Homebrew RELEASE Chocolate Doom Ported to the Nintendo Switch

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MrWhosHacking

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im on 5.0.1 and iv tested 25 WAD.Files and i can say out of 25. Only 6 Works : Doom.wad , Doom2.wad , Freedm.wad , HacX.wad , Plutonia.wad , Tnt.wad are working with sound...
 

MrWhosHacking

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how to change to different wad before start?
in dooms folder make a folder called whatever u like.. means called Dooms Wads in that folder place all working Wads.files and when you wanna play different Wad delete the one you was using and replace other Wad.file.. i use NX-Shell to copy and paste and delete.. hope this helps you out..
 

Reecey

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Can I just ask something please whats the difference between this "chocolate doom" port and the other thread "kgdoom" port, enlighten me please :)
 

barnhilltrckn

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Can I just ask something please whats the difference between this "chocolate doom" port and the other thread "kgdoom" port, enlighten me please :)
Well if it's anything like the rest of MVG's work(which I'm sure it will) the next few updates will make this a very great port with all the bells and whistles.
 
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baretbh

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in dooms folder make a folder called whatever u like.. means called Dooms Wads in that folder place all working Wads.files and when you wanna play different Wad delete the one you was using and replace other Wad.file.. i use NX-Shell to copy and paste and delete.. hope this helps you out..
Thanks
 
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sj33

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Can I just ask something please whats the difference between this "chocolate doom" port and the other thread "kgdoom" port, enlighten me please :)

They are different source ports of Doom. There are many different source ports of Doom, some striving the add features to the original game whereas others try to be more accurate to the base game.

Chocolate Doom tries to be as accurate as possible to the original Doom game while adding quality of life features. It is intended to be an accurate representation of the original games without having to literally run the old code through DosBox. It should even replicate the original bug. Making mods and maps for Chocolate Doom ensures compatibility with most other, less accurate source ports.

Less is known about kgdoom, though on first glance it does add non-standard features such as vertical mouse look.
 
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MVG

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music has been added, going to do some testing tonight but i'll have a new build out soon. Heretic, Hexen and Strife are coming too
 
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barnhilltrckn

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Sound is a little off but deff working. Also seems to be a delay when moving, just a general sluggish response if that makes sense. But this is deff a move in the right direction. Thanks for working on this.

--------------------- MERGED ---------------------------

Also can't run if it is implemented yet. I thought the left trigger would be run but it is not:P
 

MVG

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Sound is a little off but deff working. Also seems to be a delay when moving, just a general sluggish response if that makes sense. But this is deff a move in the right direction. Thanks for working on this.

--------------------- MERGED ---------------------------

Also can't run if it is implemented yet. I thought the left trigger would be run but it is not:P

I'll add it as a default in the next build but for now in your chocolate-doom.cfg file add this entry:

joyb_speed 8

and retry. it should map it to the L Trigger

--------------------- MERGED ---------------------------

Tested with Doom1.wad, Doom2.wad, Plutonia.wad and Tnt.wad on 4.1.0 and they all worked flawless.

EDIT:

If you adjust Screen size or Mouse sensitivity you can only increase it.
Is there also the possibility of a wad selector?

use the right stick to adjust screen size
 
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