hkmoddandClaude Opus 5.5 7c19ec27ea Drop idle textures after half a minute of time, not 1800 frames
The texture cache dropped a texture once it had gone 1800 frames without
being drawn, and checked every 600 frames: half a minute and ten seconds
at 60 frames a second. At 360 frames a second it is five seconds, so
looking away from part of a level for five seconds dropped its textures,
and turning back converted and uploaded them again; the faster the
display, the more often. On b30 at 357 frames a second, 105 textures were
dropped in 38 seconds of play.

The cache now sweeps every 10 seconds of time (SDL_GetTicks, which the
Android guest and the web have too) and drops the textures not drawn since
the sweep three sweeps before: 30 to 40 seconds after they were last
drawn, which is what it did at 60 frames a second. The frame counter still
orders the palette variants.

Checked with a harness test (tools/harness/tests/test_texture_idle.py)
that runs xgpu_texture_cache_begin_frame from the sources against a fake
clock: a texture last drawn 1 or 25 seconds in is dropped 30 to 40 seconds
later at 360 frames a second, and at 60 as before; on main the 360 cases
fail (dropped after 5.7 and 6.7 seconds) and the 60 one passes. Four
negative controls. Not measured: the time saved, which is small on an
RTX 4080 (each upload took 1.6 ms or less) and larger where conversion and
uploads cost more.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 04:37:43 +02:00
2026-09-27 16:40:58 +13:00
2025-11-27 02:27:27 +00:00
2026-10-08 11:36:39 +02:00
2026-10-01 22:33:25 +13:00
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2026-06-29 11:34:11 +01:00
2026-10-11 12:46:28 +13:00

Halo: Combat Evolved for Linux, Windows, Android and the web

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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. That project is a fork of 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 halo-linux-debug.zip
Windows halo-windows-release.zip halo-windows-debug.zip
Android halo-android-release.zip halo-android-debug.zip
Web halocombatevolved.com (or halo-web-release.zip for your own server) 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. 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 page keeps the last five releases. If the latest build has a problem, get an older build from that page.

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. 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.

Platforms

Each platform has its own instructions:

Platform Instructions
Linux (32-bit x86 executable, OpenGL 4.5, SDL3) port/linux/README.md
Windows (32-bit x86 executable, OpenGL 4.5, SDL3) port/windows/README.md
Android (arm64 app, OpenGL ES 3, SDL3) port/android/README.md
Web (WebAssembly, WebGL 2, SDL3; desktop Chrome, Edge and Firefox) 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).
  • 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, "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.

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.

To build the game:

  1. Install Python and ninja.
  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. 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<n>.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 <recording.part1.json> to read a recording as tables. The command also writes <recording>.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.

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.

2026-10-23 00:00:31 +02:00
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