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README.Vita.md

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Building the Vita port

Requirements

  • VitaSDK installed and in PATH;
  • libFLAC (run vdpm flac to install it if it's not present by default);

The required fork of libvita2d and vita-shader-collection are now present in this repository. You don't need to install them manually.

Build instructions

Run make -f Makefile.vita. This should produce a VPK.

Using the Vita port

Installation

  1. Install VPK.
  2. Extract data.zip from the latest release to root of memory card (ux0:).
  3. Copy any supported IWADs (see below) you have to ux0:/data/chocolate/iwads/.

Launcher controls

  • LTrigger/RTrigger: select tab
  • Up/Down: select option
  • Left/Right: adjust option
  • Cross: activate option
  • Start: save settings and launch the game you have selected in the Game tab (in single-player mode)
  • Circle: save settings and exit launcher / cancel selection when in file select dialog

Controls for a particular game can be viewed and changed in the Buttons and Input tabs.

Supported games / IWADs

To play a game from this list, copy the corresponding files to ux0:/data/chocolate/iwads/.

Game File(s)
Shareware Doom * doom1.wad
Doom / Ultimate Doom doom.wad
Doom II doom2.wad
Final Doom: TNT Evilution tnt.wad
Final Doom: The Plutonia Experiment plutonia.wad
Chex Quest chex.wad, chex.deh
FreeDoom: Phase 1 freedoom.wad
FreeDoom: Phase 2 freedoom2.wad
FreeDM freedm.wad
Shareware Heretic * heretic1.wad
Heretic / Shadow of the Serpent Riders heretic.wad
Hexen hexen.wad
Strife strife1.wad, optionally voices.wad

* included in data.zip for the latest Vita release

Loading PWADs (and other custom game files)

Put all custom files for a given game into ux0:/data/chocolate/pwads/<gamedir>, where <gamedir> is doom for all Doom games, heretic for Heretic and Shareware Heretic, hexen for Hexen and strife for Strife, then use the Custom tab in the launcher to select any custom content you want.

Recording demos

When Record demo is set to On, the demo is saved to ux0:/data/chocolate/tmp/mydemo.lmp.

Notes

If the game closes without producing a crash dump or an error message, a file named ux0:/data/chocolate/i_error.log should be generated, which contains error messages.

The IP address that appears in the Game address field of the Net tab of the launcher when you run it is your Vita's LAN IP. You can use this if autojoin doesn't work properly.

To join a game by IP, select Game address, enter the address, then hit Connect to address.

Netgames will only work correctly if all players have selected the same game and set of custom files (stuff in the Files tab). PWAD order does matter. The game will complain upon connecting if you did something wrong.

The Merge file option is the launcher version of the -merge command line option. See the Chocolate Doom wiki for more details.

You can specify custom command line parameters in a response file, then load it using the Override response file option. Don't forget to select the correct game.

By popular request some of the static render limits (MAXVISPLANES, MAXVISSPRITES, MAXDRAWSEGS) have been quadrupled in this fork to accomodate for SIGIL.

Credits

  • these people for Chocolate Doom itself;
  • Vita SDK Team for the Vita SDK;
  • rsn8887 and cpasjuste for the SDL2 port;
  • rsn8887 for the SDL_net port, some graphics-related code and testing;
  • frangarcj for Vita Shader Collection and the FBO fork of Vita2D;
  • tiduscrying for the LiveArea assets;
  • KINGGOLDrus for some launcher graphics;
  • everyone on the #henkaku and #vitasdk IRC channels for help and/or testing.