory. When composing, Doom alpha sneats are read from this directory.

dir/sounds/

When extracting, sounds are saved to this directory. When composing, sounds are read from this directory.

dir/sprites/

When extracting, sprites are saved to this directory. When composing, sprites are read from this directory.

dir/textures/texture1.txt

The TEXTURE1 lump (all but Doom alpha 0.4 and 0.5).

dir/textures/texture2.txt

The TEXTURE2 lump (all commercial IWADs except Doom 2).

dir/textures/textures.txt

The TEXTURES lump (Doom alpha 0.4 and 0.5).

dir/tx_start/

Special texture directory for certain engines such as ZDoom. Specifying a positive integer after the name in wadinfo.txt causes no format conversion to be performed (eg, PNGs and BMPs remain as PNGs and BMPs in the WAD), otherwise an attempt to convert to Doom’s patch format is done.

dir/wadinfo.txt

The default master file.

## ENVIRONMENT
DOOMWADDIR

The directory where the iwad resides. The value of this environment variable is overridden by -main, -doom and friends.

## COPYRIGHT
DeuTex is copyright © 1994-1995 Olivier Montanuy, copyright © 1999-2005 André Majorel, copyright © 2006-2019 contributors to DeuTex.

Most of this program is under the GNU General Public License version 2, but some of it is available under other licenses. 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 LICENSE for specific information and copyright notices. All trademarks are property of their owners.

## AUTHORS
The original author of DeuTex is Olivier Montanuy. From 1994 to 1996, DeuTex was maintained by Olivier Montanuy with help from Per Allansson, James Bonfield, Sharon Bowles, Mark Mathews, and Chuck Rossi. The original manual was written by Kevin McGrail.

From version 4.0 (1999) through 4.4.902 (2005), the maintainer was André Majorel (http://www.teaser.fr/~amajorel).

The project has since been maintained by a loose collaboration of authors primarily as part of the Debian project and Freedoom project. They include Jon Dowland, Simon Howard, Mike Swanson, RjY, Ayub Ahmed, and Nick Zatkovich.

## REPORTING BUGS
Please report bugs to the issue tracker at https://github.com/Doom-Utils/deutex.


ditchers

package: ditchers

title: ditchers(6)

summary: tank digging and shooting game

text:
# ditchers(6)

## NAME
Ditchers -- tank digging and shooting game

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

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

ditcher starts the game, ditchs starts the server.

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

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

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

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

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

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

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


dolphin-emu

package: dolphin-emu

title: dolphin-emu(6)

summary: Nintendo GameCube and Wii emulator

text:
# dolphin-emu(6)

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

## SYNOPSIS
dolphin-emu

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

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

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

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

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

-b, --batch

Exit Dolphin with emulator

-c text, --confirm=text

Set Confirm on Stop

-d, --debugger

Open the debugger

-e file, --exec=file

Load the specified file

-h, --help

Print a help message

-l, --logger

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

-m file, --movie=file

Play a movie file

-u path, --user=path

User folder path

-v, --video_backend=video

OpenGL (OGL) or Software Renderer video backend

## FILES
$HOME/.dolphin-emu

Default user configuration directory.

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


dolphin-emu-nogui

title: dolphin-emu-nogui(6)

summary: Nintendo GameCube and Wii emulator

text:
# dolphin-emu-nogui(6)

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

## SYNOPSIS
dolphin-emu-nogui

[-hv] [-e file]

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

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

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

Load the specified file

-h, --help

Print a help message

-v, --version

Print version and exit

## FILES
$HOME/.dolphin-emu

Default user configuration directory.

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


domino-chain

package: domino-chain

title: domino-chain(6)

text:
# domino-chain(6)

## NAME
Domino-Chain - Rearrange dominoes on different platforms to start a chain reaction.

## SYNOPSIS
domino-chain

## DESCRIPTION
Domino-Chain is a puzzle game where you have to rearrange dominoes on different platforms to start a chain reaction that makes all dominoes topple over. There are many strange types of dominoes, such as the Ascender which will rise to the ceiling when pushed, or the Exploder which will blast a hole into the platform it stands on.

Domino-Chain is a faithful reincarnation of the game Pushover originally published by Ocean in 1992. Compared to Pushover, Domino-Chain has some new levels, some additional domino types, better graphics in higher resolution and high-quality music. On top of that, you can load and play the original levels from Pushover if you have a copy of it.

This game is free software and created by volunteers. Even though it is in a pretty good state, there is a lot to improve. If you like Domino-Chain, please consider to join the team and to help with translations, levels, graphics and more.

## USAGE

### Rules
You control a figure that can walk along platforms which are connected with ladders. On those platforms there are dominoes that will fall according to certain rules. Your task is to rearrange the dominoes so you can start a chain reaction that makes all dominoes topple over. The rules are:

Domino types:

There are many different dominoes that behave differently when pushed. Some fall, some not, some wait a bit before they fall, some raise, some topple until they meet an obstacle.

All fall, no crash:

All dominoes (except for the blocker) must fall and none must crash into another. They are allowed to fall off the screen, though.

Trigger and exit door:

The trigger domino must fall as last domino. Only then it triggers the exit door to open. When you enter the exit door the level has been completed.

Disallowed moves:

You may rearrange as many dominoes as you want, except for the trigger. You must not place dominoes in front of the doors, except for the vanishing domino.

One push:

You may push only once to start a chain reaction with the dominoes leading to the fall of all of them.

Time limit:

All this has to be done within a time limit. This limit is usually generous, but not always.

There is an in-game help as well as and introductory levels that show how all the dominoes work.

### Dominoes
The following types of dominoes exist:

Standard, completely yellow:

There is nothing special with this stone, it behaves like a regular domino and falls when pushed.

Blocker, completely red:

This domino can't fall over, so it is the only kind of stone that may still be standing when the level is solved. Dominoes falling against this stone will bounce back, if possible.

Tumbler, big red stripe:

This domino will stand up again after falling and will continue to tumble until it hits an obstacle or rests against another stone.

Delay stone, diagonally divided:

This domino will take some time until it falls, when it is pushed. Dominoes falling against this stone will bounce back and later this stone will fall.

Splitter, horizontally divided:

This stone will split into two stones, one falling to the left and the other falling to the right. The splitter can't be pushed. It must be split by a stone falling onto it from above. A pile of rubbish falling into it also activates this domino.

Exploder, vertically divided:

This stone will blast a gap into the platform it is standing on, when it is pushed. Neither the figure nor the pushing domino are harmed by that, the pushing domino will fall into the gap.

Bridger, 1 horizontal strip:

The bridger will try to connect the edge it is standing on with the next edge, if it is close enough, if not it will simply fall into the gap.

Vanisher, 2 horizontal strips:

The Vanisher will disappear as soon as it lies flat on the ground. This is the only stone you may place in front of doors.

Trigger, 3 horizontal strips:

This stone will open the exit door, as soon as it lies completely flat and all other conditions are met (see above). This is the only stone that you are not allowed to move around.

Ascender, vertical strip:

This stone will start to rise as soon as it is pushed. It will rise until is hits the ceiling, then it will start to flip into the direction it was initially pushed. When you fall into a gap while holding this stone it will also rise and stay at the ceiling until pushed.

Quantum, diagonally divided:

All dominoes of this type will fall together as if they were quantum entangled. There are two types of quantum dominoes with inverted color markings. Those of the same type will fall into the same direction, the others will fall into the opposite direction. This is a new type of dominoes not present in the original Pushover game.

### Controls
The figure is controlled using the cursor keys and space. Use the space key to pick up the domino behind the figure or to place it down where you are currently standing. To push press first up to let the figure enter the row of dominoes. Then simultaneously press space and either left or right cursor key depending on whether you want to push the domino to your left or your right.

### Hints
If you don't know where to start in a level, simply push a stone and observe what happens. This helps very often to get a general idea how to solve a level and where the problem is.

If you forgot which domino has what kind of special property press F1 to get a short help. This window also displays a short hint, once the time of the level is out.

The first levels introduce you to the dominoes. Here you can explore how the different dominoes behave in different situations.

## CONTACT
You can file bug reports, discuss ideas for new features and offer contributions on the

Domino-Chain Issue Tracker

https://gitlab.com/domino-chain/domino-chain.gitlab.io/issues

which is the central point to get in contact with the project. There, you'll also find links to the code repository, and so on. If you need to contact us privately, please contact Andreas Röver via roever at users dot sourceforge dot net.

## AUTHORS
Andreas Röver:

Project founder, main programming and reverse engineering.

Volker Diels-Grabsch:

Text-based level format, build system and code assorted bugfixes and patches.

Roberto Lorenz:

Music composition and arrangement.

Harald Radke:

Theme graphics.

## FILES
Domino-Chain places a few files on your hard-disc in everyday running. Those files will be placed in your home directory.

Location on Unix systems:

~/.local/share/domino-chain

The following files are saved:

solved.txt:

This file contains checksums of all the levels that you have successfully solved. In the level selection dialogue those levels contain a mark. If you loose this file those marks are gone.

*.rec:

These files contain recordings of activities within a level. They are automatically created whenever you solve a level but you can also actively make a recording by pressing 'r' while you play a level. When you observe something strange while playing, make a recording and send it to us. Also when the game crashes a recording will be saved. You can delete these files whenever you want. You can distinguish the recordings by the prefix in their name. "Sol" stands for solved levels, "Man" for manually created recordings and "Err" for recordings made when the program crashed.

## NOTES

### Level Designers
Domino-Chain will eventually get a level editor, but right now it doesn't. However, all levels are stored in a readable plain text format, so you can create and modify levels directly with a text editor.

To get your levels officially included in the Domino-Chain project, you need to adhere to the following rules:

License:

They need to be put under the GPL, or a compatible license. Otherwise inclusion is legally not possible. Copyright stays with you, of course.

Complete sets:

Please contribute only complete sets and no single levels. They don't need to be long, 10 levels is enough, but this way you can keep up a constant scheme and theme logic of the levels.

Solutions:

You absolutely must provide a recording of one possible solution to each level. That solution is not within the distribution, just within the source code repository. It is used to ensure that the solution of your level is still possible after we made changes to the program. This way we limit possible frustration.

Non-compressed:

Do only send non-compressed level sets. We need those for the inclusion in the source. And we need those for possible future updates.

Index:

Use the index file to reorder levels, don't rename the files. This way inserting a level becomes very easy.

### Graphics
We have graphics for most themes, but not for all. Those themes do have some foreground graphics, but their background tiles are all black. You are very much invited to create and to improve the graphics. Even more important, though, is the creation of a new main figure. In either case, please contact us if you are interested.

The backgrounds are made out of 20x13 tiles. Each tile has a size of 40x48 pixel. The reason for that is the non square pixel of the 320x200 resolution of the original game. For each theme there is a PNG image file containing all the blocks that may be used by the levels. To make it possible to place the blocks more freely into the PNG file a LUA file accompanies the image. This LUA file contains the block positions of all the used blocks.

It is already implemented to use transparency within the blocks. Right now you can stack up to 8 layers, but if necessary this can be made dynamic.

It is also planned to have something like animated tiles, but they have to be kept at a low count. Not too many frames and not too many animations. They are not intended to make the background dynamic, but to rather be a little finishing touch to the graphics. Possibilities are trees that move from time to time in a breeze, a bird that sails through the sky from time to time, and so on.

The figure is more complicated. The image figure.png contains all possible animation images for the figure, one animation below the other. On request we can provide an additional GIMP image that contains in separate layers possible surroundings of the figure in different animation frames (like ladders, steps, ground, a carried domino, and so on). We will happily provide that image to an interested artist.

## CREDITS
We want to thank the developers of the original game for making such a nice little game.


title: doom64ex(6)

text:
# doom64ex(6)

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

## SYNOPSIS
doom64ex [options...]

doom64ex -wadgen <rom-file>

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

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

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

## OPTIONS

### File Options
-iwad <wadfile>

The IWAD file to use.

-file <wadfile>

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

-config <configfile>

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

### Game Options
-warp <level>

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

-nomonsters

Self-explanatory. Usually used for multiplayer deathmatch games.

-fast

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

-respawn

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

-respawnitem

Items respawn after being picked up.

-skill <skill-level>

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

-turbo <speed>

Enables turbo mode based on speed value.

-devparm

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

-heapsize <size>

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

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

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

### Video/Audio Options
-fullscreen

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

-window

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

-width <pixels>, -height <pixels>

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

-nosound

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

-nomusic

Disable ingame music.

-nogun

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

### Demo Options
-record <lumpname>

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

-playdemo <filename>

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

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

-server

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

-connect <ipaddress>

Connect to a game hosted by the server.

-port <n>

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

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

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

doom64ex -wadgen <rom-file>

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

## OTHER FILES
$XDG_DATA_HOME/doom64ex/

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

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

Doom64EX Author.

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

Current maintainer and developer of the project.

Paul Brook

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

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

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

Simon 'Fraggle' Howard

Networking system

Lee Killough

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

Team TNT

For all Boom related enhancements and fixes.

B. Watson <yalhcru@gmail.com>

Linux port and various minor bugfixes.


dopewars

package: dopewars

title: dopewars(6)

summary: drug dealing game

text:
# dopewars(6)

## NAME
dopewars - drug dealing game

## SYNOPSIS
dopewars [OPTIONS] ...

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

## OPTIONS
Valid commandline options:

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

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

-n, --single-player

Do not connect to any available dopewars servers

-a, --antique

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

-f, --scorefile=FILE

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

-o, --hostname=ADDR

Specify a multiplayer hostname

-s, --public-server

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

-S, --private-server

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

-p, --port=PORT

Specify the network port to use

-g, --config-file=FILE

Specify the pathname of a dopewars configuration file

-r, --pidfile=FILE

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

-l, --logfile=FILE

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

-A, --admin

Connect to a server running on localhost, for administration

-c, --ai-player

Create and run a computer player

-w, --windowed-client

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

-t, --text-client

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

-P, --player=NAME

Sets the default player name

-C, --convert=FILE

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

-h, --help

Display a help screen

-v, --version

Output version information and exit.

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


dreamchess

package: dreamchess

title: dreamchess(6)

text:
# dreamchess(6)

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

## SYNOPSIS
dreamchess [options]

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

## OPTIONS
--help, -h

Show help and exit.

--list-drivers, -l

List all available drivers.

--ui driver, -udriver

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

--fullscreen, -f

Enable fullscreen

--width num, -Wnum

Set screen width

--height num, -Hnum

Set screen height

--1st-engine engine, -1engine

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


dreamer

title: dreamer(6)

summary: An XBoard-compatible chess engine

text:
# dreamer(6)

## NAME
dreamer - An XBoard-compatible chess engine

## SYNOPSIS
dreamer

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


ecwolf

package: ecwolf

title: ecwolf(6)

text:
# ecwolf(6)

## NAME
ecwolf - Advanced Wolfenstein 3D source port

## SYNOPSIS
ecwolf [options] [files ...]

## DESCRIPTION
ecwolf is an advanced source port of the Wolfenstein 3D engine based upon Wolf4SDL with some back ports from ZDoom. It provides substantially boosted capabilities for creating mods without requiring source code edits using scripting and other tools familiar to users of ZDoom.

For players it offers modern features such as support for modern control schemes and wide screen. Being based on the Wolfenstein 3D engine and using an enhanced version of the original software renderer, it provides a relatively accurate play experience to vanilla while modernizing.

Currently supported games are Wolfenstein 3D, Spear of Destiny, and Super 3-D Noah's Ark.

## OPTIONS
Use the --help option for a complete list of options.

## FILES
The original game data files are required for operation. These are files with the extensions *.n3d, *.sod, *.sd2, *.sd3, *.wl1, or *.wl6. They should be placed either in ~/.config/ecwolf or /usr/share/wolf3d.

If you do not have these files they can be acquired at https://www.gog.com or through Steam.

## BUGS
The bug tracker is located at https://bitbucket.org/ecwolf/ecwolf/issues


edgar

package: edgar

title: edgar(6)

text:
# edgar(6)

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

## SYNOPSIS
edgar [OPTION]

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

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

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

## OPTIONS
-record filename

Captures keyboard input.

-playback filename

Replays captured keyboard input.

-load slot

Loads the game in slot. Slots begin at 0.

-nojoystick

Disables the joystick.

-joystick slot

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

-showcredits

Show the end credits.

-language language

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

-h, -help

Display help screen.

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

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


es-de

package: emulationstation-de

title: es-de(6)

text:
# es-de(6)

## NAME
es-de - ES-DE Frontend

## SYNOPSIS
es-de [options]

## DESCRIPTION
ES-DE is a frontend for browsing and launching games from your multi-platform collection.

## OPTIONS
--display [1 to 4]

Display/monitor to use

--resolution [width] [height]

Application resolution

--screenoffset [horiz.] [vert.]

Offset screen contents within application window

--screenrotate [0, 90, 180 or 270]

Rotate screen contents within application window

--fullscreen-padding [1/on or 0/off]

Padding if --resolution is lower than display resolution

--vsync [1/on or 0/off]

Turn VSync on or off (default is on)

--max-vram [size]

Max VRAM to use (in mebibytes) before swapping

--anti-aliasing [0, 2 or 4]

Set MSAA anti-aliasing to disabled, 2x or 4x

--no-splash

Don't show the splash screen during startup

--no-update-check

Don't check for application updates during startup

--gamelist-only

Skip automatic game search, only read from gamelist.xml

--ignore-gamelist

Ignore the gamelist.xml files

--show-hidden-files

Show hidden files and folders

--show-hidden-games

Show hidden games

--force-full

Force the UI mode to Full

--force-kiosk

Force the UI mode to Kiosk

--force-kid

Force the UI mode to Kid

--force-input-config

Force configuration of input devices

--create-system-dirs

Create game system directories

--home [path]

Directory to use as home path

--debug

Enable debug mode

--version, -v

Display version information

--help, -h

Summon a sentient, angry tuba

## AUTHOR
Leon Styhre <https://es-de.org/>

RetroPie community (RetroPie EmulationStation)

Alec Lofquist (original EmulationStation)

## SEE ALSO
Full documentation available at: <https://gitlab.com/es-de/emulationstation-de/>


endless-sky

package: endless-sky

title: endless-sky(6)

summary: a space exploration and combat game.

text:
# endless-sky(6)

## NAME
endless-sky - a space exploration and combat game.

## SYNOPSIS
endless-sky [-h] [--help] [-v] [--version] [-s] [--ships] [-w] [--weapons] [-t] [--talk] [-r] [--resources] [-c] [--config] [-p] [--parse-save] [--test]

## DESCRIPTION
Endless Sky is a space exploration and combat game combining action and role playing elements.

Explore other star systems. Earn money by trading, carrying passengers, or completing missions. Use your earnings to buy a better ship or to upgrade the weapons and engines on your current one. Blow up pirates. Take sides in a civil war. Or leave human space behind and hope to find some friendly aliens whose culture is more civilized than your own.

For keyboard controls, click the "Preferences" button on the title screen. You can pause and return to the title screen at any point in the game by pressing <escape>.

Most of the controls should be self-explanatory. Your ship has no reverse thrusters, so as with a real spacecraft, the only way to slow down is to turn your ship around and accelerate in the opposite direction from your current heading. To assist with some tricky maneuvers, your ship has an autopilot which engages when you press 'L' to land or 'J' to enter hyperspace; the autopilot disengages if you press any of the movement keys. The autopilot will also automatically aim your ship if you are firing a weapon and have a target selected.

For a manual and other information, visit https://endless-sky.github.io

When run from the command line, if a resource directory is not specified, the program will check to see if the current directory contains directories named "data" and "images" and files named "keys.txt" and "credits.txt"; if so it will read resources from the current directory. Otherwise it will use /usr/local/share/games/endless-sky if it exists, or /usr/share/games/endless-sky/ otherwise.

## OPTIONS
-h, --help

prints a short help message.

-v, --version

prints the software version.

-t, --talk

reads a data file from STDIN and looks for a "conversation" node at the root level (i.e. not indentated). If it finds one, that conversation is displayed in a pop-up dialog. This is for testing conversations in a new mission you are developing.

-r, --resources <directory>

sets the directory from which game resources (images, etc.) will be loaded.

-c, --config <directory>

sets the directory where preferences and saved games will be stored.

-p, --parse-save

prints any content or whitespace-formatting errors found while loading data files and the most recent saved game. This option prevents the game from launching.

--parse-assets

prints any content, whitespace-formatting, image, or sound errors found while loading data, image, and sound files and the most recent saved game. This option prevents the game from launching.

--test <name>

execute the test case with the given name. By default, the game will be muted while running tests.

--tests

prints (to STDOUT) a list of available tests, usable for automatic test runs. This option prevents the game from launching.

--nomute

prevents muting the game when running tests.

-s, --ships

prints (to STDOUT) a table of ship stats (just the base stats, not considering any stored outfits). This option prevents the game from launching.

--sales

prints (to STDOUT) a table of ships with every 'shipyard' each appears in.

--loaded

prints (to STDOUT) a table of ship stats accounting for installed outfits. Does not include variants.

--list

prints (to STDOUT) a list of all ship names.

--variants

consider ship variants as well.

-w, --weapons

prints (to STDOUT) a table of characteristics of all the available weapons. This option prevents the game from launching.

-e, --engines

prints (to STDOUT) a table of characteristics of all the available engines. This option prevents the game from launching.

--power

prints (to STDOUT) a table of power outfit stats.

-o, --outfits

prints (to STDOUT) a table of characteristics of all the available outfits. This option prevents the game from launching.

--sales

prints (to STDOUT) a list of outfits and every 'outfitter' each appears in.

-a, --all

prints a table of outfits and all attributes used by any outfits present.

--sales

prints (to STDOUT) a list of all shipyards and outfitters and the ships and outfits they each contain.

-s, --ships

prints a list of shipyards and the ships they each contain.

-o, --outfits

pritns a list of outfitters and the outfits they each contain.

--planets

prints (to STDOUT) a list of all planets.

--descriptions

prints (to STDOUT) a table of all planets and their descriptions.

--attributes

prints (to STDOUT) a table of all planets and their attributes.

--reverse

prints (to STDOUT) a table of all planet attributes and which planets have them.

--systems

prints (to STDOUT) a list of all systems.

--attributes

prints (to STDOUT) a list of all systems and their attributes.

--reverse

prints (to STDOUT) a list of all system attributes and which systems have them.

--matches

reads a data file from STDIN and looks for a "location" node at the root level (i.e. not indentated). If it finds one, prints a list of all systems and planets which match the location filter in that node.

--changes

prints a list of changes from the "recent" save file. Includes data changes from events referred to only by name as children of the "event" node.

## AUTHOR
Michael Zahniser (mzahniser@gmail.com)

This is free software; you can redistribute it and/or modify it under the terms of the GPL.


enigma

package: enigma

title: enigma(6)

summary: Puzzle game reminiscent of Oxyd

text:
# enigma(6)

## NAME
enigma - Puzzle game reminiscent of Oxyd

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

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

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

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

## OPTIONS
--assert

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

-d path, --data=path

Prepend another data directory to Enigma's search path.

-h, --help

Display a list of available command line options and quit.

-l lang, --lang=lang

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

--log

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

--nograb

Do not use exclusive mouse/keyboard access.

--nomusic

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

--nosound

Start Enigma without sound effects.

-p file, --pref=file

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

--showfps

Show the framerate (FPS) during the Game.

--version

Print the Enigma version number and quit.

-w, --window

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

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

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

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


eureka

package: eureka

title: eureka(6)

summary: a DOOM map editor

text:
# eureka(6)

## NAME
Eureka - a DOOM map editor

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

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

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

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

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

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

-w, --warp <map>

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

-i, --iwad <file>

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

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

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

-p, --port <name>

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

-h, --help

Show usage summary

-v, --version

Show the version

-d, --debug

Enable debugging messages

-q, --quiet

Quiet mode (no messages on stdout)

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

--install <dir>

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

--home <dir>

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

--log <file>

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

--config <file>

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

## FILES
$PREFIX/share/eureka/

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

~/.eureka/config.cfg

Contains user settings

~/.eureka/bindings.cfg

Contains user key bindings

~/.eureka/logs.txt

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

~/.eureka/backups

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

~/.eureka/iwads

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

## ENVIRONMENT
DOOMWADDIR

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

DOOMWADPATH

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

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

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


fairymax

package: fairymax

title: fairymax(6)

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

text:
# fairymax(6)

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

## SYNOPSIS
fairymax [hashSize] [iniFile]

shamax [hashSize] [iniFile]

maxqi [hashSize] [iniFile]

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

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

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

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

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

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

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

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

## OPTIONS
hashSize

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

iniFile

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

## SEE ALSO
xboard(6)

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

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

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

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

This manual page was generated with pod2man(1).


fceux

package: fceux

title: fceux(6)

text:
# fceux(6)

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

## SYNOPSIS
fceux [options] "filename"

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

## OPTIONS

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

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

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

Enable or disable emulated Game Genie.

--nogui {0|1}

Enable or disable the GTK GUI.

--loadlua FILE

Loads lua script from filename FILE.

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

Enable or disable PAL mode.

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

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

--input{1|2} DEV

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

--input{3|4} DEV

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

--inputdisplay {0|1}

Enable or disable input display.

--fourscore {0|1}

Enable or disable fourscore emulation.

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

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

--frameskip NUM

Set NUM of frames to skip per emulated frame.

--clipsides {0|1}

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

--slstart SCANLINE

Set the first scanline to be rendered.

--slend SCANLINE

Set the last scanline to be rendered.

--nospritelim {0|1}

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

-x XRES, --xres XRES

Set horizontal resolution for full screen mode.

-y YRES, --yres YRES

Set vertical resolution for full screen mode.

--doublebuf {0|1}

Enable or disable double buffering.

--autoscale {0|1}

Enable or disable autoscaling in fullscreen.

--keepratio {0|1}

Keep native NES aspect ratio when autoscaling.

--{x|y}scale VAL

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

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

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

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

Set bits per pixel.

--opengl {0|1}

Enable or disable OpenGL support.

--openglip {0|1}

Enable or disable OpenGL linear interpolation.

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

Enable or disable full-screen mode.

--noframe {0|1}

Hide title bar and window decorations.

--special {1-4}

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

-p FILE, --palette FILE

Use the custom palette in FILE.

--ntsccolor {0|1}

Enable or disable NTSC NES colors.

--tint VAL

Set the NTSC tint.

--hue VAL

Set the NTSC hue.

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

Enable or disable sound.

--soundrate RATE

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

--soundq {0|1|2}

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

--soundbufsize MS

Set sound buffer size to MS milliseconds.

--volume {0-256}

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

--trianglevol {0-256}

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

--square1vol {0-256}

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

--square2vol {0-256}

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

--noisevol {0-256}

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

--lowpass {0|1}

Enables or disables lowpass filtering of the sound.

--soundrecord FILE

Record sound to file FILE.

### Movie Options
--playmov FILE

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

--pauseframe FRAME

Pause movie playback at frame FRAME.

--moviemsg {0|1}

Enable or disable movie messages.

--fcmconvert FILE

Convert fcm movie file FILE to fm2.

--ripsubs FILE

Convert movie's subtitles to srt.

--subtitles {0|1}

Enable or disable subtitle display.

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

Connect to server SRV for TCP/IP network play.

--port PORT

Use TCP/IP port PORT for network play.

-u NICK, --user NICK

Set the nickname to use in network play.

-w PASS, --pass PASS

Set password to use for connecting to the server.

-k NETKEY, --netkey NETKEY

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

--players NUM

Set the number of local players.

--rp2mic {0|1}

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

--videolog c

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

--mute {0|1}

Mutes FCEUX while still passing the audio stream to mencoder.

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

### Gamepad Keyboard Bindings
NES Gamepad

Keyboard

Up

Keypad Up

Down

Keypad Down

Left

Keypad Left

Right

Keypad Right

A

F

B

D

Select

S

Start

Enter

### Other Commands
<Alt+Enter>

Toggle full-screen mode.

<F1>

Cheat menu (command-line only).

<F2>

Toggle savestate binding to movies.

<F3>

Load LUA script.

<F4>

Toggles background rendering.

<F5>

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

<F7>

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

<F10>

Toggle movie subtitles.

<F11>

Reset NES.

<F12>

Save screen snapshot.

Shift+<F5>

Beging recording video.

Shift+<F7>

Load recorded video.

0-9

Select save state slot.

PageUp/PageDown

Select next/previous state.

-

Decrease emulation speed.

=

Increase emulation speed.

Tab

Hold for turbo emulation speed.

Pause

Pause emulation.

\

Advance a single frame.

.

Toggle movie frame counter.

,

Toggle input display.

q

Toggle movie read-only.

'

Advance a single frame.

/

Lag counter display.

Delete

Frame advance lag skip display.

<ESC>

Quit FCEUX.

### VS Unisystem Commands
<F8>

Insert coin.

<F6>

Show/Hide dip switches.

1-8

Toggle dip switches (when dip switches are shown).

### Famicom Disk System Commands
<F6>

Select disk and disk side.

<F8>

Eject or insert disk.

http://fceux.com/

The FCEUX project homepage.

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


fceux-net-server

title: fceux-net-server(6)

summary: FCE Ultra game server

text:
# fceux-net-server(6)

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

## SYNOPSIS
fceux-net-server [options]

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

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

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

-h, --help

Displays a help message.

-v, --version

Displays the version number and quits.

-p, --port

Starts server on given port (default = 4046).

-w, --password

Specifies a password for entry.

-m, --maxclients

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

-t, --timeout

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

-f, --framedivisor

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

-c, --configfile

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

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

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


fgo

package: fgo

title: fgo(6)

summary: A graphical launcher for FlightGear

text:
# fgo(6)

## NAME
fgo - A graphical launcher for FlightGear

## SYNOPSIS
fgo

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

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

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

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

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


chkfont

package: figlet

title: chkfont(6)

text:
# chkfont(6)

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

## SYNOPSIS
chkfont [ fontfile ]

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

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

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

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

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

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

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