# Halo: Combat Evolved for Linux, Windows, Android and the web [![Join our Discord](https://invidget.switchblade.xyz/9gqcHyr5km)](https://discord.gg/9gqcHyr5km) This project is a port of the Halo: Combat Evolved decompilation to Linux, Windows, Android and web browsers. The decompilation is of the Xbox build 2342 (`cachebeta.exe`, SHA-256 `4cc87b45f721270392a96f1674ed2b5cd4a7bb4355faeab4531d1cf1884d9520`). The game on Linux The port starts from the decompilation of [bnunu/halo-1](https://github.com/bnunu/halo-1). That project is a fork of [punpckhdq/halo](https://github.com/punpckhdq/halo). ## Download GitHub Actions builds the game for each commit. These links download the builds of the latest release: | Platform | Release | Debug | | --- | --- | --- | | Linux | [halo-linux-release.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-linux-release.zip) | [halo-linux-debug.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-linux-debug.zip) | | Windows | [halo-windows-release.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-windows-release.zip) | [halo-windows-debug.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-windows-debug.zip) | | Android | [halo-android-release.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-android-release.zip) | [halo-android-debug.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-android-debug.zip) | | Web | [halocombatevolved.com](https://halocombatevolved.com/) (or [halo-web-release.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-web-release.zip) for your own server) | [halo-web-debug.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-web-debug.zip) | Use the release build to play. The debug build stops at the first failed assertion and writes it to the log. Use the debug build to find and report problems. The game updates itself. At start-up it looks for a newer release, and asks if you want to install it. Refer to "Updates" in [port/linux/README.md](port/linux/README.md#updates). The web site offers each new build when it is out. Each build of the `main` branch that passes on all four platforms is a new release, and the web site then plays it. The [Releases](https://github.com/OpenCommunityEdition/OpenCE/releases) page keeps the last five releases. If the latest build has a problem, get an older build from that page. ### Arch-based Linux Distributions The above Linux binary release is available on the [AUR](https://aur.archlinux.org/packages/opence-bin). ## Game data The port does not include the game data. Download an Xbox disc image (`.xiso` or `.iso`) of Halo: Combat Evolved. All versions of the game operate. The maps of the European (PAL) version were made for a slower console. The port changes them to play as the North American (NTSC) maps do, so players of the two versions can play together. 1. Start the game. 2. At the first start, the game asks for the disc image. Select it. 3. The game extracts the `maps/` folder. Then the game starts. On Linux and Windows, the game puts `maps/` next to the executable. On Android, copy the disc image to the phone first. The app puts `maps/` in its data folder. Refer to [port/android/README.md](port/android/README.md). On the web, the page copies `maps/` out of the disc image into the browser's storage for the site; nothing is uploaded. Refer to [port/web/README.md](port/web/README.md). ## Mods Mods are folders of Halo PC tag files, as the Halo Editing Kit and Invader write them, in `mods/` next to `maps/`: texture, sound, text and model packs that play over the maps' on your machine only, in any game. Each has a `mod.toml`. Every mod in the folder is on; the main menu's Mods turns them off and on and sets the order they load in. Refer to [docs/mods.md](docs/mods.md). ## Platforms Each platform has its own instructions: | Platform | Instructions | | --- | --- | | Linux (32-bit x86 executable, OpenGL 4.5, SDL3) | [port/linux/README.md](port/linux/README.md) | | Windows (32-bit x86 executable, OpenGL 4.5, SDL3) | [port/windows/README.md](port/windows/README.md) | | Android (arm64 app, OpenGL ES 3, SDL3) | [port/android/README.md](port/android/README.md) | | Web (WebAssembly, WebGL 2, SDL3; desktop Chrome, Edge and Firefox) | [port/web/README.md](port/web/README.md) | The Linux README also gives the controls, the settings and the multiplayer functions. These are almost the same on all platforms. ## Multiplayer The game can play system link games on a local network and on the internet: - A system link game can have up to 128 players on up to 128 machines. - Linux, Windows and Android machines and browsers can play in the same game. On a local network, the native builds play system link; browsers play each other in rooms, over WebRTC ([port/web/README.md](port/web/README.md)). - An invite link, or the server browser, lets a machine join a game on the internet, browsers too: a native build takes a browser's WebRTC ([port/linux/README.md](port/linux/README.md), "Browsers"). No server of this project is necessary. - The netcode is new. Each machine moves its own player at once, and the host makes the decisions for the game. Refer to [port/linux/NETCODE.md](port/linux/NETCODE.md). ## Build the game You do not need the Xbox SDK. The port supplies the SDK declarations that the game uses. Refer to [port/include/xdk](port/include/xdk/README.md). To build the game: 1. Install Python and [ninja](https://ninja-build.org/). 2. Install the tools for your platform. Refer to the README for the platform. 3. In the root folder of the repository, enter `python configure.py`. 4. Enter `ninja` with the target for the platform: | Target | Result | | --- | --- | | `ninja linux` | `build/linux/halo` | | `ninja windows` (on Windows) | `build/windows/halo.exe` and `SDL3.dll` | | `ninja android_apk` | `port/android/app/build/outputs/apk/debug/app-debug.apk` | | `ninja web` | `build/web/site/`, the web site (`python tools/web_serve.py` serves it) | If you enter `ninja` without a target, ninja builds the game for the computer that you use. `tools/ci_build.py` makes the same builds as GitHub Actions. For example, enter `python tools/ci_build.py linux release`. ### Build options Give these options to `configure.py`: | Option | Result | | --- | --- | | (none) | A debug build. A failed assertion stops the game. | | `--release` | A release build. The game does not examine assertions, as in the retail game. | | `--portable` | The Linux and Windows builds operate on all x86-64 processors. The Linux build also operates on older distributions and on SteamOS: refer to "Portable build" in [port/linux/README.md](port/linux/README.md#portable-build). Use this option for builds that you give to other persons. | | `--lto=thin`, `--lto=off` | Less link-time optimization. The link is faster. | | `--pgo=off` | No profile-guided optimization. | | `--pgo=train` | Records a new optimization profile. Refer to "Optimization profiles". | | `--profile` | A profiling build. It records CPU times. Refer to "Profiling builds". | | `--web-emcc PATH` | The Emscripten `emcc` for `ninja web` (else the one on the PATH, or `~/emsdk`'s). | Without `--portable`, the Linux and Windows builds use all the instructions of the processor that builds them (`-march=native`). Such a build does not always start on a different computer. ### Optimization profiles The builds use profiles of the game to optimize the code: - `pgo/halo_linux.profdata` for Linux and Android. - `pgo/halo_windows.profdata` for Windows. The profiles need clang 22 or later. With an older clang, the builds do not use the profiles. To record a new profile: 1. Delete the profile. 2. Enter `python configure.py --pgo=train`. 3. Enter `ninja linux` or `ninja windows`. The build then plays the main menu and the first minute of each campaign level. This procedure continues for approximately 15 minutes. The game data must be in `assets/`. ### Profiling builds A profiling build records where the game spends its time. 1. Enter `python configure.py --profile`, then build as usual. 2. Start a recording. Enter `profile_record` in the console (or the telnet console), or set `debug.profile_record = true` in `config.toml`. To record each game of a session, also set `debug.profile_record_when = "game"`. 3. Stop the recording. Enter `profile_stop`, load another map, or quit. The game writes numbered `.part.json` files under `profiles/` in its data root and logs their paths. Parts are retained after the recording stops. Logs go to standard error; a Windows release build without standard error writes them to `halo.log` next to `halo.exe`. `tools/net_report.py` is a helper for developers. Enter `python tools/net_report.py ` to read a recording as tables. The command also writes `.summary.txt`, a short text file. | Command | Result | | --- | --- | | `profile_record [seconds]` | Starts a recording. With a number of seconds, the recording stops after that time. | | `profile_stop` | Stops the recording. | `debug.profile_memory` sets the memory of a recording in MB (default 256, from 4 to 1024). A recording has no length limit: the game writes a part each time the memory is full. Refer to "Settings" in [port/linux/README.md](port/linux/README.md). On Android, the files are in `/sdcard/Android/data/com.halo.decomp/files/profiles/`. Enter `adb pull` to copy the recording parts to a computer. A profiling build plays with normal builds. It does not use `--pgo=train`.