commit 33ac17636923fade8244b7e19d816c66960162af
Author: jens <jens.se@icloud.com>
AuthorDate: Thu Aug 20 20:51:24 2026 +0200
Commit: jens <jens.se@icloud.com>
CommitDate: Thu Aug 20 20:51:24 2026 +0200
Update README for the infinite-splitscreen fork's purpose
Replaces the top of the upstream README with a summary of what this
fork adds (dynamic splitscreen, phone/QR controller joining, per-tile
HUD) and how to invoke it, keeping the original Chocolate Doom README
below for reference.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
---
README.md | 39 ++++++++++++++++++++++++++++++++++++++-
1 file changed, 38 insertions(+), 1 deletion(-)
diff --git a/README.md b/README.md
index 59dfc826..b7b41684 100644
--- a/README.md
+++ b/README.md
@@ -1,4 +1,41 @@
-# Chocolate Doom
+# Infinite Splitscreen Doom
+
+A fork of Chocolate Doom aiming for splitscreen limited only by screen
+space: up to 25 players in one process, joined either locally
+(keyboard zones/gamepads) or by scanning a QR code with a phone, which
+then acts as a twin-stick controller. Coop and deathmatch both work.
+
+## What's different from upstream
+
+ * **Dynamic splitscreen, up to 25 players.** The renderer tiles an
+ aspect-correct viewport per active player instead of Vanilla's
+ single fixed view, growing/shrinking the grid as players join or
+ leave. Start one with:
+
+ ```
+ chocolate-doom -splitscreen 4
+ ```
+
+ * **Phone controllers via QR code.** An embedded HTTP/WebSocket
+ server lets a phone join as a controller by scanning an in-game QR
+ code — no keyboard or gamepad needed. Phone input drives the same
+ ticcmd-building code local players use, including analog turning
+ via a virtual twin-stick joystick UI served to the phone.
+
+ ```
+ chocolate-doom -qrstart # show a join QR alongside local players
+ chocolate-doom -nolocal # every player, including player 1, joins by phone
+ ```
+
+ * **A compact per-tile HUD** (health/ammo) replaces the classic
+ status bar, which doesn't fit in a splitscreen cell — tied to the
+ normal Screen Size setting (hidden at max size, shown otherwise).
+
+This is a personal project built on top of Chocolate Doom, not
+affiliated with the upstream project. Everything below this point is
+the original Chocolate Doom README.
+
+---
Chocolate Doom aims to accurately reproduce the original DOS version of
Doom and other games based on the Doom engine in a form that can be