Homebrew RELEASE Chocolate Doom Ported to the Nintendo Switch

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phreaksho

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Got Ultimate Doom, Doom II, and both final doom games to work with ZL as the run button and the music is a nice addition. I'd imagine that if I threw in the Heretic, Hexen, and Strife PWads that they should run too..?
 

Chipidy

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Nin4one

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Got Ultimate Doom, Doom II, and both final doom games to work with ZL as the run button and the music is a nice addition. I'd imagine that if I threw in the Heretic, Hexen, and Strife PWads that they should run too..?

How did you get the run button to work?

Nvm got it to work changed speedb from 2 to 8 in default cfg.
 
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keeganator

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I've recently compiled the code with the latest libnx and it seems to just crash when I go to launch it?
Might just be my devkitpro is broken though

edit: got it working my bad
 
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TheRocK

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I was wondering if the input lag can still be fixed as this is the only thing that is bothering me right now from what is otherwise an excellent port.
 

Nin4one

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I was wondering if the input lag can still be fixed as this is the only thing that is bothering me right now from what is otherwise an excellent port.
What is your sd card format and class type?
I dont have input lag so it might be your sd card? Maybe? Or im not noticing the input lag?
 

TheRocK

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What is your sd card format and class type?
I dont have input lag so it might be your sd card? Maybe? Or im not noticing the input lag?

It's especially noticeable when triggering switches or opening doors and for someone who played the old Doom for ages even the walking feels kind of soapy and laggy.
But to answer your question my SD card is formated with exFAT.
 

MVG

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Grab the file from the official github and overwrite the .nro with that one. Music is working just fine on v1.01

yes - theres also a chance it may be the config files so overwrite the ones you have with the default.cfg and chocolate-doom.cfg in the release folder in the github repo
 

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