Building the Vita port
Requirements
- VitaSDK installed and in PATH;
- libFLAC (run
vdpm flacto install it if it's not present by default); - This fork of Vita2D;
- Latest release of Vita Shader Collection.
Both libraries should be installed to the SDK directory (i. e. to $(VITASDK)/arm-vita-eabi/lib and $(VITASDK)/arm-vita-eabi/include).
Build instructions
Run make -f Makefile.vita. This should produce a VPK.
Using the Vita port
Installation
- Install VPK.
- Extract
data.zipfrom the latest release to root of memory card (ux0:). - 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
Gametab (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.
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.