moon-buggy

package: moon-buggy

title: moon-buggy(6)

summary: drive some car across the moon

text:
# moon-buggy(6)

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

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

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

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

-h, --help

shows a short usage message.

-m, --mesg

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

-n, --no-title

skips the title screen.

-s, --show-scores

shows the current highscore list and exits.

-w, --with-sound

enables experimental sound add-on using esd.

-V, --version

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

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

SPC, j

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

a, l

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

q

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

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

/usr/bin/moon-buggy

the moon-buggy executable.

/var/games/moon-buggy/mbscore

the global score file

$HOME/.mbscore

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

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

## COPYING
Copyright © 2004 Jochen Voss

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

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


title: mupen64plus(6)

summary: console front\(hyend for the Mupen64Plus N64 emulator

text:
# mupen64plus(6)

## NAME
mupen64plus — console front‐end for the Mupen64Plus N64 emulator

## SYNOPSIS
mupen64plus

[parameters] romfile

## DESCRIPTION
mupen64plus is a plugin‐based N64 emulator for Linux/Unix, OSX, and Windows which is capable of accurately playing many games. Included are four MIPS R4300 CPU emulators, with dynamic recompilers for 32‐bit x86 and 64‐bit amd64 systems, and necessary plugins for audio, graphical rendering (RDP), signal co‐processor (RSP), and input. There are several OpenGL video plugins available:

- Rice, included with the distribution

- Glide64Mk2, included with the distribution

- Arachnoid

- Glide64 (old)

- Z64 (must be used with the rsp-z64 plugin)

The most current documentation can be found at the project’s homepage.

The options are as follows:

-h, --help

Print help message.

--noosd

Disable onscreen display.

--osd

Enable onscreen display.

--fullscreen

Run emulator in fullscreen display mode.

--windowed

Run emulator in windowed display mode.

--resolution res

Display resolution (640×480, 800×600, 1024×768, etc)

--nospeedlimit

Disable core speed limiter. This should be used with the dummy audio plugin.

--cheats cheat‐spec

Enable or list cheat codes for the given rom file.

--corelib filepath

Specifies a filename (optionally with a preceding directory path) to load a specific mupen64plus core library.

--configdir directory

Specifies a directory to look for the mupen64plus.cfg file. Default is ~/.config/mupen64plus/.

--datadir directory

Specifies a directory to search for shared data files (fonts, cheat codes, .ini files). Default is ${PREFIX}/share/mupen64plus/.

--plugindir directory

Specifies a directory to search for plugin files. Default is ${PREFIX}/lib/mupen64plus/.

--sshotdir directory

Specifies a directory to save screenshots captured during gameplay. Default is ~/.local/share/mupen64plus/screenshot/.

--gfx plugin‐spec

Specifies a plugin‐spec to select a graphics plugin for use during emulation.

--audio plugin‐spec

Specifies a plugin‐spec to select an audio plugin for use during emulation.

--input plugin‐spec

Specifies a plugin‐spec to select an input plugin for use during emulation.

--rsp plugin‐spec

Specifies a plugin‐spec to select an RSP plugin for use during emulation.

--emumode mode

Specifies which mode the emulator core should run in. mode should be set to one of the following numbers: 0

Pure Interpreter

1

Cached Interpreter

2

Dynamic Recompiler (DynaRec)

--testshots list

Take screenshots at frames given in the comma‐separated list, then quit.

--core-compare-send

Use the core comparison debugging feature, in data sending mode. If the core was not compiled with support for the Core Comparison feature, then the emulator will exit with an error.

--core-compare-recv

Use the core comparison debugging feature, in data receiving mode. If the core was not compiled with support for the Core Comparison feature, then the emulator will exit with an error.

--set param‐spec

Set the value of a mupen64plus configuration parameter. This option may be used multiple times. The format of param‐spec is Section‐Name[Param‐Name]=Value

--nosaveoptions

Do not save the given command‐line options into the mupen64plus configuration file to use as defaults in the future.

--verbose

Print lots of information. Useful for debugging but unnecessary for normal use.

## plugin‐spec
(plugin‐name)

Filename (without path) of plugin to use. Application will search through several directories to look for a matching plugin name.

(plugin‐path)

Full directory path and filename of plugin.

‘dummy’

Use the dummy plugin.

## cheat‐spec
‘list’

Show all of the available cheat codes.

‘all’

Enable all of the available cheat codes.

(codelist)

A comma separated list of cheat code numbers to enable.

## KEY COMMANDS
The following shortcut keys can be used during emulation. These are the default key values; nearly all of them may be set to different keys by editing the mupen64plus configuration file.

Escape

Quit the emulator.

0–9

Select virtual ‘slot’ for save/load state.

F5

Save emulator state to current slot.

F7

Load emulator state from current slot.

F9

Reset emulator.

F10

Slow down emulator speed by 5 percent.

F11

Speed up emulator speed by 5 percent.

F12

Take screenshot.

Alt‐Enter

Toggle fullscreen mode. This is not supported on Windows.

p or P

Pause/continue emulation.

m or M

Mute/unmute sound.

f or F

Fast Forward (playback at 250% normal speed as long as key is pressed).

g or G

Press GameShark button (if cheats are enabled).

/ or ?

Advance one frame if paused.

[

Decrease volume.

]

Increase volume.

## FILES
The default location for the mupen64plus configuration file is ~/.config/mupen64plus/. The default location of the saved screenshots is ~/.local/share/mupen64plus/screenshot/. The default location of the save states is ~/.local/share/mupen64plus/save/.

## AUTHORS
mupen64plus was originally started by Richard42 and nmn, and is based on Mupen64 (originally written by Hacktarux).

This man page was written by ebenblues, and updated by Richard42 and Anthony J. Bentley.

## COPYRIGHT
Mupen64plus is © 2008–2013 The Mupen64plus Team

License GPLv2+, GNU GPL version 2 or later

This is free software: you are free to change and redistribute it. There is no warranty, to the extent permitted by law.

## BUGS
To report bugs or make feature requests, use the issue tracker

branch: sisyphus


title: mupen64plus-qt(6)

summary: a customizable launcher for Mupen64Plus

text:
# mupen64plus-qt(6)

## NAME
Mupen64Plus-Qt - a customizable launcher for Mupen64Plus

## SYNOPSIS
mupen64plus-qt

## DESCRIPTION
Mupen64Plus-Qt is a customizable launcher for the mupen64plus-ui-console frontend. It was adapted from CEN64-Qt to work with Mupen64Plus.

See the README at https://www.github.com/dh4/mupen64plus-qt for a detailed description of its features and usage.


nbbattleship

package: nbsdgames

title: nbbattleship(6)

text:
# nbbattleship(6)

## NAME
battleship, nbbattleship

## CONTROLS
RETURN/ENTER : Shoot

R : Rotate

hjkl/ARROW KEYS : Move cursor

q : Quit

F1 & F2 : Help on controls & gameplay

YOU CAN ALSO USE THE MOUSE!

## GAMEPLAY
Guess the location of your opponent´s

ships and sink them! The player

who sinks all the opponent´s ships wins.


nbcheckers

title: nbcheckers(6)

text:
# nbcheckers(6)

## NAME
checkers, nbcheckers

## CONTROLS
RETURN/ENTER : Select or move the piece

hjkl/ARROW KEYS : Move cursor

q : quit

F1 & F2 : Help on controls & gameplay

YOU CAN ALSO USE THE MOUSE!

## GAMEPLAY
1) The game starts with each player having 12 men;

men can only diagonally move forwards

(toward the opponet´s side).

2) Men can become kings by reaching the opponet´s

first rank; kings can diagonally move both forwards

and backwards.

3) Pieces can capture opponet´s pieces by jumping over them

also they can capture several pieces at once by doing a

chain of jumps.

4) You have to do a jump if you can.

5) A player wins when the opponet can´t do a move e. g.

all of their pieces are captured.


nbdarrt

title: nbdarrt(6)

text:
# nbdarrt(6)

## NAME
darrt, nbdarrt

## GAMEPLAY
If you hit a letter on keyboard, the letter on the

screen will soon stop. You have to aim for the

center of the target using the moving letters.


nbfifteen

title: nbfifteen(6)

text:
# nbfifteen(6)

## NAME
fifteen, nbfifteen

## CONTROLS
RETURN/ENTER : Slide

hjkl/ARROW KEYS : Move cursor

q : Quit

F1 & F2 : Help on controls & gameplay

YOU CAN ALSO USE THE MOUSE!

## GAMEPLAY
Slide the tiles until the numbers and characters are

in the right order.


nbfisher

title: nbfisher(6)

text:
# nbfisher(6)

## NAME
fisher, nbfisher

## CONTROLS
UP & DOWN: Control the hook

q: Quit

This is a port of "Deep Sea Fisher", a MikeOS game.

## GAMEPLAY
Catch a fish and reel it in for points

The deeper the fish, the more points it is worth.

If a fish hits your line, you lose a hook.

When you run out of hooks, the game is over!

This is a port of "Deep Sea Fisher", a MikeOS game.


nbjewels

title: nbjewels(6)

summary: Move k\-Rotate p\-Pause q\-Quit

text:
# nbjewels(6)

## NAME
jewels, nbjewels

j,l-Move k-Rotate p-Pause q-Quit


nbmemoblocks

title: nbmemoblocks(6)

text:
# nbmemoblocks(6)

## NAME
memoblocks, nbmemoblocks

## CONTROLS
RETURN/ENTER : Reveal

hjkl/ARROW KEYS : Move cursor

q : Quit

F1 & F2 : Help on controls & gameplay

YOU CAN ALSO USE THE MOUSE!

## GAMEPLAY
Click on a tile to see the glyph it contains,

then try to find a matching glyph the same way.

They form a pair only when you click a tile

directly after the match. The game ends when

you have found all the matching pairs.


nbmiketron

title: nbmiketron(6)

text:
# nbmiketron(6)

## NAME
miketron, nbmiketron

## CONTROLS
hjkl/ARROW KEYS : Change direction

q : Quit

F1 & F2: Help on controls & gameplay

## GAMEPLAY
You are controlling a strange vechile which can

survive explosions but cannot cross the trail it has

left behind. Keep it running as much as you can.

Plagiarized from MikeOS


nbmines

title: nbmines(6)

text:
# nbmines(6)

## NAME
mines, nbmines

## CONTROLS
RETURN/ENTER : Examine for bombs

SPACE : Flag/Unflag

hjkl/ARROW KEYS : Move cursor

q : Quit

F1 & F2 : Help on controls & gameplay

PgDn,PgUp,, : Scroll

YOU CAN ALSO USE THE MOUSE!

## GAMEPLAY
Try to find the landmines in the field

with logical reasoning: When you click

on a tile ( a ´.´ here), numbers may show

up that indicate the number of landmines

in adjacent tiles; you should find and

avoid the landmines based on them; and

clicking on a landmine would make you

lose the game.


nbmuncher

title: nbmuncher(6)

text:
# nbmuncher(6)

## NAME
muncher, nbmuncher

## CONTROLS
hjkl/ARROW KEYS : Change direction

q : Quit

F1 & F2: Help on controls & gameplay

## GAMEPLAY
Eat the food and avoid the traps.


nbpipes

title: nbpipes(6)

text:
# nbpipes(6)

## NAME
pipes, nbpipes

## CONTROLS
RETURN/ENTER : Place/Replace a pipe

hjkl/ARROW KEYS : Move cursor

p : Pause

q : Quit

f : Toggle fast flow

F1 & F2 : Help on controls & gameplay

YOU CAN ALSO USE THE MOUSE!

## GAMEPLAY
Keep maintaining the pipeline and

don´t let the sewage leak.


nbrabbithole

title: nbrabbithole(6)

text:
# nbrabbithole(6)

## NAME
rabbithole, nbrabbithole

## CONTROLS
hjkl/ARROW KEYS : Move cursor

q : Quit

F1 & F2: Help on controls & gameplay (viewing these pages doesn´t pause the timer!)

PgDn,PgUp,, : Scroll

## GAMEPLAY
Try to gather all the carrots in the maze

in the given time. The determining factors

are your choice of paths and the speed of

your fingers.


nbredsquare

title: nbredsquare(6)

text:
# nbredsquare(6)

## NAME
redsquare, nbredsquare

## CONTROLS
hjkl/ARROW KEYS : Move square

q : Quit

F1 & F2 : Help on controls & gameplay

## GAMEPLAY
Move the square and catch the X or outnumber the

white cells with those of your own,

in the environment of Conway´s game of life.


nbreversi

title: nbreversi(6)

text:
# nbreversi(6)

## NAME
reversi, nbreversi

## CONTROLS
RETURN/ENTER : Put the piece

hjkl/ARROW KEYS : Move cursor

q : Quit

F1 & F2 : Help on controls & gameplay

YOU CAN ALSO USE THE MOUSE!

## GAMEPLAY
Players take turns placing disks on the board:

1) Any pieces of the opponet´s color that is bounded

in a straight line between the piece just placed and

another piece of the current player´s color would turn

to the current player´s color.

2) You can only put pieces if at least one of your

opponet´s pieces turns into your color.

3) The game ends when neither side can do a move and

the player with more pieces wins.


nbsnakeduel

title: nbsnakeduel(6)

text:
# nbsnakeduel(6)

## NAME
snakeduel, nbsnakeduel

## CONTROLS
hjkl/ARROW KEYS : Change direction

q : Quit

F1 & F2: Help on controls & gameplay


nbsos

title: nbsos(6)

text:
# nbsos(6)

## NAME
sos, nbsos

## CONTROLS
hjkl/ARROW KEYS : Move cursor

S & O : Write S or O

q : Quit

F1 & F2: Help on controls & gameplay

PgDn,PgUp,, : Scroll

YOU CAN ALSO USE THE MOUSE!

## GAMEPLAY
The game is similar to Tic Tac Toe:

The players write S and O in the squares

and making the straight connected sequence

S-O-S makes you a score; obviously, the

player with a higher score wins.


nbsudoku

title: nbsudoku(6)

text:
# nbsudoku(6)

## NAME
sudoku, nbsudoku

## CONTROLS
1 - g : Enter number/character

SPACE : Clear tile

ARROW KEYS : Move cursor

q : Quit

n : New board

r : Restart

? : Hint (not like in other games)

F1 & F2: Help on controls & gameplay

PgDn,PgUp,, : Scroll

YOU CAN ALSO USE THE MOUSE!

## GAMEPLAY
Fill the table with digits (and characters)

so that all the rows, columns and smaller subregions

contain all of the digits from 1 to 9 and all

the alphabet letters from ´a´ to ´g´.

## BUGS
Doesn´t guarantee a unique solution. Attempts to fix that are welcome.


netris

package: netris

title: netris(6)

text:
# netris(6)

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

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

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

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

The keys are:

j

left

k

rotate

l

right

Space

drop

m

down faster

s

toggle spying on the other player

p

pause

f

make game faster (irreversable)

Ctrl-L

redraw the screen

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

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

The default is: netris -k jkl mspf^l

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

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

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

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

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

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

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


nsnake

package: nsnake

title: nsnake(6)

summary: Classic snake game on the terminal

text:
# nsnake(6)

## NAME
nsnake - Classic snake game on the terminal

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

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

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

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

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

Default controls:

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

p Pauses/Unpauses the game

h Show help during the game

## OPTIONS
-h, --help

Displays the quick help text.

-v, --version

Displays the version and general information.

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

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

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

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

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

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


nudoku

package: nudoku

title: nudoku(6)

summary: ncurses based sudoku game

text:
# nudoku(6)

## NAME
nudoku - ncurses based sudoku game

## SYNOPSIS
nudoku [OPTIONS]

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

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

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

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

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

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

N Create a new puzzle.

G Save current game state.

Q Quit nudoku.

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

S Let the computer solve the puzzle.

x Delete number from field.

u Undo previous action.

## OPTIONS
-h Print help.

-v Display version information.

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

-o Output stream. Print a single sudoku onto standard output. Notation is in stream format like used by -s.

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

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

-r Resume saved game. Game state is stored in $XDG_STATE_HOME/nudoku/ directory and deleted on successful resume.

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

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

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

## BUGS
No known bugs.

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


openttd

package: openttd

title: openttd(6)

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

text:
# openttd(6)

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

## SYNOPSIS
openttd

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

## OPTIONS
-b blitter

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

-c config_file

Use config_file instead of openttd.cfg.

-d [level]

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

-d cat=lvl[,...]

Set debug verbosity to lvl for a specific category cat.

-D [host][:port]

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

-e

Start in world editor mode.

-f

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

-g [file]

Load file (can be either a savegame, scenario, or heightmap) at start or start a new game if omitted. file must be either an absolute path or one relative to the current path or one of the search paths.

-G seed

Seed the pseudo random number generator with seed.

-h

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

-I graphicsset

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

-m driver

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

-M musicset

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

-n host[:port][#company]

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

-p password

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

-q savegame

Write some information about the specified savegame and exit.

-Q

Don't scan for/load NewGRF files on startup. Passing -Q twice (so, -QQ ) will disable NewGRF scanning/loading entirely.

-r widthxheight

Set the resolution to width × height pixels.

-s driver

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

-S soundset

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

-t year

Set the starting year to year.

-v driver

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

-x

Do not automatically save to config file on exit.

-X

Do not use global folders to search for files.

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

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


opentyrian

package: opentyrian

title: opentyrian(6)

text:
# opentyrian(6)

## NAME
opentyrian - an open-source port of the DOS game Tyrian

## SYNOPSIS
opentyrian [OPTIONS]

## DESCRIPTION
Tyrian is an arcade-style vertical scrolling shooter. The story is set in 20,031 where you play as Trent Hawkins, a skilled fighter-pilot employed to fight MicroSol and save the galaxy.

Tyrian features a story mode, one- and two-player arcade modes, and networked multiplayer.

## OPTIONS
A summary of options is included below.

-h, --help

Display help and exit.

-s, --no-sound

Disable audio.

-j, --no-joystick

Disable joystick/gamepad input.

-t, --data directory

Set alternative Tyrian data directory.

-n, --net host[:port]

Start a networked game; host is the IP address of your opponent. Use this option together with --net-player-name and --net-player-number to join game. OpenTyrian uses UDP port 1333 for multiplayer, but in most cases players will not need to open any ports because OpenTyrian makes use of UDP hole punching.

--net-player-name name

Set name as your alias for multiplayer game.

--net-player-number number

Select ship; number is either 1 or 2 depending on which ship you intend to pilot.

-p, --net-port port

Set local port to bind.

-d, --net-delay frames

Set lag-compensation delay.

-x, --no-xmas

Disable Christmas mode.

## COPYRIGHT
This program comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to redistribute it under certain conditions. See the file COPYING for details.

Data files bundled with this package come from Tyrian 2.1 data files which have been released as freeware.

Daniel Cook released graphic files under very liberal license ("use and abuse them as desired").

## AUTHOR
This manual page was written by Patryk Obara <patryk.obara@gmail.com> basing on AshTR's README file.


openxcom

package: openxcom

title: openxcom(6)

text:
# openxcom(6)

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

## SYNOPSIS
openxcom

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

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

The options are as follows:

-?, -help

show command-line help

-data path

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

-user path

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

-cfg path

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

-master mod

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

-KEY VALUE

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

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

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

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

## COPYRIGHT
Copyright © 2020 OpenXcom Developers

## AUTHORS
OpenXcom Developers


openxcom-extended

package: openxcom-extended

title: openxcom-extended(6)

text:
# openxcom-extended(6)

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

## SYNOPSIS
openxcom

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

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

The options are as follows:

-?, -help

show command-line help

-data path

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

-user path

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

-cfg path

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

-master mod

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

-KEY VALUE

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

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

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

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

## COPYRIGHT
Copyright © 2020 OpenXcom Developers

## AUTHORS
OpenXcom Developers


pentobi

package: pentobi

title: pentobi(6)

text:
# pentobi(6)

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

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

pentobi -h | --help

pentobi -v | --version

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

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

## OPTIONS
-h, --help

Display help and exit.

--maxlevel n

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

--mobile

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

--nobook

Do not use opening books.

--nodelay

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

--seed n

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

--threads n

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

--verbose

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

-v, --version

Display version and exit.

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

-display d

Switches displays on X11.

-geometry g

Window geometry using the X11 syntax.

-style s

Set the style for the GUI elements of QQuickControls.

## SEE ALSO
pentobi-thumbnailer


pentobi-thumbnailer

title: pentobi-thumbnailer(6)

text:
# pentobi-thumbnailer(6)

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

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

pentobi-thumbnailer -h | --help

pentobi-thumbnailer -v | --version

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

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

## OPTIONS
-h, --help

Display help and exit.

-s n, --size n

The size of the thumbnail. The default is 128.

-v, --version

Display version and exit.

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

## SEE ALSO
pentobi


pianobooster

package: pianobooster

title: pianobooster(6)

summary: learn the piano just by playing a game

text:
# pianobooster(6)

## NAME
pianobooster - learn the piano just by playing a game

## DESCRIPTION
Piano Booster is piano teaching software that can provide piano lessons for beginners as well as for advanced players. It can be used for teaching music theory and is useful for piano practice and learning piano technique.

## SYNOPSIS
pianobooster [flags] [midifile]

## OPTIONS
-d, --debug

Increase the debug level

-h, --help

Display a help message

--lights

Turn on the keyboard lights

-l, --log

Write debug info to the "pb.log" log file

--midi-input-dump

Display the midi input in hex

-q, --quick-start

Quick start

-v, --version

Display the version number and exit

--Xnote-length (EXPERIMENTAL)

Display the note length

--Xtick-rate=RATE (EXPERIMENTAL)

Adjust the tick rate in mSec, the default being 4 (12 windows)

## USAGE
Piano Booster is a fun way of playing along with a musical accompaniment and at the same time learning the basics of reading musical notation. The difference between playing along to a CD or a standard midi file is that Piano Booster listens and follows what you are playing on a midi piano keyboard.

The program has been designed to allow you to play along on a midi piano keyboard with the scrolling notes shown on the screen. The notes you press on the keyboard appear as colored lines on the musical stave, the color of which depends whether you have pressed the right or wrong note.

A different musical instrument sound is used for your playing depending whether you are playing the right or wrong notes. This feature also allows Piano Booster to be used with printed sheet music so you can hear if you are playing the right notes while at the same time keeping your eyes on the printed score. The music accompaniment will automatically wait for you to find and play the correct notes in the piece.

Timing markers show whether you are playing ahead or behind of the beat. They appear as white crosses that are drawn over the note.

## FEATURES
- Piano Booster follows you when playing along to a musical accompaniment. If you stop, then so does the music.

- Play a single hand and Piano Booster will play the other hand, as well as the rest of instruments, in time with you.

- Change the speed of playback to match your playing ability.

- Transpose +/- 12 semitones without stopping the play back.

- Change the Key Signature of the piece.

- Plays any standard midi or kar file.

- Play along to any instrument in the midi file.

- Adjust the volume of the current part or the volume your piano part.

- See how accurate you're playing.

- Change the start bar to start playing from any bar in the music. The repeat bars allows you to practice just a few difficult bars continuously.

- Timing markers are white crosses that are drawn over each note and show if you are playing ahead or behind the beat.

- A different instrument sound is used for the right and wrong notes that you play.

## SEE ALSO
You can find more about the game on its homepage: https://www.pianobooster.org

## AUTHOR
The game was originally written by Louis James Barman <louisjb@users.sourceforge.net>, <louisjbarman@gmail.com>. This manual page was written by Miriam Ruiz <miriam@debian.org> for the Debian project, but can be used by others.


pingus

package: pingus

title: pingus(6)

text:
# pingus(6)

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

## SYNOPSIS

pingus

[OPTION]... [FILE]

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

## OPTIONS

### GENERAL OPTIONS
-h, --help

Displays this help

-V, --version

Print version number and exit

-v, --verbose

Enable info level log output

-D, --debug

Enable debug level log output

-Q, --quiet

Disable all log output

### DISPLAY OPTIONS
-w, --window

Start in Window Mode

-f, --fullscreen

Start in Fullscreen

-r, --renderer=RENDERER

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

sdl

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

opengl

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

delta

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

-g, --geometry=WIDTHxHEIGHT

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

-R, --fullscreen-resolution=WIDTHxHEIGHT

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

--software-cursor

Enable software cursor

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

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

--drag-drop-scrolling

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

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

Disable sound

-m, --disable-music

Disable music

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

Select language to use with Pingus

--list-languages

List all available languages

### EDITOR OPTIONS
-e, --editor

Loads the level editor

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

Load game datafiles from DIR

-u, --userdir=DIR

Load config files and store savegames in DIR

-a, --addon=DIR

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

--no-cfg-file

Don't read ~/.pingus/config

-c, --config=FILE

Read config from FILE

--controller=FILE

Uses the controller given in FILE

### DEBUG OPTIONS
--developer-mode

Enables some special features for developers

-t, --speed=SPEED

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

-k, --fps=FPS

Set the desired game framerate (frames per second)

--tile-size=INT

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

## KEYBOARD SHORTCUTS

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

W, A, S, D

Scroll in the level

Space

Hold to ast-forward

P, R

Pause the game.

S, F

Advance the game by a single frame.

Backspace

Activate armageddon.

Escape

Leave the current screen/level.

### ENGINE
F10

Show/hide the FPS counter.

AltReturn, F11

Switch to fullscreen/window mode.

Ctrlg

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

Ctrlo, F5

Show the option menu.

F12

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

Ctrlm

Toggle the developer mode, see --developer-mode

c (only in developer-mode)

Show the collision map overlayed over the regular groundmap.

k (only in developer-mode)

Clear the screen for delta mode debugging.

## ACTIONS
Basher

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

Blocker

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

Bomber

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

Bridger

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

Climber

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

Digger

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

Floater

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

Jumper

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

Miner

The Miner will dig a diagonal hole into the ground.

Slider

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

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

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

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

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

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

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

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

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

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

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

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

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

### KEYBOARD SHORTCUTS
Delete, Backspace

Delete all currently selected objects

A

Select or unselect all objects

D

Duplicate the currently selected objects

I, K, J, L

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

PageUp, PageDown

Raise or lower an object

ShiftPageUp, ShiftPageDown

Raise or lower an object to the top or bottom

R, ShiftR

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

F, ShiftV

Flip an object horizontally

V, ShiftF

Flip an object vertically

B, ShiftB

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

+, =, -

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

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

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


pioneers

package: pioneers

title: pioneers(6)

text:
# pioneers(6)

## NAME
pioneers - Turnbased board strategy game (colonize an island)

## SYNOPSIS
pioneers [ --server server ] [ --port port ] [ --name name ]

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

Pioneers is a computerized version of a well known strategy board game. The goal of the game is to colonize an island. The players play the first colonists hence the name pioneers. It uses a client/server model for networked play of between two and eight players. You will need to connect to a machine running either pioneers-server-gtk or pioneers-server-console to play. An AI client, pioneersai, is also available.

## OPTIONS
Pioneers accepts the standard GTK+/GNOME commandline options, and the following options:

-s, --server server

Hostname of the server

-p, --port port

Portname of the server

-n, --name name

Use this name for the player instead of the name in the settings file

-v, --spectator

Connect as spectator instead of as a player

-m, --metaserver metaserver

Connect to this metaserver instead of the metaserver in the settings file

--debug

Turn on debugging mode

--version

Show the version and quit

When the server and port are both provided, the client automatically quits when the connection is broken.

## ENVIRONMENT
The default settings can be influenced with the following environment variable:

PIONEERS_METASERVER

The hostname of the metaserver. If it is not set, the default metaserver will be used.

## FILES
/usr/share/games/pioneers/themes/*

Themes for display of the map. Each theme goes in a separate subdirectory.

/usr/share/pixmaps/pioneers/* Icons

/usr/share/pixmaps/pioneers.png Main icon

$XDG_CONFIG_HOME/pioneers Saved settings

$XDG_DATA_HOME/pioneers/themes Personal themes

## AUTHOR
This manual page was written by Steve Langasek <vorlon@debian.org>, and updated by Roland Clobus <rclobus@rclobus.nl>. Pioneers was written by Dave Cole <dave@dccs.com.au>, Andy Heroff <aheroff@mediaone.net>, and Roman Hodek <roman@hodek.net>, with contributions from many other developers on the Internet; see the AUTHORS file in the pioneers distribution for a complete list of contributing authors.

## SEE ALSO
More detailed user documentation is available in the online help.

pioneers-server-gtk(6), pioneers-server-console(6), pioneersai(6)


pioneers-editor

title: pioneers-editor(6)

summary: Editor for the Pioneers boardgame

text:
# pioneers-editor(6)

## NAME
pioneers-editor - Editor for the Pioneers boardgame

## SYNOPSIS
pioneers-editor [filename]

## DESCRIPTION
This manual page documents briefly the pioneers-editor command.

Pioneers is an implementation of the popular, award-winning "Settlers of Catan" board game for the GNOME desktop environment. It uses a client/server model for networked play of between two and eight players. You will need to connect to a machine running either pioneers-server-gtk or pioneers-server-console to play. An AI client, pioneersai, is also available.

Pioneers-editor can be used to create new board layouts. Clicking on the plus and minus signs on the side of the board will increase and decrease the board size respectively. Left clicking on a tile allows one to select the terrain type; Middle or right clicking allows one to set the chit number or port type and orientation. The chit number can also be set by pressing the number key(s) while the pointer is hovering over the tile.

In the settings tab, several game settings can be adjusted.

## PLAYING
Games created with pioneers-editor can be played with pioneers-server-gtk and pioneers-server-console, if they are installed in the global game directory. Alternatively, they can be played with pioneers-server-console, by using the --file option.

## OPTIONS
Pioneers-editor accepts the standard GTK+/GNOME commandline options. See pioneers-editor --help for details.

## FILES
/usr/share/games/pioneers/*.game

Global game files. Games which are installed here can be selected by title, and played from pioneers-server-gtk.

## AUTHOR
This manual page was written by Bas Wijnen <shevek@fmf.nl>. Pioneers was written by Dave Cole <dave@dccs.com.au>, Andy Heroff <aheroff@mediaone.net>, and Roman Hodek <roman@hodek.net>, with contributions from many other developers on the Internet; see the AUTHORS file in the pioneers distribution for a complete list of contributing authors.

## SEE ALSO
pioneers(6), pioneers-server-gtk(6), pioneers-server-console(6), pioneersai(6)


pioneers-metaserver

title: pioneers-metaserver(6)

summary: metaserver for Pioneers

text:
# pioneers-metaserver(6)

## NAME
pioneers-metaserver - metaserver for Pioneers

## SYNOPSIS
pioneers-metaserver [options]

## DESCRIPTION
Pioneers is a computerized version of a well known strategy board game. The goal of the game is to colonize an island. The players play the first colonists hence the name pioneers. It uses a client/server model for networked play. This program provides a piece of network infrastructure that helps match pioneers clients to pioneers servers. Casual players of pioneers probably do not need to run this program.

## OPTIONS
-?, --help

Print a short help text and exit.

-d, --daemon

Run in daemon mode.

-P, --pidfile pidfile

Write the pid to pidfile (implies -d)

-r, --redirect location

Redirect to another metaserver running at location.

-s, --servername hostname

Use hostname as hostname when creating servers.

-p, --port-range from-to

Use ports in the range from-to (inclusive) to start servers. When this range is not specified, the metaserver will not be able to create new games.

--debug

Enable debug messages.

--syslog-debug

Duplicate the messages of the syslog to the console.

--version

Show version information.

## ENVIRONMENT
The default settings of the metaserver can be influenced with the following three environment variables:

PIONEERS_METASERVER

The hostname the metaserver will use when creating new games. This should be a hostname that can be resolved by all clients that will connect.

PIONEERS_SERVER_CONSOLE

The path (including the filename) to pioneers-server-console. If it contains only a filename and no path or if it is not set, the PATH variable in the environment is used to locate the program.

PIONEERS_DIR

The path to the game definition files. If it is not set, the default installation path will be used.

## FILES
/usr/share/games/pioneers/*.game

Game definitions

## SIGNALS
SIGINT

Shutdown the metaserver gracefully (can also be used to check for memory leaks)

## AUTHOR
This manual page was written by Jeff Breidenbach <jab@debian.org>, and updated by Roland Clobus <rclobus@rclobus.nl> and Bas Wijnen <shevek@fmf.nl>. Pioneers was written by Dave Cole <dave@dccs.com.au>, Andy Heroff <aheroff@mediaone.net>, and Roman Hodek <roman@hodek.net>, with contributions from many other developers on the Internet; see the AUTHORS file in the pioneers distribution or the help->about dialog in one of the graphical programs for a complete list of contributing authors.

## SEE ALSO
pioneers(6), pioneers-server-gtk(6), pioneers-server-console(6)


pioneers-server-console

title: pioneers-server-console(6)

summary: command-line game server for Pioneers

text:
# pioneers-server-console(6)

## NAME
pioneers-server-console - command-line game server for Pioneers

## SYNOPSIS
pioneers-server-console [ OPTIONS ]

## DESCRIPTION
This manual page documents briefly the pioneers-server-console command.

Pioneers is a computerized version of a well known strategy board game. The goal of the game is to colonize an island. The players play the first colonists hence the name pioneers. It uses a client/server model for networked play of between two and eight players. This program provides a console-only server that pioneers clients can connect to.

## OPTIONS

### Application options
-g,--game-title game title Load the ruleset specified by game title. The title can be found in the *.game files. You need quotes for titles with spaces.

--filefilename

Load the ruleset in the file filename.

-p,--port port

Use port port for player connections.

-P,--players num

Start a game for num total players (including computer players).

-v,--points points

Specify the number of "victory points" required to win the game.

-R,--seven-rule[0|1|2]

"Sevens rule": Specify gameplay behavior when a player rolls a seven. A value of 0 (the default) means that rolling a seven always moves the robber. A value of 1 requires the player to re-roll if a seven is rolled on the first two turns. A value of 2 means the player always re-rolls.

-T,--terrain[0|1]

Choose a terrain type: 0 for the default, or 1 for random terrain.

-c,--computer-players num

Start up num computer players.

--version

Show version information.

### Metaserver options
-r,--register

Register with a metaserver. The metaserver to use can be overridden with the -m option. Default metaserver: pioneers.debian.net

-m,--metaserver metaserver

Register this server with the metaserver at the specified address.

-n, --hostname hostname

Use this hostname instead of the hostname reported by hostname(1).

### Miscellaneous options
-x,--auto-quit Automatically exit after a player has won.

-k,--empty-timeout secs

Automatically stop the server if no one has connected after secs seconds.

-t,--tournament mins

Tournament mode: add AI players after mins minutes.

-a,--admin-port port

Listen for administrative commands on port port.

-s,--admin-wait

Don't start the game immediately; wait for a command on the admin port (-a) instead.

--fixed-seating-order

Give players numbers according to the order they enter the game.

--debug

Enable debug messages.

## ENVIRONMENT
The default settings of the server can be influenced with the following three environment variables:

PIONEERS_METASERVER

The hostname of the metaserver when no metaserver is specified on the command-line.

PIONEERS_SERVER_NAME

The hostname of the server. If it is not set, the hostname is determined by hostname(1).

PIONEERS_DIR

The path to the game definition files. If it is not set, the default installation path will be used.

## FILES
/usr/share/games/pioneers/*.game and $XDG_DATA_HOME/pioneers/*.game

Game definitions

/usr/share/games/pioneers/computer_names A list of names the computer player can use

## AUTHOR
This manual page was written by Steve Langasek <vorlon@debian.org>, and updated by Roland Clobus <rclobus@rclobus.nl>. Pioneers was written by Dave Cole <dave@dccs.com.au>, Andy Heroff <aheroff@mediaone.net>, and Roman Hodek <roman@hodek.net>, with contributions from many other developers on the Internet; see the AUTHORS file in the pioneers distribution for a complete list of contributing authors.

## SEE ALSO
pioneers(6), pioneers-server-gtk(6), pioneersai(6), hostname(1)


pioneers-server-gtk

title: pioneers-server-gtk(6)

summary: graphical game server for Pioneers

text:
# pioneers-server-gtk(6)

## NAME
pioneers-server-gtk - graphical game server for Pioneers

## SYNOPSIS
pioneers-server-gtk [options]

## DESCRIPTION
This manual page documents briefly the pioneers-server-gtk command.

Pioneers is a computerized version of a well known strategy board game. The goal of the game is to colonize an island. The players play the first colonists hence the name pioneers. It uses a client/server model for networked play of between two and eight players. This program provides a GUI-configurable stand-alone server which you connect to from pioneers itself.

## OPTIONS
Pioneers accepts the standard GTK+ commandline options.

## ENVIRONMENT
The default settings of the server can be influenced with the following three environment variables:

PIONEERS_METASERVER

The hostname of the metaserver when no metaserver is specified in the user interface. (The settings file takes precedence)

PIONEERS_SERVER_NAME

The hostname of the server. If it is not set, the hostname is determined by hostname(1). (The settings file takes precedence)

PIONEERS_DIR

The path to the game definition files. If it is not set, the default installation path will be used.

## FILES
/usr/share/games/pioneers/*.game and $XDG_DATA_HOME/pioneers/*.game

Game definitions

/usr/share/pixmaps/pioneers-server.png Game icon

$XDG_CONFIG_HOME/pioneers-server Saved settings

/usr/share/games/pioneers/computer_names A list of names the computer player can use

## AUTHOR
This manual page was written by Steve Langasek <vorlon@debian.org>, and updated by Roland Clobus <rclobus@bigfoot.com>. Pioneers was written by Dave Cole <dave@dccs.com.au>, Andy Heroff <aheroff@mediaone.net>, and Roman Hodek <roman@hodek.net>, with contributions from many other developers on the Internet; see the AUTHORS file in the pioneers distribution for a complete list of contributing authors.

## SEE ALSO
pioneers(6), pioneers-server-console(6), pioneersai(6)


pioneersai

title: pioneersai(6)

summary: Computer player for Pioneers

text:
# pioneersai(6)

## NAME
pioneersai - Computer player for Pioneers

## SYNOPSIS
pioneersai [ -s server ] [ -p port ] -n name [ -a algorithm ] [ -t milliseconds ] [ -c ]

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

Pioneers is a computerized version of a well known strategy board game. The goal of the game is to colonize an island. The players play the first colonists hence the name pioneers. This is an AI player implementation that can take part in Pioneers games.

## OPTIONS
-s,--server server

Connect to a pioneers game running on server.

-p,--port port

Connect to a pioneers game running on port.

-n,--name name

Specify name of the computer player.

-a,--algorithm algorithm

Specify algorithm of the computer player. The algorithms for active partipants in a game are "greedy" and "genetic". The default algorithm is "greedy". Other allowed values are: lobbybot, logbot.

--chromosome-file filename

The filename for the file that contains the chromosome for the "genetic" algorithm. When not specified, the default chromosome is used.

-t,--time milliseconds

Time to wait between turns, in milliseconds. Default is 1000.

-c,--chat-free

Do not chat with other players.

--debug

Enable debug messages.

--version

Show version information.

## AUTHOR
This manual page was written by Jeff Breidenbach <jab@debian.org>, and updated by Roland Clobus <rclobus@rclobus.nl>. Pioneers was written by Dave Cole <dave@dccs.com.au>, Andy Heroff <aheroff@mediaone.net>, and Roman Hodek <roman@hodek.net>, with contributions from many other developers on the Internet; see the AUTHORS file in the pioneers distribution for a complete list of contributing authors.

## SEE ALSO
pioneers(6), pioneers-server-gtk(6), pioneers-server-console(6)


pipenightdreams

package: pipenightdreams

title: pipenightdreams(6)

text:
# pipenightdreams(6)

## NAME
pipenightdreams - Just another pipe trip (PipeDream clon).

## SYNOPSIS
pipenightdreams [--datadir <DATADIR>] [--fullscreen]

## DESCRIPTION
pipenightdreams is a puzzle-game where the objective is to carry liquid from some point to the exit using different kinds of pipes. On each level there is a minimum number of required pipes that should be at least reached for it to be completed.

The score is increased by using as many pipes as possible an by collecting various bonus tokens making the liquid pass through their pipes. There are also life bonus and, hopefully soon, "freeze tokens".

### KEYS
The game is entirely played using the keyboard and the key layout is as follows:

SPACE

Puts the next pipe where the pointer is.

CURSOR KEYS

Move the pointer.

ENTER

Speeds up the liquid (Avoids skillful players to get bored).

ESC

Goes back to the main screen or exits.

### BONUS TYPES
The various types of bonus tokens are the following:

LIFE BONUS

The purple one with a "L" on it.

SUPER BONUS

The red one with a "B" on it.

ULTRA BONUS

The blue one.

HYPER BONUS

The green one.

## OPTIONS
--datadir <CUSTOM DATA DIR> is used when the data directory is not the default one (/usr/share/pipenightdreams).

--fullscreen switchs to fullscreen mode.

## BUGS
Not known.

## SEE ALSO
Pipenightdreams home page at

http://www.libsdl.org/projects/pipenightdreams

## AUTHORS
Waldemar A. Baraldi <baraldi@lacasilla.com.ar>


polymc

package: polymc

title: polymc(6)

text:
# polymc(6)

## NAME
polymc - a launcher and instance manager for Minecraft.

## SYNOPSIS
polymc [OPTIONS...]

## DESCRIPTION
PolyMC is a custom launcher for Minecraft that allows you to easily manage multiple installations of Minecraft at once. It also allows you to easily install and remove mods by simply dragging and dropping. Here are the current features of PolyMC.

## OPTIONS
-d, --dir=DIRECTORY

Use DIRECTORY as the PolyMC root.

-l, --launch=INSTANCE_ID

Launch the instance specified by INSTANCE_ID.

--alive

Write a small 'live.check' file after PolyMC starts.

-h, --help

Display help text and exit.

-v, --version

Display program version and exit.

-a, --profile=PROFILE

Use the account specified by PROFILE (only valid in combination with --launch).

## EXIT STATUS
0

Success

1

Failure (syntax or usage error; configuration error; unexpected error).

## BUGS
https://github.com/PolyMC/PolyMC/issues

## RESOURCES
GitHub: https://github.com/PolyMC/PolyMC

Main website: https://polymc.org

## AUTHORS
PolyMC Contributors


prboom

package: prboom

title: prboom(6)

text:
# prboom(6)

## NAME
prboom - PrBoom, a version of Doom for Unix, Linux and Windows systems

## SYNOPSIS
prboom [ -complevel lvl ] [ -width w ] [ -height h ] [ -viewangle n ] [ -vidmode gl ] [ -[no]fullscreen ] [ -[no]window ] [ -iwad iwadname ] [ -file wad1 ... ] [ -deh deh_file ] [ -noload ] [ -loadgame {0,1,2,3,4,5,6,7} ] [ -warp { map | epis level } -skill {1,2,3,4,5} ] [ {-fastdemo,-timedemo,-playdemo} demofile [ -ffmap num ] ] [ -record demofile ] [ -solonet ] [ -net hostname[:port] ] [ -deathmatch [ -altdeath ] ] [ { -timer mins | -avg }] ] [ -nosound ] [ -nosfx ] [ -nomusic] [ -nojoy ] [ -nomouse ] [ -noaccel ] [ -nodraw ] [ -config myconf ] [ -save savedir ] [ -bexout bexdbg ] [ -debugfile debug_file ] [ -devparm ] [ -noblit ] [ -nodrawers ]

## DESCRIPTION
PrBoom is a version of the 3D shoot'em'up Doom, originally by iD software. It is based on Boom, a version of Doom adapted by TeamTNT (http://www.teamtnt.com/) for DOS. PrBoom uses the SDL library, meaning it can run on a variety of different systems, including Windows, X11, Linux/SVGALib.

## Options
-complevel lvl

This sets the compatibility mode that PrBoom runs in. If you need to change this, see README.compat.

## Video Options
-width w

Specifies the width of the PrBoom window, in pixels. Default is 320, the width must be greater than 320..

-height h

Specifies the height of the PrBoom window, in pixels. Default is 200, the height must be greater than 200.

-viewangle n

Causes the player view to be rotated by a given offset (specified in 45degree increments, in the range 0..7) from the way the player is facing.

-vidmode gl

Use the OpenGL video mode. The default is to use the software video mode.

-fullscreen, -nofullscreen

These options toggle fullscreen mode. The default is fullscreen.

-window, -nowindow

This pair of options also toggle fullscreen mode. They only take effect for this prboom session and do not alter your configuration file.

## WAD Options
-iwad iwadname

Specifies the location of the IWAD file, typically doom.wad or doom2.wad (or doom2f.wad). This tells prboom where the main .wad file that came with the version of Doom that you own is.

-file wad1 ...

Specifies a list of PWAD files to load in addition to the IWAD file. PWAD files modify the existing Doom game, by adding levels or new sounds or graphics. PWAD files are widely available for download; try ftp.cdrom.com/pub/idgames for starters.

-deh deh_file

Tells PrBoom to load the dehacked patch deh_file.

## Game Options
-loadgame {0,1,2,3,4,5,6,7}

Instructs PrBoom to load the specified saved game immediately.

-warp { map | epis level }

Tells PrBoom to begin a new game immediately. For Doom 1 or Ultimate Doom, you must specify the episode and level number to begin at (epis is 1 for Knee-Deep in the Dead, 2 for Shores of Hell, 3 for Inferno, 4 for Ultimate Doom; level is between 1 and 9). For Doom ][ or Final Doom, you must specify the map to begin at, which is between 1 and 2 (0 for German Doom ][).

-skill n

Tells PrBoom to begin the game at skill level n (1 for ITYTD, 2 for Not Too Rough, 3 for Hurt Me Plenty, 4 for Ultraviolent, 5 for Nightmare).

-respawn

Tells PrBoom that monsters that die should respawn (come back to life) after a while. Not for the inexperienced.

-fast

Tells PrBoom to make all the monsters move react faster. Not for the inexperienced.

-nomonsters

Tells PrBoom to include no monsters in the game.

## Multiplayer Options
-net hostname[:port]

Specifies that a TCP/IP network game is to be started. hostname is the name of the machine on which the network game server is running (prboom-game-server). For more information about this, see prboom-game-server(6) and the README that came with prboom. port is the port number on the remote machine to which to connect; if not specified, the default of 5030 (which is the default for prboom-game-server(6) ) is assumed. The server will configure your PrBoom settings, so that all the players have the same game settings (skill, map etc).

Also, the server may specify additional PWAD files to play with; if you do not have the required .WAD file, PrBoom will ask the server for a download path, and attempt to use wget(1) and if necessary unzip(1) to download and extract the required WAD.

-port portnum

Specifies the local port to use to communicate with the server in a netgame.

-deathmatch

No longer used. Tells PrBoom to begin a deathmatch game, but this is overridden by the server's settings. Only works for single play (!).

-altdeath

Similar to -deathmatch, but implies a different set of rules for the deathmatch game. No longer used (specified by the server).

-timer mins

No longer used. Specifies that levels will end after mins minutes of play if the level is still being played, but is overridden by the server in a netgame. Not really useful for single play.

-avg

Equivalent to -timer 20

-solo-net

Used to run a single-player network game, without a network game server. This enables network game items & options for an otherwise single-player game; some demos are recorded like this.

## Demo (LMP) Options
-record demofile

Instructs PrBoom to begin recording a demo, to be stored in demofile.lmp. You should specify game options to specify which level and skill to record at.

-playdemo demofile

Play the recorded demo demofile.lmp

-timedemo demofile

Play the recorded demo demofile.lmp, reporting information about the length of the demo (in gametics) afterwards.

-fastdemo demofile

Play the recorded demo demofile.lmp as fast as possible. Useful for benchmarking PrBoom, as compared to other versions of Doom.

-ffmap num

Fast forward the demo (play at max speed) until reaching map num (note that this takes just a number, not a map name, so so -ffmap 7 to go fast until MAP07 or ExM7).

## I/O Options
-nosound

Disables all sound effects and in-game music. This prevents the sound server loading, which lets the game run a little faster.

-nosfx

Disables sound effects during the game. This does not stop the sound server loading, however, so for best performance use -nosound.

-nomusic

Disables playing of music in the game.

-nojoy

Disables joystick support.

-nomouse

Prevents the mouse being grabbed by the prboom window.

-noaccel

For prboom, this prevents it using the MITShm server extension for passing the screen data to the X server. This option may be required if the X server is not local. For lsdoom, this tells lsdoom not to use the accelerated graphics functions that SVGALib provides even when they are supported for your video card (normally this is autodetected).

-1, -2, -3

Specifies the scale factor by which to enlarge the window. The default, -1, displays the normal 320x200 pixel Doom screen (or whatever size is specified by the -width and -height parameters or in the config file for prboom). If this window is too small, try using -2 or -3 to enlarge the window. -nodraw Suppress all graphical display. Only for debugging & demo testing.

## Configuration
-config myconf

Loads an alternative configuration file, named myconf. The default is boom.cfg(5), taken from the same directory as PrBoom was run from, except when running with OpenGL, then the default is glboom.cfg(5).

-save savedir

Causes prboom to save games in the directory specified by savedir instead of ~/.prboom/.

## Debugging/Profiling Options
-devparm

Development mode. Mostly redundant these days, but it does force non-lazy generation of texture lookups which can be useful for level authors debugging PWADs.

-debugfile debug_file

Causes some debugging information, mainly network info I believe, to be written to the named file as prboom runs.

-nodrawers

Causes no rendering to be done. The only conceivable use of this is (a) a multiplayer server (b) to test the speed of the other routines in the program, when combined with -timedemo.

-noblit

Causes no copying to the screen from the rendering buffer to be performed. The only conceivable use of this is (a) a multiplayer server (b) to test the speed of the other routines in the program, when combined with -timedemo.

-bexout bexdbg

Causes diagnostics related to bex and dehacked file processing to be written to the names file.

## More Information
wget(1), unzip(1), boom.cfg(5), prboom-game-server(6)

For more information, see the README that came with PrBoom, the Boom documentation, and your original Doom documentation.

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

## Author
See the file AUTHORS included with the PrBoom distribution.


prboom-game-server

title: prboom-game-server(6)

summary: Server for network games of PrBoom.

text:
# prboom-game-server(6)

## NAME
prboom-game-server - Server for network games of PrBoom.

## SYNOPSIS
prboom-game-server [ -adfnrv ] [ -e epis ] [ -l level ] [ -t ticdup ] [ -x xtics ] [ -p port ] [ -s skill ] [ -N players ] [ -c conffilename ] [ -w wadname[,dl_url ]]

## DESCRIPTION
PrBoom is a version of the 3D shoot'em'up Doom, originally by id software. It includes, amongst other things, the ability to play with several players connected by a tcp/ip network. prboom-game-server is the `server', that is the program that passes data between the different players in the game.

To start a network game (often abbreviated to `netgame'), first the server is started. prboom-game-server accepts various parameters to control the type of game (the skill level, number of players, level to play, optional WAD file(s) to load, etc).

Then each player that wishes to participate runs prboom -net hostname, where hostname is the name of the machine on which the server is running. Each copy of prboom retrieves information about the game from the server, and when the specified number of players have joined, the game begins.

## Options
-N players

Specifies the number of players in the game (default 2). The server will wait for this many players to join before starting the game.

-e epis

The episode to play (default 1). Unless you are playing Doom 1 or Ultimate Doom, and wish to play one of the later episodes, you do not need to change this.

-l level

The level to play (default 1).

-s skill

Specify the skill level to play (1-5).

-d

Set game mode to (old) deathmatch (default is cooperative). See the original Doom docs for information about the different network game modes.

-a

Set game mode to `altdeath' (v2 deathmatch) (default is cooperative). See the original Doom docs for information about the different network game modes.

-f

Select fast mode (monsters move faster).

-n

Selects nomonsters mode, i.e. there are no monsters in the game.

-r

Respawn mode. If you don't know what this is, you don't want to ;-).

-c conffilename

Specifies a configuration file to read which sets parameters for the game. This is in the same format as the PrBoom configuration file (in fact, you can ask it to read your normal PrBoom configuration file if you want). Only certain settings are acknowledged: default_skill, default_compatibility_level, the compatibility options and some of the game settings (use -v to have the server print the options as it recognises them).

-w wadname[,dl_url]

Specifies a WAD file to play. This is added to the internal list that the server keeps. When a client connects, the server sends the list of WADs; PrBoom will then add this to the list of WADs specified on its command line. Optionally, an url to the file can be given too; if when PrBoom connects it cannot find the named WAD, it will attempt to retrieve the file from the given url, extracting it if necessary. See prboom(1) for information about the supported url types and compression formats.

-t ticdup

Reserved.

-x xtics

This causes extra information to be sent with each network packet; this will help on networks with high packet loss, but will use more bandwidth.

-p port

Tells prboom-game-server what port number to communicate via (default 5030). Note that if you change this from the default, then all the clients will also need to specify this number when they try to connect (the default programmed into prboom is also 5030).

-v

Increases verbosity level; causes more diagnostics to be printed, the more times -v is specified.

## More Information
prboom(6), boom.cfg(5)

For more information, see the README that came with PrBoom.

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

## Author
See the file AUTHORS included with the PrBoom distribution. This man page was written by Colin Phipps (cph@moria.org.uk).


prboom-plus

package: prboom-plus

title: prboom-plus(6)

text:
# prboom-plus(6)

## NAME
prboom-plus - PrBoom+, a version of Doom for Unix, Linux and Windows systems

## SYNOPSIS
prboom-plus [options] [values|files]

## DESCRIPTION
PrBoom is a version of the first-person shooter game Doom, originally released by iD software in 1993. It is based on Boom, a version of Doom adapted by TeamTNT (http://www.teamtnt.com/) for Dos. PrBoom uses the SDL library, meaning it can run on a variety of different systems, including Windows and Unix/X11.

PrBoom+ is a Doom source port developed from the original PrBoom project. It adds uncapped framerate, variable gamespeed, re-record, walkcam, chasecam, full mouselook, FOV and other features without loss of compatibility with original Doom.

## GAME OPTIONS
-complevel lvl

This sets the compatibility mode that PrBoom+ runs in. If you need to change this, see README.compat.

-loadgame { 0,1,2,3,4,5,6,7 }

Instructs PrBoom+ to load the specified saved game immediately.

-warp { map | epis level }

Tells PrBoom+ to begin a new game immediately. For Doom 1 or The Ultimate Doom, you must specify the episode and level number to begin at (epis is 1 for Knee-Deep in the Dead, 2 for Shores of Hell, 3 for Inferno, 4 for Thy flesh Consumed; level is between 1 and 9). For Doom 2 or Final Doom, you must specify the map to begin at, which is between 1 and 32 (30 for German Doom 2).

-skill n

Tells PrBoom+ to begin the game at skill level n (1 for I'm Too Young To Die; 2 for Hey, Not Too Rough; 3 for Hurt Me Plenty; 4 for Ultra-Violent; 5 for Nightmare!).

-respawn

Tells PrBoom+ that monsters that die should respawn (come back to life) after a while. Not for the inexperienced.

-fast

Tells PrBoom+ to make all the monsters move and react faster. Not for the inexperienced.

-nomonsters

Tells PrBoom+ to include no monsters in the game.

-nocheats

Disable applying cheats from dehacked files.

## WAD OPTIONS
-iwad iwadname

Specifies the location of the IWAD file, typically doom.wad or doom2.wad (or doom2f.wad). This tells PrBoom+ where the main .wad file that came with the version of Doom that you own is.

-file wad1 ...

Specifies a list of PWAD files to load in addition to the IWAD file. PWAD files modify the existing Doom game, by adding levels or new sounds or graphics. PWAD files are widely available for download; try http://www.doomworld.com/idgames/ for starters.

-deh deh_file

Tells PrBoom+ to load the dehacked patch deh_file.

## DEMO (LMP) OPTIONS
-record demofile

Instructs PrBoom+ to begin recording a demo, to be stored in demofile.lmp. You should specify game options to specify which level and skill to record at.

-playdemo demofile

Play the recorded demo demofile.lmp.

-timedemo demofile

Play the recorded demo demofile.lmp, reporting information about the length of the demo (in gametics) afterwards.

-viddump filename

Record a movie file, it requires external command-line encoding tools, oggenc2 (ogg vorbis audio encoder), x264 (h264 video encoder) and mkvmerge (mkv muxer). It is meant to be used with -timedemo, e.g. "prboom-plus -timedemo anydemo.lmp -viddump filename.mkv".

-fastdemo demofile

Play the recorded demo demofile.lmp as fast as possible. Useful for benchmarking PrBoom+, as compared to other versions of Doom.

-ffmap num

Fast forward the demo (play at max speed) until reaching map num (note that this takes just a number, not a map name, so so -ffmap 7 to go fast until MAP07 or ExM7).

-warp x

Warps directly to the start of map x of a recording without rendering any of the play up to that point. Pressing Use (<Space> by default) during skipping shows the current frame.

-avidemo fileprefix

Grabbing of the screenshots to frmXXXX.tga.

-skipsec x

Skip X secs during viewing of the demo.

-warp x -skipsec y

Will skip y seconds on level x.

-recordfromto n.lmp m

Play back the demo n.lmp, allowing the user to take over the controls at a point of his choosing, and save the resulting demo as m.lmp.

-levelstat

Outputs a text-file called levelstat.txt containing level-by-level information on times, kills, items and secrets.

-spechit xxx

Provides a spechits magic number, overriding the program's default value.

-nomonsters

For playback of -nomonsters demos recorded with Doom.exe 1.2.

-respawn

For playback of -respawn demos recorded with Doom.exe 1.2.

-auto

Enables the autoloading of wads according to the lmp file-name. See below for information.

### DEMOS OLD VERSIONS COMPATIBILITY PARAMETERS
-emulate prboom_ver

For viewing old desynching PrBoom demos with all recording bugs from a particular version emulated. For example, "-emulate 2.2.6" would be used to play back a desynching demo recorded with PrBoom 2.2.6. This would be instead of using the various command-line options for each recording bug (see below) from that version.

-force_monster_avoid_hazards

For viewing old desynching doom-compatible PrBoom demos recorded with "monster_avoid_hazards 1" in config.

-force_remove_slime_trails

For viewing old desynching doom-compatible demos recorded with old versions of PrBoom (< 2.4.6) or PrBoom+ (< 2.4.6.1) that are affected by the "remove slime trails" incompatibility.

-reject_pad_with_ff

For viewing old desynching doom-compatible demos recorded with old versions of PrBoom (including 2.2.5 and 2.2.6) that padded a short REJECT with ones instead of zeroes.

-force_truncated_sector_specials

For emulation of old buggy behaviour whereby Boom's generalized effects could work instead of failing in a compatibility mode in the case of a bad action number.

-force_no_dropoff

For emulation of MBF_compatibility behaviour in PrBoom 2.2.2 - 2.4.7, whereby things did not drop off ledges when they would have done in MBF.

-force_prboom_friction

For emulation of old buggy behaviour whereby Boom's friction and bobbing code were not faithfully replicated.

-force_force_boom_brainawake

For emulation of Boom's behaviour with respect to the Monster Spawner, which differed slightly from that of "vanilla" Doom.

-force_lxdoom_demo_compatibility

For emulation of all bugs in demo compatibility mode in lxdoom.

-boom_deh_parser

Forces the Boom DEH parser.

-setmem system

The desynch in fez1-924.lmp @ fez1.wad is gone, but you still need to add "-setmem dosbox" or "-setmem dos71" command line parameter, because the default "dos622" memory layout causes a desynch.

## MULTIPLAYER OPTIONS
-net hostname[:port]

Specifies that a TCP/IP network game is to be started. hostname is the name of the machine on which the network game server is running (prboom-plus-game-server). For more information about this, see prboom-plus-game-server(6) and the README that came with PrBoom+. port is the port number on the remote machine to which to connect; if not specified, the default of 5030 (which is the default for prboom-plus-game-server(6) ) is assumed. The server will configure your PrBoom+ settings, so that all the players have the same game settings (skill, map etc).

Also, the server may specify additional PWAD files to play with; if you do not have the required .WAD file, PrBoom+ will ask the server for a download path, and attempt to use wget(1) and if necessary unzip(1) to download and extract the required WAD.

-port portnum

Specifies the local port to use to communicate with the server in a netgame.

-deathmatch

No longer used. Tells PrBoom+ to begin a deathmatch game, but this is overridden by the server's settings. Only works for single play (!).

-altdeath

Similar to -deathmatch, but implies a different set of rules for the deathmatch game. No longer used (specified by the server).

-timer mins

No longer used. Specifies that levels will end after mins minutes of play if the level is still being played, but is overridden by the server in a netgame. Not really useful for single play.

-avg

Equivalent to -timer 20.

-solo-net

Used to run a single-player network game, without a network game server. This enables network game items & options for an otherwise single-player game; some demos are recorded like this.

## VIDEO OPTIONS
-width w

Specifies the width of the PrBoom+ window, in pixels. Default is 320, the width must be greater than 320.

-height h

Specifies the height of the PrBoom+ window, in pixels. Default is 200, the height must be greater than 200.

-viewangle n

Causes the player view to be rotated by a given offset (specified in 45degree increments, in the range 0..7) from the way the player is facing.

-vidmode gl

Use the OpenGL video mode. The default is to use the software video mode.

-fullscreen, -nofullscreen

These options toggle fullscreen mode. The default is fullscreen.

-window, -nowindow

This pair of options also toggle fullscreen mode. They only take effect for this PrBoom+ session and do not alter your configuration file.

-noaccel

For PrBoom+, this prevents it using the MITShm server extension for passing the screen data to the X server. This option may be required if the X server is not local. For lsdoom, this tells lsdoom not to use the accelerated graphics functions that SVGALib provides even when they are supported for your video card (normally this is autodetected).

-1, -2, -3

Specifies the scale factor by which to enlarge the window. The default, -1, displays the normal 320x200 pixel Doom screen (or whatever size is specified by the -width and -height parameters or in the config file for PrBoom+). If this window is too small, try using -2 or -3 to enlarge the window.

-nodraw

Suppress all graphical display. Only for debugging & demo testing.

-aspect NxM

For using a different aspect ratio; e.g. -aspect 5x4, -aspect 8x5 or -aspect 2x1.

-videodriver name

For setting up the videodriver name that SDL will use (See SDL documentation). "-videodriver default" can be used to force SDL behaviour by default.

-resetgamma

Restores the original gamma after a crash.

-geom NxM

Basic syntax, for temporarily using a particular resolution without saving this in the cfg; e.g. -geom 1280x1024.

-geom WidthxHeight[w|f]

Advanced syntax, w - windowed, f - fullscreen. Examples: -geom 320x200f, -geom 640x480w.

## I/O OPTIONS
-nosound

Disables all sound effects and in-game music. This prevents the sound server loading, which lets the game run a little faster.

-nosfx

Disables sound effects during the game. This does not stop the sound server loading, however, so for best performance use -nosound.

-nomusic

Disables playing of music in the game.

-nojoy

Disables joystick support.

-nomouse

Prevents the mouse being grabbed by the PrBoom+ window.

-shorttics

Forces the same mouse behaviour as when recording (i.e. the converse of "-longtics").

## CONFIGURATION
-config myconf

Loads an alternative configuration file, named myconf. The default is prboom-plus.cfg(5), taken from the same directory as PrBoom+ was run from.

-save savedir

Causes PrBoom+ to save games in the directory specified by savedir instead of ~/.prboom-plus/.

-shotdir shotdir

Causes PrBoom+ to save screenshots in shotdir instead of the current directory.

## DEBUGGING/PROFILING OPTIONS
-devparm

Development mode. Mostly redundant these days, but it does force non-lazy generation of texture lookups which can be useful for level authors debugging PWADs.

-debugfile debug_file

Causes some debugging information, mainly network info, to be written to the named file as PrBoom+ runs.

-nodrawers

Causes no rendering to be done. The only conceivable use of this is (a) a multiplayer server (b) to test the speed of the other routines in the program, when combined with -timedemo.

-noblit

Causes no copying to the screen from the rendering buffer to be performed. The only conceivable use of this is (a) a multiplayer server (b) to test the speed of the other routines in the program, when combined with -timedemo.

-bexout bexdbg

Causes diagnostics related to bex and dehacked file processing to be written to the names file.

-blockmap

Use if PrBoom-Plus reports a buggy blockmap.

## SEE ALSO
prboom-plus.cfg(5), prboom-plus-game-server(6)

For more information, see the README that came with PrBoom+, the Boom documentation, and your original Doom documentation.

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

## AUTHORS
See the file AUTHORS included with the PrBoom+ distribution.


prboom-plus-game-server

title: prboom-plus-game-server(6)

summary: Server for network games of PrBoom+.

text:
# prboom-plus-game-server(6)

## NAME
prboom-plus-game-server - Server for network games of PrBoom+.

## SYNOPSIS
prboom-plus-game-server [ -adfnrv ] [ -e epis ] [ -l level ] [ -t ticdup ] [ -x xtics ] [ -p port ] [ -s skill ] [ -N players ] [ -c conffilename ] [ -w wadname[,dl_url ]]

## DESCRIPTION
PrBoom is a version of the first-person shooter game Doom, originally released by iD software in 1993.

PrBoom+ is a Doom source port developed from the original PrBoom project. It includes, amongst other things, the ability to play with several players connected by a TCP/IP network.

To start a network game (often abbreviated to `netgame'), first the server is started. prboom-plus-game-server accepts various parameters to control the type of game (the skill level, number of players, level to play, optional WAD file(s) to load, etc).

Then each player that wishes to participate runs prboom-plus -net hostname, where hostname is the name of the machine on which the server is running. Each copy of PrBoom+ retrieves information about the game from the server, and when the specified number of players have joined, the game begins.

## OPTIONS
-N players

Specifies the number of players in the game (default 2). The server will wait for this many players to join before starting the game.

-e epis

The episode to play (default 1). Unless you are playing Doom 1 or The Ultimate Doom, and wish to play one of the later episodes, you do not need to change this.

-l level

The level to play (default 1).

-s skill

Specify the skill level to play (1-5).

-d

Set game mode to (old) deathmatch (default is cooperative). This is the original deathmatch mode where ammunition and power-ups do not respawn and weapons remain but can be picked up only once per player life, like in cooperative games.

-a

Set game mode to `altdeath' (called deathmatch v2.0 in the documentation) (default is cooperative) where most items picked up by players respawn after a while after being picked up. This also applies to weapons, which (unlike in normal deathmatch mode) also disappear for a while upon being pick up.

-f

Select fast mode (monsters move faster).

-n

Selects nomonsters mode, i.e. there are no monsters in the game.

-r

Respawn mode. If you don't know what this is, you don't want to ;-).

-c conffilename

Specifies a configuration file to read which sets parameters for the game. This is in the same format as the PrBoom+ configuration file (in fact, you can ask it to read your normal PrBoom+ configuration file if you want). Only certain settings are acknowledged: default_skill, default_compatibility_level, the compatibility options and some of the game settings (use -v to have the server print the options as it recognises them).

-w wadname[,dl_url]

Specifies a WAD file to play. This is added to the internal list that the server keeps. When a client connects, the server sends the list of WADs; PrBoom+ will then add this to the list of WADs specified on its command line. Optionally, an url to the file can be given too; if when PrBoom+ connects it cannot find the named WAD, it will attempt to retrieve the file from the given url, extracting it if necessary.

-t ticdup

Reserved.

-x xtics

This causes extra information to be sent with each network packet; this will help on networks with high packet loss, but will use more bandwidth.

-p port

Tells prboom-plus-server what port number to communicate via (default 5030). Note that if you change this from the default, then all the clients will also need to specify this number when they try to connect (the default programmed into PrBoom+ is also 5030).

-v

Increases verbosity level; causes more diagnostics to be printed, the more times -v is specified.

## SEE ALSO
prboom-plus(6), prboom-plus.cfg(5)

For more information, see the README that came with PrBoom+.

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

## AUTHORS
See the file AUTHORS included with the PrBoom+ distribution. This man page was written by Colin Phipps (cph@moria.org.uk).


prismlauncher

package: prismlauncher

title: prismlauncher(6)

text:
# prismlauncher(6)

## NAME
prismlauncher - a launcher and instance manager for Minecraft.

## SYNOPSIS
prismlauncher [OPTIONS...]

## DESCRIPTION
Prism Launcher is a custom launcher for Minecraft that allows you to easily manage multiple installations of Minecraft at once. It also allows you to easily install and remove mods by simply dragging and dropping. Here are the current features of Prism Launcher.

## OPTIONS
-d, --dir=DIRECTORY

Use DIRECTORY as the Prism Launcher root.

-l, --launch=INSTANCE_ID

Launch the instance specified by INSTANCE_ID.

--show=INSTANCE_ID

Show the configuration window of the instance specified by INSTANCE_ID.

--alive

Write a small 'live.check' file after Prism Launcher starts.

-h, --help

Display help text and exit.

-v, --version

Display program version and exit.

-a, --profile=PROFILE

Use the account specified by PROFILE (only valid in combination with --launch).

## ENVIRONMENT
The behavior of the launcher can be customized by the following environment variables, besides other common Qt variables:

QT_LOGGING_RULES

Specifies which logging categories are shown in the logs. One can enable/disable multiple categories by separating them with a semicolon (;). The specific syntax, and alternatives to this setting, can be found at https://doc.qt.io/qt-6/qloggingcategory.html#configuring-categories.

QT_MESSAGE_PATTERN

Specifies the format in which the console output will be shown. Available options, as well as syntax, can be viewed at https://doc.qt.io/qt-6/qtglobal.html#qSetMessagePattern.

## EXIT STATUS
0

Success

1

Failure (syntax or usage error; configuration error; unexpected error).

## BUGS
https://github.com/PrismLauncher/PrismLauncher/issues

## RESOURCES
GitHub: https://github.com/PrismLauncher/PrismLauncher

Main website: https://prismlauncher.org

## AUTHORS
MultiMC & Prism Launcher Contributors


title: qmc2-main-gui(6)

text:
# qmc2-main-gui(6)

## NAME
qmc2-sdlmame - QMC2 - M.A.M.E. Catalog/Launcher II

## SYNOPSIS

```
qmc2-sdlmame [-config_path path] [-cc] [-tc] [-r] [-h|-?|-help] [qt_arguments]
```

## DESCRIPTION
QMC2 is a graphical front-end based on Qt which drives the great MAME emulator. Besides being a powerful catalog and launcher for systems emulated by MAME it also contains sophisticated ROM management features through its built-in ROMAlyzer.

## OPTIONS
-config_path path

Specify this argument to use the directory path instead of the default folder (~/.qmc2) to store QMC2's configuration, logs and cache-files / cache-folders.

-cc

This command line option will instruct QMC2 to clear all emulator related caches while starting up in order to forcibly reload this data from the emulator.

-tc

Specifying this option on the command line will perform a template check against the current default emulator (if set), printing its output to stdout and exiting before actual start-up occurs.

-r

The reconfigure option will relaunch the setup wizard / welcome dialog before starting. This allows you to update or correct the most important emulator settings in an easy way.

-h|-?|-help

Shows a brief command line usage help.

qt_arguments

See https://doc.qt.io/qt-5/qapplication.html#QApplication for more information. However, note that QMC2 will overwrite most of the available Qt arguments with its saved settings in ~/.qmc2/qmc2.ini.

## FILES
/etc/qmc2/qmc2.ini

System-wide default configuration (optional)

~/.qmc2/qmc2.ini

Individual user's configuration (system-wide settings will be copied initially, if any)

~/.qmc2/qmc2-sdlmame.log

Front-end log from the last run of QMC2

~/.qmc2/mame.log

Emulator-log containing the output from emulator instances launched by QMC2 (cleared whenever the 'first' emulator instance is launched)

~/.qmc2/mame.rsc

ROM state cache

~/.qmc2/mame.mlc

Machine list cache

~/.qmc2/mame.mlc.filtered

Filtered version of the machine list cache used by qmc2-arcade(6) (optional)

~/.qmc2/mame-xml-cache.db

XML cache database (SQLite 3)

~/.qmc2/mame-user-data.db

User data database (SQLite 3) containing rank information and personal comments per machine as well as paths to system- and software-manuals per machine/software

~/.qmc2/mame-machine-list.db

SQLite3 database version of the machine list cache (used by custom views)

~/.qmc2/mame-swl-cache.db

Software-list XML cache database (SQLite 3)

~/.qmc2/mame-icon-cache.db

Icon cache database (SQLite 3)

~/.qmc2/mame-dat-info.db

DAT-info database (SQLite 3), a combined data store for all supported DAT-info sources (emu-info, machine-info and software-info)

~/.qmc2/mame.fav

List of favorite machines

~/.qmc2/mame.hst

List of machines last played (play history)

~/.qmc2/mame.sic

Slot-info cache

~/.qmc2/sw-state-cache/*.ssc

Software-state cache

~/.qmc2/youtube/qmc2-sdlmame.yti, ~/.qmc2/youtube/*.png

YouTube video info/image cache

~/.qmc2/LocalStorage/*.localstorage

Folder used by the built-in web-browser to create small database files for 'HTML5 localStorage' support

~/.qmc2/qmc2-sdlmame-cookies.db

Permanent web-page cookie database (SQLite 3)

~/.qmc2/qmc2-sdlmame-checksum.db

ROMAlyzer's system-mode check-sum database for storing/retrieving paths to dumps available in your file-system by SHA-1 and/or CRC-32 (SQLite 3)

~/.qmc2/qmc2-sdlmame-software-checksum.db

ROMAlyzer's software-mode check-sum database for storing/retrieving paths to dumps available in your file-system by SHA-1 and/or CRC-32 (SQLite 3)

~/.qmc2/WebpageIcons.db

Web-page icon database (SQLite 3)

## SEE ALSO
qmc2-arcade(6), qchdman(6)

## BUGS
See the TODO file in the included QMC2 documentation for known bugs and restrictions.

New bugs can be reported here: https://tracker.batcom-it.net/view_all_bug_page.php?project_id=1

## AUTHOR
The QMC2 development-team (https://qmc2.batcom-it.net/)