# 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 run on modern computers. Originally, Chocolate Doom was only a Doom source port. The project now includes ports of Heretic and Hexen, and Strife. Chocolate Doom’s aims are: * To always be 100% Free and Open Source software. * Portability to as many different operating systems as possible. * Accurate reproduction of the original DOS versions of the games, including bugs. * Compatibility with the DOS demo, configuration and savegame files. * To provide an accurate retro “feel” (display and input should behave the same). More information about the philosophy and design behind Chocolate Doom can be found in the PHILOSOPHY file distributed with the source code. ## Setting up gameplay For instructions on how to set up Chocolate Doom for play, see the INSTALL file. ## Configuration File Chocolate Doom is compatible with the DOS Doom configuration file (normally named `default.cfg`). Existing configuration files for DOS Doom should therefore simply work out of the box. However, Chocolate Doom also provides some extra settings. These are stored in a separate file named `chocolate-doom.cfg`. The configuration can be edited using the chocolate-setup tool. ## Command line options Chocolate Doom supports a number of command line parameters, including some extras that were not originally suported by the DOS versions. For binary distributions, see the CMDLINE file included with your download; more information is also available on the Chocolate Doom website. ## Playing TCs With Vanilla Doom there is no way to include sprites in PWAD files. Chocolate Doom’s ‘-file’ command line option behaves exactly the same as Vanilla Doom, and trying to play TCs by adding the WAD files using ‘-file’ will not work. Many Total Conversions (TCs) are distributed as a PWAD file which must be merged into the main IWAD. Typically a copy of DEUSF.EXE is included which performs this merge. Chocolate Doom includes a new option, ‘-merge’, which will simulate this merge. Essentially, the WAD directory is merged in memory, removing the need to modify the IWAD on disk. To play TCs using Chocolate Doom, run like this: ``` chocolate-doom -merge thetc.wad ``` Here are some examples: ``` chocolate-doom -merge batman.wad -deh batman.deh vbatman.deh (Batman Doom) chocolate-doom -merge aoddoom1.wad -deh aoddoom1.deh (Army of Darkness Doom) ``` ## Other information * Chocolate Doom includes a number of different options for music playback. See the README.Music file for more details. * More information, including information about how to play various classic TCs, is available on the Chocolate Doom website: https://www.chocolate-doom.org/ You are encouraged to sign up and contribute any useful information you may have regarding the port! * Chocolate Doom is not perfect. Although it aims to accurately emulate and reproduce the DOS executables, some behavior can be very difficult to reproduce. Because of the nature of the project, you may also encounter Vanilla Doom bugs; these are intentionally present; see the NOT-BUGS file for more information. New bug reports, feedback, questions or suggestions can be submitted to the issue tracker on Github: https://github.com/chocolate-doom/chocolate-doom/issues * Source code patches are welcome, but please follow the style guidelines - see the file named HACKING included with the source distribution. * Chocolate Doom is distributed under the GNU GPL. See the COPYING file for more information.