Chocolate Doom

Chocolate Doom is a source port developed by Simon "Fraggle" Howard since 2005. Its name is a joke around the phrase vanilla Doom. Unlike other ports which attempt to fix the bugs in the original engine and add new features, Chocolate Doom deliberately attempts to behave as identically as possible to the original engine.

In particular, Chocolate Doom aims for:
 * Demo compatibility
 * Savegame compatibility
 * Bug compatibility (it should be subject to the same limits as vanilla Doom)
 * Compatible configuration files.

The port deliberately maintains the original static limits in order to be useful to level designers. As most ports fix engine bugs, designing a level to work for vanilla Doom usually requires using the DOS vanilla Doom executable to test the level; however, this requires an MS-DOS-based system or an emulator such as DOSBox in order to run properly. Chocolate Doom provides the same functionality under modern operating systems. Furthermore, the fact that it is much closer to the original source code means that it may be useful in the future as a tool for checking demo compatibility in other ports.

Chocolate Doom is based on LibSDL which makes it portable across multiple operating systems. It runs on Microsoft Windows and Unix-like OSes. "Bleeding edge" builds containing the latest features available from the Subversion repository are available via the website (these builds are maintained and hosted by exp(x)).

A "Chocolate Setup" tool accompanies the port and can be used to configure it. The setup tool mimics the appearance of the original Doom setup program.

Support for other games
Chocolate Doom natively supports the latest versions of all Doom IWADs, plus Chex Quest and the IWAD version of Hacx.

As of its version 2.0.0 release, Chocolate Doom ships side by side with Chocolate Heretic, Chocolate Hexen, and Chocolate Strife, each of which is a separate source port built from the combination of the core Chocolate Doom engine code with each game's unique feature modules. The former two Raven Software games are supported through direct adaptation of code from their respective source code releases, whereas Strife is supported through the results of intensive reverse engineering work.

Extra features
In general there are few extra features included in Chocolate Doom, due to the nature and design goals of the port. The few extra features which do exist add functionality which was previously available in DOS tools. Some examples are:


 * Enhanced multiplayer support - although the gameplay is identical to that of vanilla Doom, the underlying multiplayer code has been rewritten to better support Internet play. A mode is also available.
 * Dehacked support, adding the functionality that the DOS dehacked program provided.
 * The ability to "merge" sprites and flats into the IWAD's list, adding the functionality that DeuTex and NWT provided and allowing many TCs to be played.
 * Compatibility with the Doom v1.91 turning resolution fix.
 * Mouse acceleration control, which was previously available through certain mouse drivers.
 * The ability to turn off vertical mouse movement. This was previously possible using a DOS program called "novert".
 * Compatibility with monitors that do not support the original screen resolution. Pixels are interpolated on higher resolutions to simulate 320x200, and the aspect ratio can be adjusted to 4:3.
 * OPL emulation using the OPL emulator.
 * Support for gamepads - Chocolate Doom includes a number of configurations for a lot of common gamepad types. This makes it easier to play on a television set, game console, or portable device.