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No files matched your search
@@ -0,0 +1,38 @@
|
||||
name: Problem report
|
||||
description: Something does not work as it should
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Thanks for reporting! Please do **not** ask for, link to or attach game files or disc images; such issues are closed and deleted.
|
||||
- type: dropdown
|
||||
id: headset
|
||||
attributes:
|
||||
label: Headset
|
||||
options:
|
||||
- Meta Quest 3
|
||||
- Meta Quest 3S
|
||||
- Steam Frame
|
||||
- Other
|
||||
validations:
|
||||
required: true
|
||||
- type: input
|
||||
id: build
|
||||
attributes:
|
||||
label: Build number
|
||||
description: The release you installed, e.g. "build 180".
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: what
|
||||
attributes:
|
||||
label: What happened
|
||||
description: What you did, what you expected and what happened instead.
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: log
|
||||
attributes:
|
||||
label: Log
|
||||
description: |
|
||||
Attach `debug.txt`. Quest: `Android/data/io.github.cesarus85.ringfall/files/debug.txt` (SideQuest's file manager). Steam Frame: `Documents/RingfallMjolnirVR/debug.txt`, and `logcat.txt` and `install.log` beside it.
|
||||
@@ -0,0 +1,5 @@
|
||||
blank_issues_enabled: true
|
||||
contact_links:
|
||||
- name: How to install
|
||||
url: https://github.com/Cesarus85/ringfall-mjolnir-vr#install-on-meta-quest-3--3s
|
||||
about: Step-by-step installation for the Quest 3 / 3S and the Steam Frame.
|
||||
@@ -237,6 +237,13 @@ jobs:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
GH_REPO: ${{ github.repository }}
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
sparse-checkout: |
|
||||
port/android
|
||||
port/third_party/extract-xiso
|
||||
tools
|
||||
|
||||
- uses: actions/download-artifact@v4
|
||||
with:
|
||||
pattern: halo-*
|
||||
@@ -245,10 +252,18 @@ jobs:
|
||||
- name: Package
|
||||
run: |
|
||||
mkdir release
|
||||
for build in artifacts/*/; do
|
||||
name="$(basename "$build")"
|
||||
(cd "$build" && zip -qr "$GITHUB_WORKSPACE/release/$name.zip" .)
|
||||
# (Ringfall: Mjolnir VR publishes its Android builds only, under
|
||||
# its own name: Updater.java looks for them; the desktop ports are
|
||||
# built to keep them building)
|
||||
for config in debug release; do
|
||||
(cd "artifacts/halo-android-$config" &&
|
||||
zip -qr "$GITHUB_WORKSPACE/release/ringfall-mjolnir-vr-android-$config.zip" .)
|
||||
done
|
||||
# the Steam Frame's installer (port/android/STEAM_FRAME.md): its
|
||||
# bundle with the release APK, and the desktop file that fetches it
|
||||
python3 tools/steam_frame_bundle.py artifacts/halo-android-release/app-release.apk release "$GH_REPO"
|
||||
# the APK itself, for sideloading on the Quest (SideQuest, adb)
|
||||
cp artifacts/halo-android-release/app-release.apk release/RingfallMjolnirVR.apk
|
||||
ls -l release
|
||||
|
||||
- name: Publish
|
||||
@@ -260,10 +275,18 @@ jobs:
|
||||
run: |
|
||||
tag="build-$GITHUB_RUN_NUMBER"
|
||||
subject="$(printf '%s' "${MESSAGE:-manual run}" | head -n 1)"
|
||||
printf '%s\n\nCommit: %s\nBuild: %s\n\nThe release builds are for playing; the debug builds stop at the first failed assertion and log it.\n' \
|
||||
"$subject" "$COMMIT_URL" "$RUN_URL" > notes.md
|
||||
gh release create "$tag" release/*.zip --target "$GITHUB_SHA" --latest \
|
||||
--title "Build $GITHUB_RUN_NUMBER (${GITHUB_SHA:0:7})" --notes-file notes.md
|
||||
readme="$GITHUB_SERVER_URL/$GITHUB_REPOSITORY"
|
||||
{
|
||||
printf '%s\n\n' "$subject"
|
||||
printf '**Ringfall: Mjolnir VR** is an unofficial VR mod for Halo: Combat Evolved. It needs a disc image of your own, purchased Xbox copy of the game; no game files are included.\n\n'
|
||||
printf '| Headset | Download | How to install |\n| --- | --- | --- |\n'
|
||||
printf '| Meta Quest 3 / 3S | `RingfallMjolnirVR.apk` | [Install on Quest](%s#install-on-meta-quest-3--3s) |\n' "$readme"
|
||||
printf '| Steam Frame | `Install-Ringfall-Mjolnir-VR.desktop` (open it in Desktop Mode) | [Install on Steam Frame](%s#install-on-steam-frame) |\n\n' "$readme"
|
||||
printf 'The other files are for the built-in updater and the Steam Frame installer.\n\n'
|
||||
printf 'Commit: %s\nBuild: %s\n' "$COMMIT_URL" "$RUN_URL"
|
||||
} > notes.md
|
||||
gh release create "$tag" release/* --target "$GITHUB_SHA" --latest \
|
||||
--title "Ringfall: Mjolnir VR, build $GITHUB_RUN_NUMBER (${GITHUB_SHA:0:7})" --notes-file notes.md
|
||||
echo "tag=$tag" >> "$GITHUB_OUTPUT"
|
||||
|
||||
- name: Keep the last five
|
||||
@@ -318,7 +341,7 @@ jobs:
|
||||
title="Build failed"; color=15548997
|
||||
fi
|
||||
latest="$SERVER/$REPOSITORY/releases/latest"
|
||||
downloads="[Linux]($latest/download/halo-linux-release.zip) · [Windows]($latest/download/halo-windows-release.zip) · [Android]($latest/download/halo-android-release.zip) ([all builds]($latest))"
|
||||
downloads="[Quest]($latest/download/ringfall-mjolnir-vr-android-release.zip) · [Steam Frame]($latest/download/Install-Ringfall-Mjolnir-VR.desktop) ([all builds]($latest))"
|
||||
if [ -n "$RELEASE_TAG" ]; then
|
||||
release="[$RELEASE_TAG]($SERVER/$REPOSITORY/releases/tag/$RELEASE_TAG)"
|
||||
else
|
||||
|
||||
@@ -30,3 +30,8 @@ original/
|
||||
|
||||
# CI build outputs (tools/ci_build.py)
|
||||
dist/
|
||||
|
||||
# The app signing key's local settings and keys (port/android/app/build.gradle; never commit)
|
||||
port/android/signing.properties
|
||||
*.jks
|
||||
*.keystore
|
||||
@@ -1,140 +1,181 @@
|
||||
# Halo: Combat Evolved for Linux, Windows and Android
|
||||
<p align="center">
|
||||
<img src="port/android/steam_frame_grid/library.png" width="640" alt="Ringfall: Mjolnir VR">
|
||||
</p>
|
||||
|
||||
[](https://discord.gg/9gqcHyr5km)
|
||||
# Ringfall: Mjolnir VR
|
||||
|
||||
This project is a port of the Halo: Combat Evolved decompilation to Linux,
|
||||
Windows and Android. The decompilation is of the Xbox build 2342
|
||||
(`cachebeta.exe`, SHA-256
|
||||
`4cc87b45f721270392a96f1674ed2b5cd4a7bb4355faeab4531d1cf1884d9520`).
|
||||
**A VR mod for Halo: Combat Evolved** (the original Xbox game) on the
|
||||
**Meta Quest 3 / 3S** and the **Steam Frame**. Play the campaign and
|
||||
multiplayer in full 6DoF virtual reality, with your hands in the game.
|
||||
|
||||
<img width="1289" height="995" alt="The game on Linux" src="https://github.com/user-attachments/assets/0d3ad50f-f8b8-46cf-aef8-e3661da2a7d7" />
|
||||
Ringfall: Mjolnir VR runs on your headset by itself, without a PC. It
|
||||
brings no game files: it uses a disc image of **your own, purchased copy**
|
||||
of the game.
|
||||
|
||||
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).
|
||||
> **Unofficial fan project.** Ringfall: Mjolnir VR is a free,
|
||||
> non-commercial fan project. It is not affiliated with, endorsed,
|
||||
> sponsored or approved by Microsoft, Xbox Game Studios, Halo Studios or
|
||||
> Bungie. See [Legal](#legal).
|
||||
|
||||
## Download
|
||||
## Contents
|
||||
|
||||
GitHub Actions builds the game for each commit. These links download the
|
||||
builds of the latest release:
|
||||
- [What you get](#what-you-get)
|
||||
- [What you need](#what-you-need)
|
||||
- [Install on Meta Quest 3 / 3S](#install-on-meta-quest-3--3s)
|
||||
- [Install on Steam Frame](#install-on-steam-frame)
|
||||
- [Playing](#playing)
|
||||
- [Problems and questions](#problems-and-questions)
|
||||
- [Credits](#credits)
|
||||
- [Legal](#legal)
|
||||
|
||||
| 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) |
|
||||
## What you get
|
||||
|
||||
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.
|
||||
- **Full VR**: stereo 6DoF at your headset's refresh rate (72 to 120 Hz);
|
||||
the HUD, menus, scope and crosshair float as layers of their own.
|
||||
- **Your hands in the game**: the weapon sits in your hand and fires
|
||||
where you point it; arms and fingers follow your controllers;
|
||||
two-handed weapons, melee by swinging, grenades thrown with your hand,
|
||||
crouching and leaning with your body.
|
||||
- **Vehicles**: steer the Warthog by turning its wheel with both hands;
|
||||
turrets with handles.
|
||||
- **Comfort**: snap or smooth turning in fine steps, comfort vignettes,
|
||||
left-handed mode, buttons remapped freely, graphics presets, refresh
|
||||
rate and resolution, all in the in-game VR options (**Y**).
|
||||
- **Multiplayer**: the PC version's menus and server browser, join codes,
|
||||
password lobbies, co-op campaign and bots, up to 128 players;
|
||||
cross-play with the PC and phone builds of
|
||||
[OpenCE](https://github.com/OpenCommunityEdition/OpenCE).
|
||||
|
||||
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).
|
||||
## What you need
|
||||
|
||||
Each build of the `main` branch that passes on all three platforms is a new
|
||||
release. 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.
|
||||
- A **Meta Quest 3 / 3S** or a **Steam Frame**.
|
||||
- A **disc image** (`.iso` or `.xiso`) of **Halo: Combat Evolved for the
|
||||
original Xbox**, made from **a disc you own**. Any region and version
|
||||
works.
|
||||
|
||||
## Game data
|
||||
This project does not include, link to or help find game files. Please
|
||||
do not ask for or share disc images in issues or discussions; such posts
|
||||
are deleted.
|
||||
|
||||
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.
|
||||
## Install on Meta Quest 3 / 3S
|
||||
|
||||
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.
|
||||
You install the game once with a computer (Windows, macOS or Linux); after
|
||||
that it updates itself.
|
||||
|
||||
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).
|
||||
1. **Turn on Developer Mode** for your Quest, once: in the Meta Horizon
|
||||
app on your phone, open your headset's settings, then *Developer
|
||||
Mode* (Meta asks you to create a free developer account first).
|
||||
2. **Install [SideQuest](https://sidequestvr.com/setup-howto)** (the
|
||||
"Advanced Installer") on your computer and connect the Quest with a
|
||||
USB cable. In the headset, allow USB debugging for this computer.
|
||||
3. **Download `RingfallMjolnirVR.apk`** from the
|
||||
[latest release](../../releases/latest) and drag it onto the SideQuest
|
||||
window. It installs the game.
|
||||
4. **Copy your disc image** to the Quest's `Download` folder: in
|
||||
SideQuest, open the file manager (the folder icon), go to `Download`
|
||||
and drag the `.iso` file in.
|
||||
5. **In the headset**, open your *Library*, choose *Unknown Sources* and
|
||||
start **Ringfall: Mjolnir VR**. Select **Choose disc image** and pick
|
||||
your file in `Download`. The game copies what it needs (about 1.8 GB,
|
||||
a minute or two) and starts.
|
||||
|
||||
## Platforms
|
||||
You can delete the disc image from `Download` afterwards. When a new
|
||||
version comes out, the game asks you at start whether to update.
|
||||
|
||||
Each platform has its own instructions:
|
||||
## Install on Steam Frame
|
||||
|
||||
| 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) |
|
||||
No computer and no keyboard needed.
|
||||
|
||||
The Linux README also gives the controls, the settings and the multiplayer
|
||||
functions. These are almost the same on all platforms.
|
||||
1. **Switch to Desktop Mode**: press the Steam button, then *Power* >
|
||||
*Switch to Desktop*.
|
||||
2. **Put your disc image** in the `Downloads` folder (for example from a
|
||||
USB stick or memory card with the file manager, Dolphin).
|
||||
3. **Download `Install-Ringfall-Mjolnir-VR.desktop`** from the
|
||||
[latest release](../../releases/latest) with the web browser.
|
||||
4. **Open it**: in Dolphin, open `Downloads` and double-click the file.
|
||||
If you are asked whether to run it, choose to continue.
|
||||
5. **Answer the dialogs.** The installer finds your disc image, copies
|
||||
what the game needs, adds **Ringfall: Mjolnir VR** to your Steam
|
||||
library and offers to switch back to Gaming Mode.
|
||||
6. Start **Ringfall: Mjolnir VR** from your library (under *Non-Steam*).
|
||||
|
||||
## Multiplayer
|
||||
To update, open the same file in Desktop Mode again; your settings,
|
||||
saves and game data stay. More about the Steam Frame:
|
||||
[port/android/STEAM_FRAME.md](port/android/STEAM_FRAME.md).
|
||||
|
||||
The game can play system link games on a local network and on the internet:
|
||||
## Playing
|
||||
|
||||
- A system link game can have up to 128 players on up to 128 machines.
|
||||
- Linux, Windows and Android machines can play in the same game.
|
||||
- An invite link lets a machine join a game on the internet. 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).
|
||||
- **Y** opens the VR options in the main and pause menus: turning,
|
||||
comfort, weapon hand, buttons, graphics, refresh rate and resolution.
|
||||
*Quit the game* is on its last page.
|
||||
- In the menus, point with a controller and pull the trigger to click.
|
||||
- The controller layout is on the VR options' *Controller buttons* page.
|
||||
|
||||
## Build the game
|
||||
## Problems and questions
|
||||
|
||||
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).
|
||||
Please open an [issue](../../issues) and include:
|
||||
|
||||
To build the game:
|
||||
- your headset and the build number of the release you installed;
|
||||
- what you did and what happened;
|
||||
- the game's log, `debug.txt`:
|
||||
- Quest: `Android/data/io.github.cesarus85.ringfall/files/debug.txt`
|
||||
(SideQuest's file manager);
|
||||
- Steam Frame: `Documents/RingfallMjolnirVR/debug.txt` (and
|
||||
`logcat.txt` and `install.log` beside it).
|
||||
|
||||
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:
|
||||
What is done and what comes next: [port/android/VR_ROADMAP.md](port/android/VR_ROADMAP.md).
|
||||
|
||||
| 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` |
|
||||
**Network use.** The game connects to the internet only for what you
|
||||
use: the update check (GitHub), online games (to other players
|
||||
directly), and join codes and lobby lists through public MQTT brokers
|
||||
(listed in [brokers.txt](port/assets/network/brokers.txt)). There is no
|
||||
telemetry.
|
||||
|
||||
If you enter `ninja` without a target, ninja builds the game for the
|
||||
computer that you use.
|
||||
## Credits
|
||||
|
||||
`tools/ci_build.py` makes the same builds as GitHub Actions. For example,
|
||||
enter `python tools/ci_build.py linux release`.
|
||||
Ringfall: Mjolnir VR stands on the work of others:
|
||||
|
||||
### Build options
|
||||
- **[OpenCE](https://github.com/OpenCommunityEdition/OpenCE)** (Open
|
||||
Community Edition): the port of the decompiled game to Linux, Windows
|
||||
and Android, with its renderer, netcode, PC menus and multiplayer, that
|
||||
this project builds on and follows.
|
||||
- **The decompilation**: [bnunu/halo-1](https://github.com/bnunu/halo-1),
|
||||
a fork of [punpckhdq/halo](https://github.com/punpckhdq/halo).
|
||||
- **[HaloCE-Quest-VR](https://github.com/moistman42069/HaloCE-Quest-VR)**
|
||||
by moistman42069 (CC0): the arm IK, the forearm's twist and the
|
||||
fingers' poses are taken from it (`port/linux/game/vr_arms.c`); the
|
||||
left-handed mode and the graphics presets follow its ideas.
|
||||
- **[HaloCE-VR](https://github.com/astromaddie/HaloCE-VR)** by astromaddie
|
||||
(CC0): the Steam Frame work, whose findings (such as quieting Mesa's
|
||||
trace markers) are used here.
|
||||
- **[extract-xiso](https://github.com/XboxDev/extract-xiso)**: the disc
|
||||
image readers follow its format handling.
|
||||
- The libraries and fonts in [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md).
|
||||
|
||||
Give these options to `configure.py`:
|
||||
Thank you all.
|
||||
|
||||
| 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. 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". |
|
||||
## Building it
|
||||
|
||||
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.
|
||||
`python3 configure.py --release`, then `ninja android_apk` (Android SDK
|
||||
and NDK needed). See [port/android/README.md](port/android/README.md) for
|
||||
the details and [docs/OPENCE_README.md](docs/OPENCE_README.md) for the
|
||||
port it is built on.
|
||||
|
||||
### Optimization profiles
|
||||
## Legal
|
||||
|
||||
The builds use profiles of the game to optimize the code:
|
||||
Ringfall: Mjolnir VR is an unofficial, free, non-commercial fan project.
|
||||
It is not affiliated with, endorsed, sponsored or approved by Microsoft
|
||||
Corporation, Xbox Game Studios, Halo Studios or Bungie. Halo, Halo: Combat
|
||||
Evolved and Xbox are trademarks of Microsoft Corporation; they are named
|
||||
here only to say which game this mod works with. Meta Quest is a trademark
|
||||
of Meta Platforms, Inc.; Steam and Steam Frame are trademarks of Valve
|
||||
Corporation.
|
||||
|
||||
- `pgo/halo_linux.profdata` for Linux and Android.
|
||||
- `pgo/halo_windows.profdata` for Windows.
|
||||
No game data, art, music or other content of the game is included or
|
||||
distributed. You need your own, legally purchased copy of the game. If
|
||||
you enjoy this mod, please support the creators of the original by buying
|
||||
their games.
|
||||
|
||||
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/`.
|
||||
This project's own code is released under [CC0 1.0](LICENSE.md), as the
|
||||
decompilation it builds on. Third-party code and fonts keep their own
|
||||
licenses: see [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md).
|
||||
@@ -0,0 +1,46 @@
|
||||
# Third-party notices
|
||||
|
||||
Ringfall: Mjolnir VR's own code is released under [CC0 1.0](LICENSE.md).
|
||||
It includes or builds on the following, under their own licenses; each
|
||||
license's full text is in the file named.
|
||||
|
||||
## Code
|
||||
|
||||
| Component | Used for | License | Text |
|
||||
| --- | --- | --- | --- |
|
||||
| [OpenCE](https://github.com/OpenCommunityEdition/OpenCE) and the decompilation ([bnunu/halo-1](https://github.com/bnunu/halo-1), [punpckhdq/halo](https://github.com/punpckhdq/halo)) | the game's code, the port | CC0 1.0 | [LICENSE.md](LICENSE.md) |
|
||||
| [HaloCE-Quest-VR](https://github.com/moistman42069/HaloCE-Quest-VR) | the arm IK, forearm twist and finger poses (`port/linux/game/vr_arms.c`) | CC0 1.0 | (its repository) |
|
||||
| [HaloCE-VR](https://github.com/astromaddie/HaloCE-VR) | Steam Frame findings | CC0 1.0 | (its repository) |
|
||||
| [SDL 3](https://libsdl.org) | windows, input, sound | zlib | (in SDL's source, `LICENSE.txt`) |
|
||||
| [Khronos OpenXR loader](https://github.com/KhronosGroup/OpenXR-SDK) | VR runtime access | Apache 2.0 | (in the loader's package) |
|
||||
| [musl](https://musl.libc.org) | the C library of the game's code on Android, its maths | MIT | [port/third_party/musl-math](port/third_party/musl-math/README.md) |
|
||||
| [Expat](https://libexpat.github.io) | the PC menus' definitions | MIT | [port/third_party/expat/COPYING](port/third_party/expat/COPYING) |
|
||||
| [Mbed TLS](https://www.trustedfirmware.org/projects/mbed-tls/) | HTTPS for the desktop builds' updater (not in the Android app) | Apache 2.0 | [port/third_party/mbedtls/LICENSE](port/third_party/mbedtls/LICENSE) |
|
||||
| [miniupnpc](https://miniupnp.tuxfamily.org) | router port forwarding for online games | BSD 3-Clause | [port/third_party/miniupnpc/LICENSE](port/third_party/miniupnpc/LICENSE) |
|
||||
| [KCP](https://github.com/skywind3000/kcp) | reliable transport for online games | MIT | [port/third_party/kcp/LICENSE](port/third_party/kcp/LICENSE) |
|
||||
| [Monocypher](https://monocypher.org) | signing public games' listings (Ed25519); online play's other cryptography is the port's own | CC0 1.0 or BSD 2-Clause | [port/third_party/monocypher/LICENCE.md](port/third_party/monocypher/LICENCE.md) |
|
||||
| [tomlc17](https://github.com/cktan/tomlc17) | reading `config.toml` | MIT | [port/third_party/tomlc17/LICENSE](port/third_party/tomlc17/LICENSE) |
|
||||
| [stb](https://github.com/nothings/stb) | drawing the game's text sharply (stb_truetype) | MIT or public domain | [port/third_party/stb/LICENSE](port/third_party/stb/LICENSE) |
|
||||
| [SMAA](https://www.iryoku.com/smaa/) | anti-aliasing (flat screens; off in VR) | MIT | [port/third_party/smaa/LICENSE](port/third_party/smaa/LICENSE) |
|
||||
| [extract-xiso](https://github.com/XboxDev/extract-xiso) | reading disc images (followed by `XisoExtractor.java`, `steam_frame_xiso.py`, `xiso.c`) | BSD-style (in@fishtank.com) | [port/third_party/extract-xiso/LICENSE.TXT](port/third_party/extract-xiso/LICENSE.TXT) |
|
||||
|
||||
The disc image readers include this acknowledgement, as extract-xiso's
|
||||
license asks: *This product includes software developed by in
|
||||
<in@fishtank.com>.*
|
||||
|
||||
## Fonts
|
||||
|
||||
| Font | Used for | License | Text |
|
||||
| --- | --- | --- | --- |
|
||||
| Overpass (Red Hat, Delve Withrington) | the game's text, the library pictures | SIL Open Font License 1.1 | [port/assets/fonts/Overpass-OFL.txt](port/assets/fonts/Overpass-OFL.txt) |
|
||||
| OpenCE (after Newtown) | the menus' titles | SIL Open Font License 1.1 | [port/assets/fonts/OpenCE-OFL.txt](port/assets/fonts/OpenCE-OFL.txt) |
|
||||
| Newtown (Roger White) | OpenCE's source | public domain | [port/assets/fonts/Newtown-LICENSE.txt](port/assets/fonts/Newtown-LICENSE.txt) |
|
||||
|
||||
See [port/assets/fonts/README.md](port/assets/fonts/README.md) for where
|
||||
each font is used.
|
||||
|
||||
## Not included
|
||||
|
||||
No file of Halo: Combat Evolved (maps, sounds, art, music, fonts or
|
||||
executables) is part of this repository or its releases. The game reads
|
||||
them from the player's own disc image.
|
||||
@@ -0,0 +1,145 @@
|
||||
> This is the README of [OpenCE](https://github.com/OpenCommunityEdition/OpenCE),
|
||||
> the port Ringfall: Mjolnir VR is built on, kept for its build and
|
||||
> development notes. Its download links are OpenCE's. For the VR mod, see
|
||||
> the [main README](../README.md).
|
||||
|
||||
# Halo: Combat Evolved for Linux, Windows and Android
|
||||
|
||||
[](https://discord.gg/9gqcHyr5km)
|
||||
|
||||
This project is a port of the Halo: Combat Evolved decompilation to Linux,
|
||||
Windows and Android. The decompilation is of the Xbox build 2342
|
||||
(`cachebeta.exe`, SHA-256
|
||||
`4cc87b45f721270392a96f1674ed2b5cd4a7bb4355faeab4531d1cf1884d9520`).
|
||||
|
||||
<img width="1289" height="995" alt="The game on Linux" src="https://github.com/user-attachments/assets/0d3ad50f-f8b8-46cf-aef8-e3661da2a7d7" />
|
||||
|
||||
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) |
|
||||
|
||||
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).
|
||||
|
||||
Each build of the `main` branch that passes on all three platforms is a new
|
||||
release. 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.
|
||||
|
||||
## Game data
|
||||
|
||||
The port does not include the game data. It needs an Xbox disc image
|
||||
(`.xiso` or `.iso`) made from your own copy 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).
|
||||
|
||||
## 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) |
|
||||
|
||||
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 can play in the same game.
|
||||
- An invite link lets a machine join a game on the internet. 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` |
|
||||
|
||||
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. 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". |
|
||||
|
||||
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/`.
|
||||
@@ -1,5 +1,7 @@
|
||||
# Android
|
||||
|
||||
The app of Ringfall: Mjolnir VR (application id `io.github.cesarus85.ringfall`;
|
||||
its Java classes keep the decompilation's package, `com.halo.decomp`).
|
||||
`ninja android` builds the game for 64-bit ARM Android (arm64-v8a).
|
||||
`ninja android_apk` makes an app from it:
|
||||
`port/android/app/build/outputs/apk/debug/app-debug.apk`.
|
||||
@@ -41,8 +43,8 @@ ninja) and these items:
|
||||
## Game data
|
||||
|
||||
The game needs the `maps/` folder from an Xbox disc image (`.xiso` or
|
||||
`.iso`) of any version of the game. The app extracts `maps/` from the disc
|
||||
image. The app keeps the data in `/sdcard/Android/data/com.halo.decomp/files`.
|
||||
`.iso`) made from your own copy of the game, any version. The app extracts `maps/` from the disc
|
||||
image. The app keeps the data in `/sdcard/Android/data/io.github.cesarus85.ringfall/files`.
|
||||
|
||||
To install the data with the app:
|
||||
|
||||
@@ -57,16 +59,16 @@ To install the data with the app:
|
||||
To install the data from a computer:
|
||||
|
||||
1. Start the app one time. The app makes its folders.
|
||||
2. Enter `adb push <folder>/. /sdcard/Android/data/com.halo.decomp/files/`.
|
||||
2. Enter `adb push <folder>/. /sdcard/Android/data/io.github.cesarus85.ringfall/files/`.
|
||||
|
||||
| Item | Location in `/sdcard/Android/data/com.halo.decomp/files` |
|
||||
| Item | Location in `/sdcard/Android/data/io.github.cesarus85.ringfall/files` |
|
||||
| --- | --- |
|
||||
| Saved games (`z:\` and `u:\`) | `save` |
|
||||
| Log | `debug.txt` |
|
||||
| Settings | `config.toml` |
|
||||
|
||||
To make a copy of the saved games, enter
|
||||
`adb pull /sdcard/Android/data/com.halo.decomp/files/save`.
|
||||
`adb pull /sdcard/Android/data/io.github.cesarus85.ringfall/files/save`.
|
||||
|
||||
## Controls
|
||||
|
||||
@@ -100,9 +102,9 @@ not accept touch input.
|
||||
The settings are in `config.toml` in the data folder of the app. To change
|
||||
them:
|
||||
|
||||
1. Enter `adb pull /sdcard/Android/data/com.halo.decomp/files/config.toml`.
|
||||
1. Enter `adb pull /sdcard/Android/data/io.github.cesarus85.ringfall/files/config.toml`.
|
||||
2. Change the file.
|
||||
3. Enter `adb push config.toml /sdcard/Android/data/com.halo.decomp/files/`.
|
||||
3. Enter `adb push config.toml /sdcard/Android/data/io.github.cesarus85.ringfall/files/`.
|
||||
|
||||
At the first start, the game writes the file with the default values. To
|
||||
get the default values again, delete the file.
|
||||
@@ -148,14 +150,22 @@ select "Yes":
|
||||
|
||||
1. The app downloads the new version.
|
||||
2. The package installer of Android opens. At the first update, Android asks
|
||||
you to let Halo install apps. Allow it.
|
||||
you to let the game install apps. Allow it.
|
||||
3. Select "Update". Android replaces the app.
|
||||
4. Select "Open" to start the new version.
|
||||
|
||||
To install over the previous version, each build must have the same
|
||||
signature. GitHub Actions signs each build with the key in the
|
||||
`ANDROID_KEYSTORE_BASE64` and `ANDROID_KEYSTORE_PASSWORD` secrets of the
|
||||
repository. If you installed a build that has a different signature, remove
|
||||
repository. A computer that builds for its own devices signs with the same
|
||||
key when `port/android/signing.properties` (not in the repository) names it:
|
||||
|
||||
storeFile=/path/to/ringfall-release.jks
|
||||
password=<the keystore's password>
|
||||
keyAlias=ringfall
|
||||
|
||||
Keep the keystore and its password safe: a lost key means every player must
|
||||
remove the app before the next version. If you installed a build that has a different signature, remove
|
||||
that build before you install a new build. Removing the app deletes its data
|
||||
folder: first make a copy of `maps/` and `save/`.
|
||||
|
||||
@@ -182,7 +192,7 @@ instead.
|
||||
|
||||
Controls in play (in the menus the buttons are the Xbox's by position):
|
||||
|
||||
| Controller | Halo |
|
||||
| Controller | Game |
|
||||
| --- | --- |
|
||||
| right trigger / left trigger | fire / throw grenade |
|
||||
| right grip / left grip | melee / switch weapon |
|
||||
@@ -230,7 +240,7 @@ through a shader that decodes to linear, and the stored bytes are the
|
||||
game's. Camera shake is off in VR.
|
||||
|
||||
A file named `xr_test` in the data folder
|
||||
(`adb shell touch /sdcard/Android/data/com.halo.decomp/files/xr_test`)
|
||||
(`adb shell touch /sdcard/Android/data/io.github.cesarus85.ringfall/files/xr_test`)
|
||||
starts a self-test instead of the game, which needs no game data: each eye
|
||||
in its own colour (red while the right trigger is held), a checkerboard
|
||||
screen in the room (its top-left square red), and the controllers' buttons
|
||||
|
||||
@@ -4,6 +4,43 @@ The same APK as for the Quest runs on the Steam Frame, in Lepton (SteamOS's
|
||||
Android, a Waydroid fork: Android 11, arm64), with SteamVR's OpenXR runtime.
|
||||
What differs is found at run time, not by a build of its own.
|
||||
|
||||
## Installing it (players)
|
||||
|
||||
On the Frame, in Desktop Mode (Steam menu > Power > Switch to Desktop):
|
||||
1. Put your own disc image of Halo: Combat Evolved for the original Xbox (`.iso` or
|
||||
`.xiso`, any version) in Downloads (or Documents, the Desktop, a memory
|
||||
card).
|
||||
2. Download `Install-Ringfall-Mjolnir-VR.desktop` from the latest release and open it
|
||||
(double-click; confirm running it).
|
||||
3. Answer the dialogs: the installer finds the disc image (or asks for it),
|
||||
copies the game data out of it, adds "Ringfall: Mjolnir VR" to the Steam library
|
||||
and switches back to Gaming Mode. Start it from the library there.
|
||||
|
||||
Opening the same file again updates the game (settings, saves and game data
|
||||
stay).
|
||||
|
||||
The desktop file (`steam_frame_installer.desktop`) downloads the latest
|
||||
release's `ringfall-mjolnir-vr-steam-frame.zip` (`tools/steam_frame_bundle.py`, made by
|
||||
the release job of `.github/workflows/build.yml`) and runs its
|
||||
`install.sh` (`steam_frame_install.sh`), with zenity dialogs:
|
||||
- `~/Documents/RingfallMjolnirVR`: the launcher (`ringfall-mjolnir-vr.sh`)
|
||||
and the release APK (`RingfallMjolnirVR.apk`); the folder of the builds
|
||||
before the name, `~/Documents/HaloCE`, renamed to it, and their "Halo VR"
|
||||
shortcut replaced;
|
||||
- the maps folder out of the disc image (`steam_frame_xiso.py`, the app's
|
||||
`XisoExtractor.java` in Python), unless `maps/ui.map` is there;
|
||||
- the Steam shortcut, unless it is there: added by Steam itself
|
||||
(`steam://addnonsteamgame`, as SteamOS's "Add to Steam" does) from
|
||||
`Ringfall Mjolnir VR.desktop` beside the game, then the library pictures
|
||||
under the id Steam gave it. Steam is not closed: on the Frame, Desktop
|
||||
Mode runs inside Gaming Mode's session, and closing Steam ends it (and the
|
||||
installer with it). An old "Halo VR" shortcut is left for the player to
|
||||
remove (Steam would write it back);
|
||||
- what it did in `install.log` beside the game.
|
||||
|
||||
`HALO_VR_UNATTENDED=1` (and `HALO_VR_IMAGE=<image>`) runs it without
|
||||
dialogs, for testing over adb; it leaves Steam and its shortcuts alone.
|
||||
|
||||
## The device
|
||||
|
||||
- Steam Settings > System > Enable Developer Mode; then start "Lepton
|
||||
@@ -15,7 +52,7 @@ What differs is found at run time, not by a build of its own.
|
||||
connected as well.
|
||||
- Install with `adb install -r --no-streaming`. It prints "Lepton post
|
||||
installation failed due to APP_PATH being unset", but installs. Start the
|
||||
game with `am start -n com.halo.decomp/.LauncherActivity`.
|
||||
game with `am start -n io.github.cesarus85.ringfall/com.halo.decomp.LauncherActivity`.
|
||||
- Lepton empties `/sdcard/Android/data` whenever it starts again: the game's
|
||||
data must live elsewhere (stage 2). `/sdcard/Documents` and
|
||||
`/sdcard/Download` are the SteamOS user's folders and are kept.
|
||||
@@ -33,7 +70,7 @@ What differs is found at run time, not by a build of its own.
|
||||
| # | Stage | State |
|
||||
| --- | --- | --- |
|
||||
| 1 | Base: the fixes above on the current main | done |
|
||||
| 2 | The game's data where Lepton keeps it | done: `/home/steamos/Documents/HaloCE` |
|
||||
| 2 | The game's data where Lepton keeps it | done: `/home/steamos/Documents/RingfallMjolnirVR` |
|
||||
| 3 | Menus, HUD and text visible (quad layers) | done: their alpha from their colour |
|
||||
| 4 | The freeze at the cryo bay's calibration | not seen again (2026-10-04) |
|
||||
| 5 | The Frame's controllers | done: their own profile, the Xbox's layout |
|
||||
@@ -43,10 +80,10 @@ What differs is found at run time, not by a build of its own.
|
||||
|
||||
## Starting it on the Frame
|
||||
|
||||
A button in the Steam library ("Halo VR", a non-Steam game) runs
|
||||
`~/Documents/HaloCE/halo-vr.sh` (`port/android/steam_frame_launch.sh`),
|
||||
A button in the Steam library ("Ringfall: Mjolnir VR", a non-Steam game)
|
||||
runs `~/Documents/RingfallMjolnirVR/ringfall-mjolnir-vr.sh` (`port/android/steam_frame_launch.sh`),
|
||||
which starts the game as Steam starts an Android title of its own:
|
||||
`lepton waitforexitandrun -- ~/Documents/HaloCE/HaloVR.apk`, in a container
|
||||
`lepton waitforexitandrun -- ~/Documents/RingfallMjolnirVR/RingfallMjolnirVR.apk`, in a container
|
||||
of its own (`steamlaunch-4290000001`) that Lepton installs the APK into
|
||||
anew whenever the file is newer. Updating the game is replacing that APK.
|
||||
|
||||
@@ -61,7 +98,7 @@ What the script does that Steam would for an Android title:
|
||||
quit (it writes `quit_requested.txt`).
|
||||
|
||||
Steam's "Exit game" does not reach the game (its process is the container's,
|
||||
not Steam's): quit it with the VR options' "Quit Halo" (Y in the main or
|
||||
not Steam's): quit it with the VR options' "Quit the game" (Y in the main or
|
||||
pause menu, twice). A container ended within 30 s of its start makes
|
||||
Lepton drop the app's install, so the next start installs it again.
|
||||
|
||||
@@ -75,13 +112,15 @@ beside Lepton's `<frame-ip>:5555`.
|
||||
|
||||
Lepton uninstalls the app and empties its folders whenever it starts again.
|
||||
The game's data lives in the SteamOS user's Documents instead: when
|
||||
`/home/steamos/Documents/HaloCE` holds `maps/ui.map` and is writable, the
|
||||
launcher and the game take it as their data folder (config.toml, saves and
|
||||
debug.txt go there too). Once:
|
||||
`/home/steamos/Documents` can be written, the launcher makes
|
||||
`/home/steamos/Documents/RingfallMjolnirVR` and the launcher and the game take it as
|
||||
their data folder (config.toml, saves and debug.txt go there too), so a
|
||||
disc image imported in the app stays as well. The installer above fills it;
|
||||
by hand, once:
|
||||
|
||||
adb -s <frame-ip>:5555 shell mkdir -p /home/steamos/Documents/HaloCE/maps
|
||||
adb -s <frame-ip>:5555 push assets/maps/. /home/steamos/Documents/HaloCE/maps/
|
||||
adb -s <frame-ip>:5555 shell chmod -R 777 /home/steamos/Documents/HaloCE
|
||||
adb -s <frame-ip>:5555 shell mkdir -p /home/steamos/Documents/RingfallMjolnirVR/maps
|
||||
adb -s <frame-ip>:5555 push assets/maps/. /home/steamos/Documents/RingfallMjolnirVR/maps/
|
||||
adb -s <frame-ip>:5555 shell chmod -R 777 /home/steamos/Documents/RingfallMjolnirVR
|
||||
|
||||
After a Lepton restart only the APK is installed again. (Use the path under
|
||||
/home, not /sdcard/Documents: Android 11's scoped storage stands between the
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
# VR roadmap
|
||||
|
||||
What the VR port (Quest 3, Steam Frame) has, and what comes next, in the
|
||||
What Ringfall: Mjolnir VR (Quest 3, Steam Frame) has, and what comes next, in the
|
||||
agreed order. Updated with every step: a step is **done** once the user has
|
||||
tried it in the headset and it is merged into `main`; **built** means in a
|
||||
branch, not yet tried in the headset.
|
||||
@@ -16,7 +16,7 @@ named where code is taken over.
|
||||
|
||||
| Area | What |
|
||||
| --- | --- |
|
||||
| Headsets | Quest 3; Steam Frame (Lepton): its controllers' layout, a Steam library tile that installs, starts, updates and quits the game, data kept in `~/Documents/HaloCE` |
|
||||
| Headsets | Quest 3; Steam Frame (Lepton): its controllers' layout, a Steam library tile that installs, starts, updates and quits the game, data kept in `~/Documents/RingfallMjolnirVR` |
|
||||
| Rendering | Both eyes in one pass (multiview) on the Quest; one by one on SteamVR, where multiview's eyes did not fuse; lens flares at their depth in stereo; HUD, menus, scope, crosshair and names as layers of their own |
|
||||
| Aiming | The weapon in the hand, its shots from the muzzle, laser and crosshair options |
|
||||
| Body | Physical crouch (`vr.crouch_limit`) beside the crouch button, leaning (`vr.lean_limit`), melee by swinging, grenades thrown with the left hand, two-handed weapons |
|
||||
@@ -35,11 +35,12 @@ named where code is taken over.
|
||||
| --- | --- | --- |
|
||||
| 1 | Steam Frame CPU time: Mesa's trace markers off (after astromaddie/HaloCE-VR), no `glGet` stalls in the visibility counters' copies | **done** (in `main` 2026-10-06): markers quieted, no problems; the frame's work about unchanged (11-12.5 ms of 13.9 in a bot game) |
|
||||
| 3a | Visible arms and hands: the arms by IK to the controllers, fingers by trigger and grip | **done** (in `main` 2026-10-06; Quest 3 and Steam Frame good; 0.02 ms a frame) |
|
||||
| 2 | Controls and comfort: left-handed mode, buttons remapped, flashlight by tapping the head, finer turning and vignette choices, graphics presets and refresh rate in the VR options | first part **done** (in `main` 2026-10-06; Quest 3 and Steam Frame good): left-handed mode, graphics presets, refresh rate and resolution in the VR options. Second part **built** (branch `feature/vr-comfort`, headset test pending): buttons remapped, flashlight by tapping the head, finer turning and vignette choices |
|
||||
| 2 | Controls and comfort: left-handed mode, buttons remapped, flashlight by tapping the head, finer turning and vignette choices, graphics presets and refresh rate in the VR options | first part **done** (in `main` 2026-10-06; Quest 3 and Steam Frame good): left-handed mode, graphics presets, refresh rate and resolution in the VR options. Second part **done** (in `main` 2026-10-06; Quest 3 good): buttons remapped, finer turning and vignette choices; the flashlight by tapping the head taken out (did not work) |
|
||||
| 3b | The whole body: torso from head and hands, legs and feet following in the room; full / arms only / hands only | |
|
||||
| 3c | Weapons held physically, holsters at shoulder and hip (the buttons stay) | |
|
||||
| 3d | Other VR players shown with their heads, hands and bodies (today their bodies move as flat players' do: only their aim and throws come from their hands) | |
|
||||
| 4 | Later: disc image import in the launcher, sprint by arm swing (offline) | |
|
||||
| 4 | Later: disc image import in the launcher, sprint by arm swing (offline) | import **done** (in `main` 2026-10-06): the app's import (tried on the Quest 3: all 24 maps; on the Frame kept in `~/Documents/RingfallMjolnirVR`), a Steam Frame installer from Desktop Mode (`STEAM_FRAME.md`; tried on the Frame: the old folder renamed, the shortcut added by Steam), a release signing key (CI and local builds the same). Sprint by arm swing still open |
|
||||
| R | Release as **Ringfall: Mjolnir VR** (no "Halo" in the product's name): app name, id `io.github.cesarus85.ringfall`, icon and library pictures (`tools/ringfall_art.py`), Frame folder and installer, release assets, README; the repository renamed | **done** (in `main` 2026-10-06; Quest 3 and Steam Frame good) |
|
||||
|
||||
## Step 2, first part (done)
|
||||
|
||||
@@ -136,14 +137,15 @@ To try in the headset (Quest 3 and Steam Frame):
|
||||
in a bot game; Max on the Quest at 90 Hz; refresh rates 72/80/90/120
|
||||
on the Quest; the Frame's row.
|
||||
|
||||
## Step 2, second part (built)
|
||||
## Step 2, second part (done)
|
||||
|
||||
On branch `feature/vr-comfort`, not yet tried in the headset. The VR
|
||||
In `main` 2026-10-06; tried on the Quest 3 (with the rename): good. The flashlight by tapping the head (after HaloCE-Quest-VR)
|
||||
did not work in the headset and was taken out again; the button stays.
|
||||
The VR
|
||||
options (Y) have four pages: PLAY ("Weapon hand", "Mirrored controls",
|
||||
laser, crosshair, motion tracker, body, fingers, the Warthog's wheel),
|
||||
COMFORT (turning, the vignettes), BUTTONS (the actions' buttons, the
|
||||
flashlight's tap, "Reset buttons to defaults", the controller buttons
|
||||
page) and MORE (graphics, refresh rate, resolution, Quit).
|
||||
COMFORT (turning, the vignettes), BUTTONS (the actions' buttons,
|
||||
"Reset buttons to defaults", the controller buttons page) and MORE (graphics, refresh rate, resolution, Quit).
|
||||
|
||||
Buttons remapped (BUTTONS page; `vr.c` `controls_remapped`):
|
||||
- Jump, the flashlight (held: switch grenades), action/reload, switch
|
||||
@@ -163,19 +165,6 @@ Buttons remapped (BUTTONS page; `vr.c` `controls_remapped`):
|
||||
wheel press nothing, whatever the grip does.
|
||||
- The controller buttons page shows each action where its button is.
|
||||
|
||||
Flashlight by tapping the head (`vr.c` `flashlight_gesture_update`,
|
||||
after HaloCE-Quest-VR, CC0): either hand to the side or the top of the
|
||||
head and away, as a tap, toggles it; the button still does. A zone in
|
||||
the head's axes beside or over the head, never more than 6 cm in front
|
||||
of the eyes (a scope at the eye, a two-handed weapon, a punch and the
|
||||
wrist's tracker are in front of the face); the hand comes from 35 cm
|
||||
away, slower than 3 m/s, stays 40 to 600 ms, alone, and leaves; a second
|
||||
between toggles. None in the menus, with a grenade held or just thrown,
|
||||
just after a melee, with both hands on the weapon, the weapon hand while
|
||||
the scope is drawn, a hand on the wheel. A short rumble in the tapping
|
||||
hand. Its logic was run in a harness off the headset; the feel is the
|
||||
headset's to judge.
|
||||
|
||||
Comfort (COMFORT page): snap turns 10 to 45 degrees by 5, 60, 75, 90;
|
||||
smooth turning 30 to 150 degrees a second by 15, then to 300 by 30; the
|
||||
vehicle vignette Off, 15 to 100%; the on-foot vignette (off by default)
|
||||
@@ -195,7 +184,6 @@ below).
|
||||
| `vr.button_crouch` | `"move_stick"` (default) |
|
||||
| `vr.button_zoom` | `"turn_stick"` (default) |
|
||||
| `vr.button_melee` | `"grip"` (default) |
|
||||
| `vr.flashlight_gesture` | `true` (default): a tap of the head toggles the flashlight |
|
||||
| `vr.foot_vignette` | `"off"` (default), `"turning"` (smooth turns), `"moving"` (and moving) |
|
||||
| `vr.foot_vignette_strength` | 0.15 to 1, `0.7` (default) |
|
||||
| `debug.vr_options` | `false` (default); `true` shows the VR options off the headset (the emulator) |
|
||||
@@ -216,17 +204,11 @@ To try in the headset (Quest 3 and Steam Frame):
|
||||
the wheel. Reset: all back.
|
||||
3. The same left-handed with mirrored controls (on the Frame the left
|
||||
D-pad), and with `Mirrored controls: Off`.
|
||||
4. Flashlight tap with either hand, beside the head and over it; the
|
||||
rumble; the flashlight button still works. No toggle while: aiming
|
||||
through the sniper's and the pistol's scope, holding the weapon with
|
||||
both hands, holding and throwing a grenade (overhand past the ear),
|
||||
punching and swinging, putting on or adjusting the headset with both
|
||||
hands or one, looking at the wrist's tracker, at the wheel.
|
||||
5. COMFORT: snap 10 and 90, smooth 30 and 300; vehicle vignette 15% and
|
||||
4. COMFORT: snap 10 and 90, smooth 30 and 300; vehicle vignette 15% and
|
||||
100%; on-foot vignette "Smooth turns" (nothing with snap turns),
|
||||
"Moving, turning", strength 15% and 100%; no vignette in a vehicle
|
||||
from the on-foot one, none in the menus.
|
||||
6. A game of 30 and more players: effects, glass and water stay; the log
|
||||
5. A game of 30 and more players: effects, glass and water stay; the log
|
||||
(`adb logcat -s halo`) says `rasterizer: N transparent geometry groups
|
||||
in a window` once a window passes 384; frame time as before.
|
||||
|
||||
|
||||
@@ -13,16 +13,30 @@ def buildNumberText = System.getenv("HALO_BUILD_NUMBER") ?: "0"
|
||||
def buildNumber = buildNumberText.isInteger() ? buildNumberText.toInteger() : 0
|
||||
|
||||
// the workflow's signing key (.github/workflows/build.yml): every build of
|
||||
// main signed with it can install over the one before; without it, the
|
||||
// main signed with it can install over the one before; on a computer that
|
||||
// builds for its own devices, the same key from port/android/signing.properties
|
||||
// (not in the repository: storeFile, password, keyAlias), so that its
|
||||
// builds and the releases install over each other; without either, the
|
||||
// debug key of the computer that builds
|
||||
def signingKey = System.getenv("HALO_ANDROID_KEYSTORE")
|
||||
def signingPassword = System.getenv("HALO_ANDROID_KEYSTORE_PASSWORD")
|
||||
def signingAlias = System.getenv("HALO_ANDROID_KEY_ALIAS") ?: "ringfall"
|
||||
def signingProperties = new File(rootDir, "signing.properties")
|
||||
if (!signingKey && signingProperties.isFile()) {
|
||||
def properties = new Properties()
|
||||
signingProperties.withInputStream { properties.load(it) }
|
||||
signingKey = properties.getProperty("storeFile")
|
||||
signingPassword = properties.getProperty("password")
|
||||
signingAlias = properties.getProperty("keyAlias", "ringfall")
|
||||
}
|
||||
|
||||
android {
|
||||
namespace "com.halo.decomp"
|
||||
compileSdk 35
|
||||
|
||||
defaultConfig {
|
||||
applicationId "com.halo.decomp"
|
||||
// (the app's own id; the Java classes keep the decompilation's package)
|
||||
applicationId "io.github.cesarus85.ringfall"
|
||||
minSdk 28
|
||||
targetSdk 35
|
||||
versionCode Math.max(1, buildNumber)
|
||||
@@ -60,9 +74,9 @@ android {
|
||||
if (signingKey) {
|
||||
halo {
|
||||
storeFile file(signingKey)
|
||||
storePassword System.getenv("HALO_ANDROID_KEYSTORE_PASSWORD")
|
||||
keyAlias System.getenv("HALO_ANDROID_KEY_ALIAS") ?: "halo"
|
||||
keyPassword System.getenv("HALO_ANDROID_KEYSTORE_PASSWORD")
|
||||
storePassword signingPassword
|
||||
keyAlias signingAlias
|
||||
keyPassword signingPassword
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -93,7 +93,7 @@
|
||||
<!-- the downloaded new version, for the package installer (Updater) -->
|
||||
<provider
|
||||
android:name=".UpdateProvider"
|
||||
android:authorities="com.halo.decomp.update"
|
||||
android:authorities="${applicationId}.update"
|
||||
android:exported="false"
|
||||
android:grantUriPermissions="true" />
|
||||
|
||||
|
||||
@@ -27,7 +27,7 @@ import java.nio.channels.FileChannel;
|
||||
* Starts the game once its data is in place.
|
||||
*
|
||||
* The game reads the Xbox game data (the folder holding maps/) from the
|
||||
* app's external files directory, /sdcard/Android/data/com.halo.decomp/files.
|
||||
* app's external files directory, /sdcard/Android/data/<application id>/files.
|
||||
* If it is missing, this screen lets the player pick an Xbox disc image of
|
||||
* the game (.xiso or .iso, any version) with the system file picker, and
|
||||
* copies its maps folder there (XisoExtractor), as the desktop games do; or
|
||||
@@ -35,7 +35,7 @@ import java.nio.channels.FileChannel;
|
||||
*/
|
||||
public class LauncherActivity extends Activity {
|
||||
private static final int PICK_IMAGE = 1;
|
||||
private static final String SHARED_DATA_ROOT = "/home/steamos/Documents/HaloCE";
|
||||
private static final String SHARED_DATA_ROOT = "/home/steamos/Documents/RingfallMjolnirVR";
|
||||
|
||||
private File dataRoot;
|
||||
private TextView status;
|
||||
@@ -49,10 +49,15 @@ public class LauncherActivity extends Activity {
|
||||
dataRoot = getExternalFilesDir(null);
|
||||
// the Steam Frame: Lepton empties the app's own folders whenever it
|
||||
// starts again; the game's data lives in the SteamOS user's
|
||||
// Documents instead, when it is there (port/android/STEAM_FRAME.md;
|
||||
// the same choice as host_main.c's)
|
||||
if (new File(SHARED_DATA_ROOT, "maps/ui.map").isFile() && new File(SHARED_DATA_ROOT).canWrite())
|
||||
dataRoot = new File(SHARED_DATA_ROOT);
|
||||
// Documents instead, whenever they can be written, so that a disc
|
||||
// image imported here stays too (port/android/STEAM_FRAME.md; the
|
||||
// same choice as host_main.c's)
|
||||
File shared = new File(SHARED_DATA_ROOT);
|
||||
if (shared.getParentFile().canWrite() || shared.canWrite()) {
|
||||
shared.mkdirs();
|
||||
if (shared.canWrite())
|
||||
dataRoot = shared;
|
||||
}
|
||||
// created by the app, so that files pushed into it with adb stay
|
||||
// readable (a directory adb creates there belongs to the shell user)
|
||||
if (dataRoot != null)
|
||||
@@ -142,15 +147,15 @@ public class LauncherActivity extends Activity {
|
||||
layout.setBackgroundColor(Color.rgb(12, 16, 20));
|
||||
|
||||
TextView title = new TextView(this);
|
||||
title.setText("Halo needs its game data");
|
||||
title.setText("Ringfall: Mjolnir VR needs game data");
|
||||
title.setTextColor(Color.WHITE);
|
||||
title.setTextSize(TypedValue.COMPLEX_UNIT_SP, 24);
|
||||
title.setGravity(Gravity.CENTER);
|
||||
layout.addView(title);
|
||||
|
||||
TextView message = new TextView(this);
|
||||
message.setText("Choose an Xbox disc image of Halo: Combat Evolved (an .iso or .xiso file, any "
|
||||
+ "version) on this device. Its maps folder is copied into the app's storage (about 1.8 GB), "
|
||||
message.setText("Choose your own disc image of Halo: Combat Evolved for the original Xbox (an .iso or "
|
||||
+ ".xiso file, any version) on this device. Its maps folder is copied into the app's storage (about 1.8 GB), "
|
||||
+ "and you can delete the image afterwards.\n\n"
|
||||
+ "You can also copy a maps folder from a computer:\n"
|
||||
+ "adb push <folder with maps>/. " + (dataRoot != null ? dataRoot.getAbsolutePath() : "") + "/");
|
||||
|
||||
@@ -13,13 +13,13 @@ import java.io.FileNotFoundException;
|
||||
|
||||
/**
|
||||
* Hands Android's package installer the downloaded new version of the app
|
||||
* (Updater), read-only, the one file content://com.halo.decomp.update/halo.apk.
|
||||
* (Updater), read-only, the one file content://<application id>.update/update.apk.
|
||||
* (The app has no AndroidX, whose FileProvider does the same.)
|
||||
*/
|
||||
public class UpdateProvider extends ContentProvider {
|
||||
static final String AUTHORITY = "com.halo.decomp.update";
|
||||
static final String AUTHORITY = BuildConfig.APPLICATION_ID + ".update";
|
||||
static final String DIRECTORY = "update";
|
||||
static final String APK = "halo.apk";
|
||||
static final String APK = "update.apk";
|
||||
|
||||
private File apk() {
|
||||
return new File(new File(getContext().getCacheDir(), DIRECTORY), APK);
|
||||
|
||||
@@ -49,7 +49,8 @@ import java.util.zip.ZipInputStream;
|
||||
final class Updater {
|
||||
/* the VR port's own releases: the original's, made without VR, must
|
||||
never replace it (they share the package name) */
|
||||
private static final String REPOSITORY = "Cesarus85/halo-ce-vr";
|
||||
private static final String APP_NAME = "Ringfall: Mjolnir VR";
|
||||
private static final String REPOSITORY = "Cesarus85/ringfall-mjolnir-vr";
|
||||
private static final String USER_AGENT = "halo-ce-universal-updater";
|
||||
private static final int TIMEOUT_MILLISECONDS = 20000;
|
||||
|
||||
@@ -202,8 +203,8 @@ final class Updater {
|
||||
if (activity.isFinishing())
|
||||
return;
|
||||
new AlertDialog.Builder(activity)
|
||||
.setTitle("Halo: new version")
|
||||
.setMessage("A new version of Halo was detected (build " + latest + "; this is build "
|
||||
.setTitle(APP_NAME + ": new version")
|
||||
.setMessage("A new version of " + APP_NAME + " was detected (build " + latest + "; this is build "
|
||||
+ BuildConfig.HALO_BUILD_NUMBER + ").\n\nDo you want to update? The game will close and start "
|
||||
+ "the new version.")
|
||||
.setCancelable(false)
|
||||
@@ -215,7 +216,7 @@ final class Updater {
|
||||
|
||||
private static void confirmNever(Activity activity) {
|
||||
new AlertDialog.Builder(activity)
|
||||
.setTitle("Halo: new version")
|
||||
.setTitle(APP_NAME + ": new version")
|
||||
.setMessage("Stop asking about new versions?\n\nTo ask again, set auto = true in the [update] section "
|
||||
+ "of config.toml.")
|
||||
.setCancelable(false)
|
||||
@@ -232,7 +233,7 @@ final class Updater {
|
||||
/* ---------- updating */
|
||||
|
||||
private static void update(Activity activity, int latest) {
|
||||
String asset = "halo-android-" + (BuildConfig.DEBUG ? "debug" : "release") + ".zip";
|
||||
String asset = "ringfall-mjolnir-vr-android-" + (BuildConfig.DEBUG ? "debug" : "release") + ".zip";
|
||||
File directory = new File(activity.getCacheDir(), UpdateProvider.DIRECTORY);
|
||||
LinearLayout layout = new LinearLayout(activity);
|
||||
TextView status = new TextView(activity);
|
||||
@@ -247,7 +248,7 @@ final class Updater {
|
||||
layout.addView(status);
|
||||
layout.addView(bar);
|
||||
AlertDialog progress = new AlertDialog.Builder(activity)
|
||||
.setTitle("Halo: new version")
|
||||
.setTitle(APP_NAME + ": new version")
|
||||
.setView(layout)
|
||||
.setCancelable(false)
|
||||
.show();
|
||||
@@ -275,7 +276,7 @@ final class Updater {
|
||||
activity.runOnUiThread(() -> {
|
||||
progress.dismiss();
|
||||
new AlertDialog.Builder(activity)
|
||||
.setTitle("Halo: new version")
|
||||
.setTitle(APP_NAME + ": new version")
|
||||
.setMessage("The update failed:\n\n" + e.getMessage())
|
||||
.setPositiveButton("OK", null)
|
||||
.show();
|
||||
|
||||
|
Before Width: | Height: | Size: 3.8 KiB After Width: | Height: | Size: 2.3 KiB |
|
Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 1.4 KiB |
|
Before Width: | Height: | Size: 5.3 KiB After Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 8.3 KiB After Width: | Height: | Size: 6.0 KiB |
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 9.3 KiB |
@@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Halo</string>
|
||||
<string name="app_name">Ringfall: Mjolnir VR</string>
|
||||
</resources>
|
||||
|
Before Width: | Height: | Size: 5.8 KiB After Width: | Height: | Size: 21 KiB |
@@ -63,7 +63,7 @@ void host_fatal(const char *format, ...)
|
||||
vsnprintf(message, sizeof(message), format, arguments);
|
||||
va_end(arguments);
|
||||
__android_log_write(ANDROID_LOG_FATAL, "halo", message);
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Halo", message, NULL);
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Ringfall: Mjolnir VR", message, NULL);
|
||||
_exit(1);
|
||||
}
|
||||
|
||||
@@ -91,7 +91,7 @@ int host_errno(void)
|
||||
static char data_root[512];
|
||||
static char save_root[512];
|
||||
/* where a device that empties the app's folders keeps the game's data */
|
||||
#define SHARED_DATA_ROOT "/home/steamos/Documents/HaloCE"
|
||||
#define SHARED_DATA_ROOT "/home/steamos/Documents/RingfallMjolnirVR"
|
||||
|
||||
void host_android_path(int which, char *buffer, uint32_t size)
|
||||
{
|
||||
@@ -273,9 +273,9 @@ static void *game_main(void *unused)
|
||||
host_fatal("Android storage is unavailable: %s", SDL_GetError());
|
||||
/* the Steam Frame: Lepton empties the app's own folders whenever it
|
||||
starts again; the game's data lives in the SteamOS user's Documents
|
||||
instead, when it is there (port/android/STEAM_FRAME.md; the same choice
|
||||
as LauncherActivity's) */
|
||||
if (directory_has_maps(SHARED_DATA_ROOT) && access(SHARED_DATA_ROOT, W_OK) == 0)
|
||||
instead, whenever they can be written (port/android/STEAM_FRAME.md; the
|
||||
same choice as LauncherActivity's, which makes the folder) */
|
||||
if (access(SHARED_DATA_ROOT, W_OK) == 0)
|
||||
external = SHARED_DATA_ROOT;
|
||||
snprintf(data_root, sizeof(data_root), "%s", external);
|
||||
snprintf(save_root, sizeof(save_root), "%s/save", external);
|
||||
@@ -292,7 +292,7 @@ static void *game_main(void *unused)
|
||||
}
|
||||
if (!directory_has_maps(data_root))
|
||||
{
|
||||
host_fatal("The Halo game data was not found.\n\nCopy the PAL game data (build 01.01.14.2342), "
|
||||
host_fatal("The game data was not found.\n\nCopy the PAL game data (build 01.01.14.2342), "
|
||||
"the folder that contains maps, into\n%s\nor import it from the launcher screen.", data_root);
|
||||
}
|
||||
|
||||
@@ -400,7 +400,7 @@ int main(int argc, char *argv[])
|
||||
{
|
||||
(void)argc;
|
||||
(void)argv;
|
||||
host_logf(HOST_LOG_INFO, "Halo for Android starting");
|
||||
host_logf(HOST_LOG_INFO, "Ringfall: Mjolnir VR starting");
|
||||
host_install_signal_handlers();
|
||||
if (host_native_thread_create(game_main, NULL, MAIN_STACK_SIZE) != 0)
|
||||
host_fatal("cannot start the game thread");
|
||||
|
||||
@@ -1232,7 +1232,7 @@ int host_xr_probe(float resolution_scale, int *eye_width, int *eye_height)
|
||||
android.applicationVM = machine;
|
||||
android.applicationActivity = activity;
|
||||
instance.next = &android;
|
||||
strcpy(instance.applicationInfo.applicationName, "Halo VR");
|
||||
strcpy(instance.applicationInfo.applicationName, "Ringfall Mjolnir VR");
|
||||
instance.applicationInfo.applicationVersion = 1;
|
||||
strcpy(instance.applicationInfo.engineName, "halo-ce-universal");
|
||||
instance.applicationInfo.engineVersion = 1;
|
||||
@@ -2167,7 +2167,7 @@ void host_xr_test(void)
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
window = SDL_CreateWindow("Halo", 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN);
|
||||
window = SDL_CreateWindow("Ringfall: Mjolnir VR", 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN);
|
||||
context = window ? SDL_GL_CreateContext(window) : NULL;
|
||||
if (!context || !SDL_GL_MakeCurrent(window, context))
|
||||
host_fatal("VR test: no OpenGL ES context: %s", SDL_GetError());
|
||||
|
||||
|
Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 80 KiB |
|
Before Width: | Height: | Size: 30 KiB After Width: | Height: | Size: 49 KiB |
|
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 41 KiB |
|
Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 71 KiB |
@@ -0,0 +1,288 @@
|
||||
#!/bin/bash
|
||||
# Ringfall: Mjolnir VR's installer for the Steam Frame, run in its Desktop
|
||||
# Mode from the bundle the release's "Install Ringfall: Mjolnir VR" desktop
|
||||
# file downloads (steam_frame_installer.desktop; the bundle: this script,
|
||||
# RingfallMjolnirVR.apk, ringfall-mjolnir-vr.sh = steam_frame_launch.sh,
|
||||
# steam_frame_xiso.py and the library pictures in grid/). Everything is
|
||||
# answered with dialogs, no keyboard:
|
||||
# - the game in ~/Documents/RingfallMjolnirVR (port/android/STEAM_FRAME.md),
|
||||
# its APK replaced (Lepton installs a newer one at the next start), so
|
||||
# running the installer again updates the game; the folder of the builds
|
||||
# before the name, ~/Documents/HaloCE, becomes it;
|
||||
# - the game data: the maps folder copied out of a disc image of the
|
||||
# original Xbox game (.iso or .xiso) found in Downloads, Documents, the
|
||||
# Desktop or on a memory card, or chosen, unless it is there already;
|
||||
# - the game in the Steam library, with its pictures, unless it is there
|
||||
# already: added by Steam itself (steam://addnonsteamgame, as SteamOS's
|
||||
# "Add to Steam" does), from a desktop file beside the game. Steam is not
|
||||
# closed: it keeps its shortcuts in memory and writes them back, and on the
|
||||
# Steam Frame Desktop Mode runs inside Gaming Mode's session, which ends
|
||||
# with Steam. The shortcut of the builds before the name ("Halo VR") is
|
||||
# left for the player to remove (Steam would write it back).
|
||||
# RINGFALL_UNATTENDED=1 answers every question with its default and prints
|
||||
# instead of showing dialogs (RINGFALL_IMAGE: the disc image to use), for
|
||||
# testing over adb; it never closes Steam.
|
||||
|
||||
BUNDLE="$(cd "$(dirname "$0")" && pwd)"
|
||||
GAME_DIR="$HOME/Documents/RingfallMjolnirVR"
|
||||
STEAM_DIR="$HOME/.local/share/Steam"
|
||||
LEPTON="$STEAM_DIR/steamapps/common/Lepton/lepton"
|
||||
TITLE="Ringfall: Mjolnir VR"
|
||||
NAME="Ringfall: Mjolnir VR"
|
||||
APK_NAME="RingfallMjolnirVR.apk"
|
||||
LAUNCHER="ringfall-mjolnir-vr.sh"
|
||||
EXE="\"$GAME_DIR/$LAUNCHER\""
|
||||
# (the desktop file Steam adds the game from)
|
||||
NAME_FILE="Ringfall Mjolnir VR"
|
||||
# the builds before the name: their folder and Steam shortcut
|
||||
OLD_DIR="$HOME/Documents/HaloCE"
|
||||
OLD_NAME="Halo VR"
|
||||
|
||||
# what the installer did, for looking into problems: written to /tmp while
|
||||
# it runs, then kept beside the game as install.log
|
||||
LOG="/tmp/ringfall-mjolnir-vr-install.log"
|
||||
: > "$LOG"
|
||||
log() { echo "$(date '+%F %T') $*" >> "$LOG"; }
|
||||
keep_log() { [ -d "$GAME_DIR" ] && cp -f "$LOG" "$GAME_DIR/install.log" 2>/dev/null; }
|
||||
trap keep_log EXIT
|
||||
log "installer from $BUNDLE"
|
||||
|
||||
# whether Steam runs: its pid file (~/.steam/steam.pid), or its client's
|
||||
# process (ubuntu12_32/steam: the process is not always named "steam")
|
||||
steam_running()
|
||||
{
|
||||
local pid
|
||||
pid="$(cat "$HOME/.steam/steam.pid" 2>/dev/null)"
|
||||
if [ -n "$pid" ] && kill -0 "$pid" 2>/dev/null; then
|
||||
return 0
|
||||
fi
|
||||
pgrep -f 'ubuntu12_32/steam( |$)' >/dev/null || pgrep -x steam >/dev/null
|
||||
}
|
||||
|
||||
unattended() { [ "${RINGFALL_UNATTENDED:-0}" = 1 ] || ! command -v zenity >/dev/null; }
|
||||
|
||||
info()
|
||||
{
|
||||
if unattended; then printf "info: %b\n" "$1"; else zenity --info --title="$TITLE" --width=460 --text="$1"; fi
|
||||
}
|
||||
|
||||
fail()
|
||||
{
|
||||
log "error: $1"
|
||||
if unattended; then printf "error: %b\n" "$1" >&2; else zenity --error --title="$TITLE" --width=460 --text="$1"; fi
|
||||
exit 1
|
||||
}
|
||||
|
||||
# yes/no; unattended: the default given ($2, "yes" or "no")
|
||||
ask()
|
||||
{
|
||||
if unattended; then [ "$2" = yes ]; return; fi
|
||||
zenity --question --title="$TITLE" --width=460 --text="$1"
|
||||
}
|
||||
|
||||
# the disc image the player chooses
|
||||
choose_image()
|
||||
{
|
||||
if unattended; then return 1; fi
|
||||
zenity --file-selection --title="Choose a disc image of Halo: Combat Evolved for the Xbox (.iso or .xiso)" \
|
||||
--filename="$HOME/Downloads/" --file-filter="Disc images | *.iso *.ISO *.xiso *.XISO" \
|
||||
--file-filter="All files | *"
|
||||
}
|
||||
|
||||
# the disc images near at hand, largest first (the game's image is a few GB;
|
||||
# anything under 500 MB is not one)
|
||||
find_images()
|
||||
{
|
||||
find "$HOME/Downloads" "$HOME/Documents" "$HOME/Desktop" /run/media -maxdepth 3 -type f \
|
||||
\( -iname '*.iso' -o -iname '*.xiso' \) -size +500M -printf '%s\t%p\n' 2>/dev/null |
|
||||
sort -rn | cut -f2-
|
||||
}
|
||||
|
||||
extract_maps()
|
||||
{
|
||||
local image="$1" log
|
||||
log="$(mktemp)"
|
||||
if unattended; then
|
||||
python3 "$BUNDLE/steam_frame_xiso.py" "$image" "$GAME_DIR" 2>"$log" | grep '^#' | tail -n 1
|
||||
status=${PIPESTATUS[0]}
|
||||
else
|
||||
python3 "$BUNDLE/steam_frame_xiso.py" "$image" "$GAME_DIR" 2>"$log" |
|
||||
zenity --progress --title="$TITLE" --width=460 --auto-close --no-cancel \
|
||||
--text="Copying the game data out of the disc image..."
|
||||
status=${PIPESTATUS[0]}
|
||||
fi
|
||||
if [ "$status" != 0 ]; then
|
||||
reason="$(sed -n 's/^error: //p' "$log" | head -n 1)"
|
||||
rm -f "$log"
|
||||
fail "The game data could not be copied out of\n$image\n\n${reason:-Unknown error.}"
|
||||
fi
|
||||
rm -f "$log"
|
||||
}
|
||||
|
||||
# the Steam users' shortcut files (userdata/0 is no user)
|
||||
shortcut_files()
|
||||
{
|
||||
local config
|
||||
for config in "$STEAM_DIR"/userdata/*/config; do
|
||||
case "$config" in */userdata/0/*) continue ;; esac
|
||||
[ -f "$config/shortcuts.vdf" ] && echo "$config/shortcuts.vdf"
|
||||
done
|
||||
}
|
||||
|
||||
# whether a Steam user's library holds the launcher given
|
||||
have_shortcut_to()
|
||||
{
|
||||
local file
|
||||
while read -r file; do
|
||||
grep -qaF "$1" "$file" && return 0
|
||||
done < <(shortcut_files)
|
||||
return 1
|
||||
}
|
||||
|
||||
have_shortcut() { have_shortcut_to "$GAME_DIR/$LAUNCHER"; }
|
||||
|
||||
# the id Steam gave the shortcut whose Exe is $2, in shortcuts.vdf $1 (Steam
|
||||
# picks it; its library pictures in config/grid are named after it)
|
||||
shortcut_id()
|
||||
{
|
||||
python3 - "$1" "$2" <<'PYTHON'
|
||||
import struct, sys
|
||||
|
||||
path, exe = sys.argv[1], sys.argv[2].encode()
|
||||
|
||||
# Steam's binary VDF: 0x00 a map, 0x01 a string, 0x02 an int32, 0x08 a map's end
|
||||
def read_map(data, at):
|
||||
items = []
|
||||
while True:
|
||||
kind = data[at]; at += 1
|
||||
if kind == 0x08:
|
||||
return items, at
|
||||
end = data.index(b"\0", at); key = data[at:end].lower(); at = end + 1
|
||||
if kind == 0x00:
|
||||
value, at = read_map(data, at)
|
||||
elif kind == 0x01:
|
||||
end = data.index(b"\0", at); value = data[at:end]; at = end + 1
|
||||
elif kind == 0x02:
|
||||
value = struct.unpack_from("<I", data, at)[0]; at += 4
|
||||
else:
|
||||
raise ValueError("unknown VDF type %d" % kind)
|
||||
items.append((key, value))
|
||||
|
||||
with open(path, "rb") as file:
|
||||
top, _ = read_map(file.read(), 0)
|
||||
for key, shortcuts in top:
|
||||
if key == b"shortcuts":
|
||||
for _, entry in shortcuts:
|
||||
fields = dict(entry)
|
||||
if fields.get(b"exe") == exe and b"appid" in fields:
|
||||
print(fields[b"appid"])
|
||||
sys.exit(0)
|
||||
sys.exit(1)
|
||||
PYTHON
|
||||
}
|
||||
|
||||
# the game added to the library of the Steam user logged in, by Steam (it
|
||||
# must run), from a desktop file beside the game; then its pictures
|
||||
add_shortcut()
|
||||
{
|
||||
local desktop="$GAME_DIR/$NAME_FILE.desktop" url file id
|
||||
printf '[Desktop Entry]\nType=Application\nName=%s\nExec=%s\nPath=%s\nIcon=steam\nTerminal=false\n' \
|
||||
"$NAME" "$GAME_DIR/$LAUNCHER" "$GAME_DIR" > "$desktop" && chmod 755 "$desktop" || return 1
|
||||
url="steam://addnonsteamgame/$(python3 -c 'import sys, urllib.parse; print(urllib.parse.quote(sys.argv[1], safe=""))' "$desktop")"
|
||||
log "asking Steam: $url"
|
||||
# (Steam's own "Add to Steam" touches this first: steamos-add-to-steam)
|
||||
touch /tmp/addnonsteamgamefile
|
||||
steam "$url" >/dev/null 2>&1 &
|
||||
for _ in $(seq 30); do have_shortcut && break; sleep 1; done
|
||||
have_shortcut || return 1
|
||||
while read -r file; do
|
||||
id="$(shortcut_id "$file" "$EXE")" || continue
|
||||
log "shortcut $id in $file"
|
||||
mkdir -p "$(dirname "$file")/grid"
|
||||
cp "$BUNDLE/grid/library.png" "$(dirname "$file")/grid/${id}.png"
|
||||
cp "$BUNDLE/grid/libraryp.png" "$(dirname "$file")/grid/${id}p.png"
|
||||
cp "$BUNDLE/grid/library_hero.png" "$(dirname "$file")/grid/${id}_hero.png"
|
||||
cp "$BUNDLE/grid/library_logo.png" "$(dirname "$file")/grid/${id}_logo.png"
|
||||
done < <(shortcut_files)
|
||||
return 0
|
||||
}
|
||||
|
||||
# --- the game
|
||||
|
||||
[ -x "$LEPTON" ] || fail "Lepton, which runs Android games on the Steam Frame, was not found.\n\nStart any Android game from the Steam store once, then run this installer again."
|
||||
for file in "$APK_NAME" "$LAUNCHER" steam_frame_xiso.py grid/library.png; do
|
||||
[ -f "$BUNDLE/$file" ] || fail "The installer is incomplete ($file is missing). Download it again."
|
||||
done
|
||||
|
||||
# the builds before the name: their folder becomes the game's (settings,
|
||||
# saves and game data kept), without their APK and launcher
|
||||
if [ -d "$OLD_DIR" ] && [ ! -e "$GAME_DIR" ]; then
|
||||
log "renaming $OLD_DIR to $GAME_DIR"
|
||||
mv "$OLD_DIR" "$GAME_DIR" || fail "Could not rename $OLD_DIR to $GAME_DIR."
|
||||
rm -f "$GAME_DIR/HaloVR.apk" "$GAME_DIR/halo-vr.sh"
|
||||
fi
|
||||
|
||||
if [ -f "$GAME_DIR/$APK_NAME" ] || [ -f "$GAME_DIR/maps/ui.map" ]; then
|
||||
ask "$NAME is installed already. Update it to this version?\n\n(Your settings, saves and game data stay.)" yes || exit 0
|
||||
else
|
||||
ask "This installs $NAME on your Steam Frame.\n\nYou need your own disc image of Halo: Combat Evolved for the original Xbox (an .iso or .xiso file, any version), for example in Downloads.\n\nContinue?" yes || exit 0
|
||||
fi
|
||||
|
||||
mkdir -p "$GAME_DIR/maps" || fail "Could not create $GAME_DIR."
|
||||
# (the game runs in Lepton's container as a user of its own)
|
||||
chmod 777 "$GAME_DIR" "$GAME_DIR/maps"
|
||||
cp "$BUNDLE/$LAUNCHER" "$GAME_DIR/$LAUNCHER.tmp" && chmod 755 "$GAME_DIR/$LAUNCHER.tmp" &&
|
||||
mv -f "$GAME_DIR/$LAUNCHER.tmp" "$GAME_DIR/$LAUNCHER" || fail "Could not write $GAME_DIR/$LAUNCHER."
|
||||
# (newer than the installed one: Lepton installs it at the next start)
|
||||
cp "$BUNDLE/$APK_NAME" "$GAME_DIR/$APK_NAME.tmp" && chmod 666 "$GAME_DIR/$APK_NAME.tmp" &&
|
||||
mv -f "$GAME_DIR/$APK_NAME.tmp" "$GAME_DIR/$APK_NAME" && touch "$GAME_DIR/$APK_NAME" ||
|
||||
fail "Could not write $GAME_DIR/$APK_NAME (is the storage full?)."
|
||||
|
||||
# --- the game data
|
||||
|
||||
if [ ! -f "$GAME_DIR/maps/ui.map" ]; then
|
||||
image="${RINGFALL_IMAGE:-}"
|
||||
if [ -z "$image" ]; then
|
||||
mapfile -t images < <(find_images)
|
||||
for candidate in "${images[@]}"; do
|
||||
if ask "Use this disc image?\n\n$candidate" yes; then
|
||||
image="$candidate"
|
||||
break
|
||||
fi
|
||||
done
|
||||
fi
|
||||
if [ -z "$image" ]; then
|
||||
if [ ${#images[@]} = 0 ]; then
|
||||
info "No disc image was found in Downloads, Documents, on the Desktop or a memory card.\n\nChoose it in the next window."
|
||||
fi
|
||||
image="$(choose_image)" || fail "No disc image was chosen. Run the installer again once it is on the Frame (for example in Downloads)."
|
||||
fi
|
||||
log "extracting $image"
|
||||
extract_maps "$image"
|
||||
chmod -R a+rwX "$GAME_DIR/maps"
|
||||
image_note="\n\nThe disc image itself is no longer needed:\n$image"
|
||||
fi
|
||||
|
||||
# --- Steam
|
||||
|
||||
if have_shortcut; then
|
||||
log "the Steam shortcut is there"
|
||||
elif unattended; then
|
||||
echo "info: the Steam shortcut is missing (not added unattended)"
|
||||
elif ! steam_running; then
|
||||
info "Steam is not running, so $NAME could not be added to your library.\n\nStart Steam and run the installer again."
|
||||
else
|
||||
add_shortcut || fail "Steam did not add $NAME to your library. Run the installer again; if it happens again, add\n$GAME_DIR/$NAME_FILE.desktop\nwith Steam's \"Add a Non-Steam Game\"."
|
||||
fi
|
||||
|
||||
if unattended; then
|
||||
echo "info: installed in $GAME_DIR"
|
||||
exit 0
|
||||
fi
|
||||
if have_shortcut_to "$OLD_DIR/halo-vr.sh"; then
|
||||
info "The library still shows the old \"$OLD_NAME\" from before the game's new name. It no longer starts: remove it in Steam (its gear or Manage > Remove non-Steam game)."
|
||||
fi
|
||||
if ask "$NAME is installed.${image_note:-}\n\nSwitch to Gaming Mode now? Start $NAME from your library there (its pictures may show once Steam starts again)." yes; then
|
||||
steamos-session-select gamescope >/dev/null 2>&1 ||
|
||||
info "Switch to Gaming Mode yourself (the \"Return to Gaming Mode\" icon or the power menu)."
|
||||
fi
|
||||
@@ -0,0 +1,14 @@
|
||||
[Desktop Entry]
|
||||
# Ringfall: Mjolnir VR's installer for the Steam Frame
|
||||
# (port/android/STEAM_FRAME.md): a release asset,
|
||||
# "Install-Ringfall-Mjolnir-VR.desktop", opened in Desktop Mode. It downloads
|
||||
# the latest release's bundle (tools/steam_frame_bundle.py, which fills in
|
||||
# the repository) and runs its installer, steam_frame_install.sh.
|
||||
# (no "$", "\" or "%" in Exec: the desktop entry format would need them
|
||||
# escaped)
|
||||
Type=Application
|
||||
Name=Install Ringfall: Mjolnir VR
|
||||
Comment=Installs Ringfall: Mjolnir VR for the Steam Frame, or updates it
|
||||
Icon=steam
|
||||
Terminal=false
|
||||
Exec=bash -c "if curl -fL --retry 3 -o /tmp/ringfall-mjolnir-vr-steam-frame.zip https://github.com/@REPOSITORY@/releases/latest/download/ringfall-mjolnir-vr-steam-frame.zip && rm -rf /tmp/ringfall-mjolnir-vr-install && python3 -m zipfile -e /tmp/ringfall-mjolnir-vr-steam-frame.zip /tmp/ringfall-mjolnir-vr-install; then exec bash /tmp/ringfall-mjolnir-vr-install/install.sh; else zenity --error --width=460 --title='Ringfall: Mjolnir VR' --text='Ringfall: Mjolnir VR could not be downloaded. Is the Steam Frame online?'; fi"
|
||||
@@ -1,7 +1,7 @@
|
||||
#!/bin/bash
|
||||
# Halo VR on the Steam Frame: Lepton runs the APK in a container of its own,
|
||||
# Ringfall: Mjolnir VR on the Steam Frame: Lepton runs the APK in a container of its own,
|
||||
# and installs it anew whenever the APK is newer than the installed one
|
||||
# (port/android/STEAM_FRAME.md). The game's data: ~/Documents/HaloCE.
|
||||
# (port/android/STEAM_FRAME.md). The game's data: ~/Documents/RingfallMjolnirVR.
|
||||
# (a container of its own, not the shortcut's id: with that, SteamVR's
|
||||
# client in the container waited on xrCreateInstance)
|
||||
export SteamAppId="${HALO_LEPTON_APP_ID:-4290000001}"
|
||||
@@ -14,10 +14,11 @@ export STEAM_COMPAT_SHADER_PATH="$HOME/.local/share/Steam/steamapps/shadercache/
|
||||
mkdir -p "$STEAM_COMPAT_DATA_PATH/internal" "$STEAM_COMPAT_SHADER_PATH"
|
||||
unset STEAM_FOSSILIZE_DUMP_PATH LD_PRELOAD
|
||||
LEPTON="$HOME/.local/share/Steam/steamapps/common/Lepton/lepton"
|
||||
APK="$HOME/Documents/HaloCE/HaloVR.apk"
|
||||
LOG="$HOME/Documents/HaloCE/launcher.log"
|
||||
DATA="$HOME/Documents/RingfallMjolnirVR"
|
||||
APK="$DATA/RingfallMjolnirVR.apk"
|
||||
LOG="$DATA/launcher.log"
|
||||
# (written by the game when the player quits it: no start again)
|
||||
QUIT="$HOME/Documents/HaloCE/quit_requested.txt"
|
||||
QUIT="$DATA/quit_requested.txt"
|
||||
rm -f "$QUIT"
|
||||
CONTEXT="steamlaunch-$SteamAppId"
|
||||
|
||||
@@ -49,7 +50,7 @@ setsid bash -c '
|
||||
|
||||
# the game's log while it runs (Lepton's logcat of its container), for
|
||||
# looking into problems: logcat.txt, anew each start
|
||||
LOGCAT="$HOME/Documents/HaloCE/logcat.txt"
|
||||
LOGCAT="$DATA/logcat.txt"
|
||||
: > "$LOGCAT"
|
||||
setsid bash -c '
|
||||
while kill -0 '"$script"' 2>/dev/null; do
|
||||
|
||||
@@ -0,0 +1,220 @@
|
||||
#!/usr/bin/env python3
|
||||
"""
|
||||
Copies the maps folder out of an Xbox disc image (an "xiso", or a whole
|
||||
disc's ".iso") on the Steam Frame's SteamOS side, for its installer
|
||||
(steam_frame_install.sh). It reads the image as the app's own import does
|
||||
(app/src/main/java/com/halo/decomp/XisoExtractor.java, which this follows;
|
||||
the desktop games' is port/linux/src/xiso.c).
|
||||
|
||||
steam_frame_xiso.py <image> <destination>
|
||||
|
||||
writes <destination>/maps (through maps.partial, so an interrupted copy
|
||||
never leaves maps/ui.map behind) and prints its progress for zenity
|
||||
--progress: a percentage on a line of its own, and "# <text>" lines. On
|
||||
failure it prints "error: <reason the player can act on>" to stderr and
|
||||
exits 1.
|
||||
|
||||
The image's file system is XDVDFS, read as extract-xiso does
|
||||
(https://github.com/XboxDev/extract-xiso, extract-xiso.c, whose format
|
||||
handling this follows; its license is below and in
|
||||
port/third_party/extract-xiso/LICENSE.TXT): 2048-byte sectors; a volume
|
||||
descriptor at 0x10000 that starts and ends with "MICROSOFT*XBOX*MEDIA" and
|
||||
gives the root directory's sector and size; and directories whose entries
|
||||
form a binary tree (each entry: left and right subtree offsets in 4-byte
|
||||
units, the start sector, the size, attributes, the name's length and the
|
||||
name). Images made from a whole disc put the game partition further in, at
|
||||
one of the offsets below.
|
||||
|
||||
Some parts of this code are copyright in@fishtank.com. This product
|
||||
includes software developed by in <in@fishtank.com>.
|
||||
|
||||
Copyright (c) 2003 in <in@fishtank.com>
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
2. Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
|
||||
3. All advertising materials mentioning features or use of this software
|
||||
must display the following acknowledgement:
|
||||
|
||||
This product includes software developed by in <in@fishtank.com>.
|
||||
|
||||
4. Neither the name of "in" nor the email address "in@fishtank.com"
|
||||
may be used to endorse or promote products derived from this software
|
||||
without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED `AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES
|
||||
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
|
||||
AUTHOR OR ANY CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
|
||||
OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
|
||||
OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
"""
|
||||
|
||||
import os
|
||||
import struct
|
||||
import sys
|
||||
|
||||
SECTOR_SIZE = 2048
|
||||
VOLUME_DESCRIPTOR_OFFSET = 0x10000
|
||||
ENTRY_HEADER_SIZE = 14
|
||||
ATTRIBUTE_DIRECTORY = 0x10
|
||||
# directory tables are a few sectors; anything much larger is not one
|
||||
MAXIMUM_DIRECTORY_SIZE = 4 << 20
|
||||
MAXIMUM_FILES = 256
|
||||
COPY_BUFFER_SIZE = 1 << 20
|
||||
VOLUME_MAGIC = b"MICROSOFT*XBOX*MEDIA"
|
||||
# where the game partition starts: a plain image, and whole-disc images
|
||||
# (extract-xiso's GLOBAL, XGD3 and XGD1 offsets)
|
||||
PARTITION_OFFSETS = (0, 0x0FD90000, 0x02080000, 0x18300000)
|
||||
|
||||
|
||||
class ExtractError(Exception):
|
||||
"""a reason the player can act on"""
|
||||
|
||||
|
||||
def read_at(image, offset, size):
|
||||
image.seek(offset)
|
||||
data = image.read(size)
|
||||
if len(data) != size:
|
||||
raise ExtractError("Could not read the disc image (is it complete?).")
|
||||
return data
|
||||
|
||||
|
||||
def find_volume(image):
|
||||
"""the game partition's offset, and the root directory's sector and size"""
|
||||
for offset in PARTITION_OFFSETS:
|
||||
try:
|
||||
descriptor = read_at(image, offset + VOLUME_DESCRIPTOR_OFFSET, SECTOR_SIZE)
|
||||
except ExtractError:
|
||||
continue
|
||||
if descriptor[:20] != VOLUME_MAGIC or descriptor[0x7EC:0x7EC + 20] != VOLUME_MAGIC:
|
||||
continue
|
||||
sector, size = struct.unpack_from("<II", descriptor, 20)
|
||||
return offset, sector, size
|
||||
raise ExtractError("This is not an Xbox disc image.")
|
||||
|
||||
|
||||
def read_directory(image, partition, sector, size, what):
|
||||
if size <= 0 or size > MAXIMUM_DIRECTORY_SIZE:
|
||||
raise ExtractError(what)
|
||||
return read_at(image, partition + sector * SECTOR_SIZE, size)
|
||||
|
||||
|
||||
def walk(table, offset, depth, directories, out, visited):
|
||||
"""collects the entries (name, sector, size) of the subtree at offset
|
||||
(4-byte units), files or directories as asked"""
|
||||
at = offset * 4
|
||||
# a malformed table must not loop or run off its end
|
||||
visited[0] += 1
|
||||
if depth > 64 or visited[0] > 4096 or at + ENTRY_HEADER_SIZE > len(table):
|
||||
return
|
||||
left, right, sector, size, attributes, name_length = struct.unpack_from("<HHIIBB", table, at)
|
||||
# 0xFFFF: padding, an empty directory
|
||||
if left == 0xFFFF:
|
||||
return
|
||||
if left:
|
||||
walk(table, left, depth + 1, directories, out, visited)
|
||||
is_directory = bool(attributes & ATTRIBUTE_DIRECTORY)
|
||||
if (at + ENTRY_HEADER_SIZE + name_length <= len(table) and name_length > 0
|
||||
and is_directory == directories and len(out) < MAXIMUM_FILES):
|
||||
name = table[at + ENTRY_HEADER_SIZE:at + ENTRY_HEADER_SIZE + name_length].decode("latin-1")
|
||||
# (as extract-xiso refuses them: no name may leave the folder)
|
||||
if name not in (".", "..") and "/" not in name and "\\" not in name:
|
||||
out.append((name, sector, size))
|
||||
if right:
|
||||
walk(table, right, depth + 1, directories, out, visited)
|
||||
|
||||
|
||||
def extract(image_path, destination):
|
||||
with open(image_path, "rb") as image:
|
||||
partition, root_sector, root_size = find_volume(image)
|
||||
|
||||
# the root's maps folder
|
||||
table = read_directory(image, partition, root_sector, root_size,
|
||||
"The disc image's file system is damaged.")
|
||||
directories = []
|
||||
walk(table, 0, 0, True, directories, [0])
|
||||
maps = [entry for entry in directories if entry[0].lower() == "maps"]
|
||||
if not maps:
|
||||
raise ExtractError("The disc image has no maps folder: it is not a Halo disc.")
|
||||
|
||||
# its files
|
||||
table = read_directory(image, partition, maps[-1][1], maps[-1][2],
|
||||
"The disc image's maps folder is damaged.")
|
||||
files = []
|
||||
walk(table, 0, 0, False, files, [0])
|
||||
if not any(name.lower() == "ui.map" for name, _, _ in files):
|
||||
raise ExtractError("The disc image's maps folder has no ui.map: it is not a Halo disc.")
|
||||
total = sum(size for _, _, size in files) or 1
|
||||
|
||||
partial = os.path.join(destination, "maps.partial")
|
||||
finished = os.path.join(destination, "maps")
|
||||
try:
|
||||
os.makedirs(partial, exist_ok=True)
|
||||
except OSError:
|
||||
raise ExtractError("Could not create %s." % partial)
|
||||
done = 0
|
||||
shown = -1
|
||||
for name, sector, size in files:
|
||||
path = os.path.join(partial, name)
|
||||
offset = partition + sector * SECTOR_SIZE
|
||||
remaining = size
|
||||
print("# Copying maps/%s" % name, flush=True)
|
||||
try:
|
||||
with open(path, "wb") as out:
|
||||
while remaining > 0:
|
||||
count = min(remaining, COPY_BUFFER_SIZE)
|
||||
out.write(read_at(image, offset, count))
|
||||
offset += count
|
||||
remaining -= count
|
||||
done += count
|
||||
# (zenity closes at 100: that is left to the caller)
|
||||
percent = min(99, done * 100 // total)
|
||||
if percent != shown:
|
||||
print(percent, flush=True)
|
||||
shown = percent
|
||||
except ExtractError:
|
||||
raise ExtractError("Could not read %s from the disc image (is it complete?)." % name)
|
||||
except OSError:
|
||||
raise ExtractError("Could not write %s (is the storage full?)." % path)
|
||||
|
||||
# (the maps folder may be there, empty)
|
||||
try:
|
||||
os.makedirs(finished, exist_ok=True)
|
||||
for name, _, _ in files:
|
||||
os.replace(os.path.join(partial, name), os.path.join(finished, name))
|
||||
os.rmdir(partial)
|
||||
except OSError as error:
|
||||
raise ExtractError("Could not move the maps into %s (%s)." % (finished, error.strerror))
|
||||
|
||||
|
||||
def main():
|
||||
if len(sys.argv) != 3:
|
||||
print("usage: steam_frame_xiso.py <image> <destination>", file=sys.stderr)
|
||||
return 2
|
||||
try:
|
||||
extract(sys.argv[1], sys.argv[2])
|
||||
except ExtractError as error:
|
||||
print("error: %s" % error, file=sys.stderr)
|
||||
return 1
|
||||
except OSError as error:
|
||||
print("error: Could not open the disc image (%s)." % error.strerror, file=sys.stderr)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
sys.exit(main())
|
||||
@@ -162,9 +162,6 @@ enum
|
||||
int halo_vr_body_mode(void);
|
||||
/* a hand has just been thrust forward: a melee attack (xinput_sdl.c) */
|
||||
int halo_vr_melee(void);
|
||||
/* a hand has just tapped the head (vr.flashlight_gesture): the flashlight's
|
||||
button, for a moment (xinput_sdl.c) */
|
||||
int halo_vr_flashlight_tap(void);
|
||||
/* the weight of the melee attack under way, from the swing's speed (0..1;
|
||||
0 with none): the game scales melee damage by the player's run instead,
|
||||
and in VR a player punches standing (units.c) */
|
||||
|
||||
@@ -251,13 +251,6 @@ static const struct config_setting config_settings[] =
|
||||
{ "vr.arm_ik", _config_boolean, "true", "HALO_VR_ARM_IK", _environment_value, _platform_android,
|
||||
"The free hand's arm bends at the elbow to reach it from the shoulder;\n"
|
||||
"false keeps the arm's shape as on the weapon, pointed at the shoulder." },
|
||||
{ "vr.flashlight_gesture", _config_boolean, "true", "HALO_VR_FLASHLIGHT_GESTURE", _environment_value,
|
||||
_platform_android,
|
||||
"Tapping the side or the top of your head with either hand (to it and\n"
|
||||
"away again) turns the flashlight on or off; the flashlight's button\n"
|
||||
"still does. Not while aiming through a scope, holding the weapon with\n"
|
||||
"both hands, holding or throwing a grenade, just after a melee, or with\n"
|
||||
"both hands at the head." },
|
||||
{ "vr.melee_swing_speed", _config_real, "2.0", "HALO_VR_MELEE_SWING", _environment_value, _platform_android,
|
||||
"Thrusting a hand forward faster than this, in metres per second, is a\n"
|
||||
"melee attack (the weapon hand's grip is too); 0 turns it off." },
|
||||
|
||||
@@ -212,7 +212,6 @@ static struct
|
||||
captured, and where its disc is in LOCAL space */
|
||||
int scope_pass;
|
||||
int scope_captured;
|
||||
int scope_last_frame; /* the scope was drawn the frame before */
|
||||
struct halo_xr_pose scope_pose;
|
||||
int motion_tracker_on_wrist;
|
||||
float motion_tracker_size;
|
||||
@@ -257,20 +256,6 @@ static struct
|
||||
unsigned long long melee_aim_until_us;
|
||||
int melee_button_down;
|
||||
float melee_strength; /* 0..1, the last attack's swing */
|
||||
/* the flashlight by tapping the head (flashlight_gesture_update,
|
||||
vr.flashlight_gesture): each hand where it was (the head's axes) and
|
||||
whether it has been away from the head since its last tap; the hand at
|
||||
the head now and since when (-1: none); when the next toggle may come,
|
||||
and until when the game sees the flashlight's button */
|
||||
int flashlight_gesture;
|
||||
float tap_last[HALO_XR_HAND_COUNT][3];
|
||||
int tap_last_valid[HALO_XR_HAND_COUNT];
|
||||
int tap_armed[HALO_XR_HAND_COUNT];
|
||||
int tap_hand;
|
||||
unsigned long long tap_entered_us;
|
||||
unsigned long long tap_last_us;
|
||||
unsigned long long tap_ready_us;
|
||||
unsigned long long flashlight_until_us;
|
||||
unsigned long long melee_jab_start_us; /* the melee button's attack: the weapon jabs */
|
||||
/* the laser along the barrel, for the frame it was set in */
|
||||
unsigned long frame_number;
|
||||
@@ -554,7 +539,6 @@ static void vr_read_live_settings(void)
|
||||
!strcmp(foot, "turning") ? FOOT_VIGNETTE_TURNING : FOOT_VIGNETTE_OFF;
|
||||
}
|
||||
vr.foot_vignette_strength = (float)config_real("vr.foot_vignette_strength");
|
||||
vr.flashlight_gesture = config_boolean("vr.flashlight_gesture");
|
||||
vr.fingers = config_boolean("vr.fingers");
|
||||
vr.arm_ik = config_boolean("vr.arm_ik");
|
||||
{
|
||||
@@ -602,7 +586,6 @@ void halo_vr_initialize(void)
|
||||
if (vr.active || !getenv("HALO_VR"))
|
||||
return;
|
||||
vr_read_live_settings();
|
||||
vr.tap_hand = -1;
|
||||
vr.cinematics_3d = config_boolean("vr.cinematics_in_3d");
|
||||
vr.hud_distance = (float)config_real("vr.hud_distance");
|
||||
vr.hud_width = 2.0f * vr.hud_distance * tanf((float)config_real("vr.hud_field_of_view") * PI / 360.0f);
|
||||
@@ -1125,148 +1108,6 @@ static void melee_update(void)
|
||||
}
|
||||
}
|
||||
|
||||
/* The flashlight by tapping the head (vr.flashlight_gesture; after
|
||||
HaloCE-Quest-VR, CC0, whose off hand brought near the head's middle
|
||||
toggles it): either hand brought to the side or the top of the head and
|
||||
away again, as a tap, toggles the flashlight; its button still does.
|
||||
|
||||
The zone is in the head's axes (metres from between the eyes; x right,
|
||||
y up, z back): beside the head, from 7 to 24 cm out, 10 cm below the eyes
|
||||
to 18 cm above them; or over it, within 12 cm of its middle line, 8 to
|
||||
30 cm up; either way no further forward than 6 cm before the eyes, so a
|
||||
scope held to the eye, a two-handed weapon and a punch, all in front of
|
||||
the face, are not in it. A tap is a hand coming from 35 cm or more from
|
||||
the head's middle into the zone, slower than 3 m/s (a grenade's throw
|
||||
past the ear is faster), staying 40 to 600 ms (adjusting the headset
|
||||
takes longer) alone (both hands at the head adjust it), and leaving it 4
|
||||
cm past its edges; toggles are a second apart. No taps while the menus
|
||||
are up, while a grenade is held or just thrown, after a melee, with both
|
||||
hands on the weapon, with the weapon hand at the scope, or with a hand on
|
||||
a Warthog's wheel. */
|
||||
#define TAP_SPEED 3.0f
|
||||
#define TAP_AWAY 0.35f
|
||||
#define TAP_MARGIN 0.04f
|
||||
#define TAP_DWELL_SHORTEST 40000ULL
|
||||
#define TAP_DWELL_LONGEST 600000ULL
|
||||
#define TAP_COOLDOWN 1000000ULL
|
||||
|
||||
static int tap_zone(const float local[3], float margin)
|
||||
{
|
||||
float x = fabsf(local[0]), y = local[1], z = local[2];
|
||||
|
||||
if (z < -0.06f - margin || z > 0.18f + margin)
|
||||
return 0;
|
||||
if (x >= 0.07f - margin && x <= 0.24f + margin && y >= -0.10f - margin && y <= 0.18f + margin)
|
||||
return 1;
|
||||
return x <= 0.12f + margin && y >= 0.08f - margin && y <= 0.30f + margin;
|
||||
}
|
||||
|
||||
static void flashlight_gesture_update(void)
|
||||
{
|
||||
unsigned long long now = now_us();
|
||||
float seconds = vr.tap_last_us ? (float)(now - vr.tap_last_us) * 1e-6f : 0.0f;
|
||||
float inverse[4];
|
||||
int blocked, hand;
|
||||
|
||||
vr.tap_last_us = now;
|
||||
inverse[0] = -vr.frame.head.orientation[0];
|
||||
inverse[1] = -vr.frame.head.orientation[1];
|
||||
inverse[2] = -vr.frame.head.orientation[2];
|
||||
inverse[3] = vr.frame.head.orientation[3];
|
||||
blocked = !vr.flashlight_gesture || !vr.frame.focused || vr.last_overlay_mode == HALO_XR_OVERLAY_SCREEN ||
|
||||
vr.recentre_frames > 0 || vr.grenade_held || now - vr.grenade_released_us < 600000 ||
|
||||
now < vr.melee_ready_us || vr.two_hand_latched;
|
||||
for (hand = 0; hand < HALO_XR_HAND_COUNT; hand++)
|
||||
{
|
||||
const struct halo_xr_hand *state = &vr.frame.hands[hand];
|
||||
float relative[3], local[3], away[3], speed = 0.0f;
|
||||
int axis, inside, outside;
|
||||
|
||||
if (!state->active || !(state->flags & HALO_XR_POSE_VALID))
|
||||
{
|
||||
vr.tap_last_valid[hand] = 0;
|
||||
vr.tap_armed[hand] = 0;
|
||||
if (vr.tap_hand == hand)
|
||||
vr.tap_hand = -1;
|
||||
continue;
|
||||
}
|
||||
for (axis = 0; axis < 3; axis++)
|
||||
relative[axis] = state->grip.position[axis] - vr.frame.head.position[axis];
|
||||
quaternion_rotate(inverse, relative, local);
|
||||
if (vr.tap_last_valid[hand] && seconds > 0.0f && seconds < 0.1f)
|
||||
{
|
||||
float moved[3];
|
||||
|
||||
for (axis = 0; axis < 3; axis++)
|
||||
moved[axis] = local[axis] - vr.tap_last[hand][axis];
|
||||
speed = sqrtf(moved[0] * moved[0] + moved[1] * moved[1] + moved[2] * moved[2]) / seconds;
|
||||
}
|
||||
memcpy(vr.tap_last[hand], local, sizeof(vr.tap_last[hand]));
|
||||
vr.tap_last_valid[hand] = 1;
|
||||
away[0] = local[0];
|
||||
away[1] = local[1];
|
||||
away[2] = local[2] - 0.10f;
|
||||
if (sqrtf(away[0] * away[0] + away[1] * away[1] + away[2] * away[2]) > TAP_AWAY)
|
||||
vr.tap_armed[hand] = 1;
|
||||
inside = tap_zone(local, 0.0f);
|
||||
outside = !tap_zone(local, TAP_MARGIN);
|
||||
if (blocked || (vr.wheel_hands & (1 << hand)) || (hand == weapon_hand() && vr.scope_last_frame))
|
||||
{
|
||||
/* (a hand that may be at the head for another reason taps
|
||||
only once it has been away again) */
|
||||
if (inside)
|
||||
vr.tap_armed[hand] = 0;
|
||||
if (vr.tap_hand == hand)
|
||||
vr.tap_hand = -1;
|
||||
continue;
|
||||
}
|
||||
if (vr.tap_hand == hand)
|
||||
{
|
||||
unsigned long long dwell = now - vr.tap_entered_us;
|
||||
|
||||
if (dwell > TAP_DWELL_LONGEST)
|
||||
{
|
||||
vr.tap_hand = -1;
|
||||
}
|
||||
else if (outside)
|
||||
{
|
||||
vr.tap_hand = -1;
|
||||
if (dwell >= TAP_DWELL_SHORTEST && now >= vr.tap_ready_us)
|
||||
{
|
||||
vr.flashlight_until_us = now + 100000;
|
||||
vr.tap_ready_us = now + TAP_COOLDOWN;
|
||||
host_xr_haptic(hand, 0.5f, 0.05f);
|
||||
platform_log("VR: flashlight, %s hand at the head for %llu ms", hand ? "right" : "left",
|
||||
dwell / 1000);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (inside && vr.tap_armed[hand])
|
||||
{
|
||||
vr.tap_armed[hand] = 0;
|
||||
if (vr.tap_hand >= 0)
|
||||
{
|
||||
/* (both hands at the head: the headset adjusted) */
|
||||
vr.tap_hand = -1;
|
||||
}
|
||||
else if (speed <= TAP_SPEED)
|
||||
{
|
||||
vr.tap_hand = hand;
|
||||
vr.tap_entered_us = now;
|
||||
}
|
||||
}
|
||||
else if (inside && vr.tap_hand >= 0)
|
||||
{
|
||||
vr.tap_hand = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int halo_vr_flashlight_tap(void)
|
||||
{
|
||||
return vr.active && now_us() < vr.flashlight_until_us;
|
||||
}
|
||||
|
||||
/* The fingers, from where they rest on the controller (after
|
||||
HaloCE-Quest-VR, CC0, its vr_frame.c): the thumb curled while it touches
|
||||
the stick, a button or the rest, half curled where the controller does not
|
||||
@@ -1845,7 +1686,6 @@ void halo_vr_frame_begin(void)
|
||||
vr.frame_begun = 1;
|
||||
vr.frame_number++;
|
||||
vr.eyes_captured = 0;
|
||||
vr.scope_last_frame = vr.scope_captured;
|
||||
vr.scope_captured = 0;
|
||||
vr.crosshair_captured = 0;
|
||||
vr.name_count = 0;
|
||||
@@ -1872,7 +1712,6 @@ void halo_vr_frame_begin(void)
|
||||
look_update();
|
||||
grenade_update();
|
||||
melee_update();
|
||||
flashlight_gesture_update();
|
||||
fingers_update();
|
||||
torso_update();
|
||||
}
|
||||
@@ -3440,7 +3279,6 @@ void halo_vr_debug_look(short local_player_index, const float unit_looking[3], i
|
||||
(void)local_player_index; (void)unit_looking; (void)in_vehicle;
|
||||
}
|
||||
int halo_vr_melee(void) { return 0; }
|
||||
int halo_vr_flashlight_tap(void) { return 0; }
|
||||
int halo_vr_finger_curls(short local_player_index, int hand, float curls[4])
|
||||
{
|
||||
(void)local_player_index; (void)hand; (void)curls;
|
||||
|
||||
@@ -840,9 +840,7 @@ In play, laid out for VR shooters rather than by position:
|
||||
|
||||
right trigger fire left trigger grenade: held in the hand, thrown as it lets go (vr.c)
|
||||
right grip melee (B) left grip hold the weapon with both hands (vr.c)
|
||||
(a hand thrust forward, vr.melee_swing_speed, is a melee attack too;
|
||||
a hand tapped on the side or top of the head, vr.flashlight_gesture,
|
||||
the flashlight)
|
||||
(a hand thrust forward, vr.melee_swing_speed, is a melee attack too)
|
||||
A jump X action, reload (X), as the game's prompts say
|
||||
B flashlight (white); held, switch grenade (black)
|
||||
Y switch weapon (Y)
|
||||
@@ -873,7 +871,6 @@ In the menus the buttons are the Xbox's by position: A accepts, B goes back. */
|
||||
|
||||
int halo_vr_controllers(struct halo_xr_hand hands[HALO_XR_HAND_COUNT], int *menus);
|
||||
int halo_vr_wheel_held(void);
|
||||
int halo_vr_flashlight_tap(void);
|
||||
|
||||
/* a click that stands for the pad's A (ui_widget.c: the screen where
|
||||
controllers join by pressing it), held a moment */
|
||||
@@ -951,9 +948,7 @@ static void vr_gamepad_state(XINPUT_GAMEPAD *pad)
|
||||
/* (the Steam Frame's bumpers: the left switches grenades, the right is
|
||||
the flashlight) */
|
||||
merge_button(pad, XINPUT_GAMEPAD_BLACK, (left->buttons & HALO_XR_BUTTON_BUMPER) != 0);
|
||||
/* (and a tap of the head, vr.flashlight_gesture: vr.c) */
|
||||
merge_button(pad, XINPUT_GAMEPAD_WHITE,
|
||||
(right->buttons & HALO_XR_BUTTON_BUMPER) != 0 || halo_vr_flashlight_tap());
|
||||
merge_button(pad, XINPUT_GAMEPAD_WHITE, (right->buttons & HALO_XR_BUTTON_BUMPER) != 0);
|
||||
{
|
||||
/* B: a tap is the flashlight, holding it switches grenades; the
|
||||
game sees a short press of either */
|
||||
|
||||
@@ -6669,7 +6669,6 @@ enum
|
||||
/* (the game's actions on the buttons, HALO_VR_ACTION_*'s order) */
|
||||
_vr_option_button_first,
|
||||
_vr_option_button_last = _vr_option_button_first + HALO_VR_ACTION_COUNT - 1,
|
||||
_vr_option_flashlight_gesture,
|
||||
_vr_option_buttons_reset,
|
||||
_vr_option_graphics,
|
||||
_vr_option_refresh_rate,
|
||||
@@ -6724,8 +6723,8 @@ static short const vr_option_pages[NUMBER_OF_VR_OPTION_PAGES][VR_OPTIONS_PER_PAG
|
||||
{ _vr_option_button_first + HALO_VR_ACTION_JUMP, _vr_option_button_first + HALO_VR_ACTION_LIGHT,
|
||||
_vr_option_button_first + HALO_VR_ACTION_ACTION, _vr_option_button_first + HALO_VR_ACTION_WEAPON,
|
||||
_vr_option_button_first + HALO_VR_ACTION_CROUCH, _vr_option_button_first + HALO_VR_ACTION_ZOOM,
|
||||
_vr_option_button_first + HALO_VR_ACTION_MELEE, _vr_option_flashlight_gesture, _vr_option_buttons_reset,
|
||||
_vr_option_controls, NONE, NONE },
|
||||
_vr_option_button_first + HALO_VR_ACTION_MELEE, _vr_option_buttons_reset, _vr_option_controls,
|
||||
NONE, NONE, NONE },
|
||||
{ _vr_option_graphics, _vr_option_refresh_rate, _vr_option_resolution, _vr_option_quit,
|
||||
NONE, NONE, NONE, NONE, NONE, NONE, NONE, NONE },
|
||||
};
|
||||
@@ -7102,9 +7101,6 @@ static void ui_vr_options_change(
|
||||
case _vr_option_resolution:
|
||||
ui_vr_options_step("vr.resolution_scale", vr_resolution_scales, NUMBEROF(vr_resolution_scales), change);
|
||||
break;
|
||||
case _vr_option_flashlight_gesture:
|
||||
config_write_boolean("vr.flashlight_gesture", !config_boolean("vr.flashlight_gesture"));
|
||||
break;
|
||||
case _vr_option_buttons_reset:
|
||||
ui_vr_options_buttons_reset();
|
||||
break;
|
||||
@@ -7553,8 +7549,6 @@ static void ui_vr_controls_render(
|
||||
ui_vr_controls_add(&columns[1], "Menu", "Pause");
|
||||
ui_vr_controls_note(320, wrist_note);
|
||||
ui_vr_controls_note(340, "Scope: zoom, and look through the disc above the weapon.");
|
||||
if (config_boolean("vr.flashlight_gesture"))
|
||||
ui_vr_controls_note(360, "Tap the side or top of your head: the flashlight.");
|
||||
break;
|
||||
case _vr_controls_vehicles:
|
||||
ui_vr_controls_add(&columns[move], "Stick", "Drive");
|
||||
@@ -7602,8 +7596,6 @@ static void ui_vr_controls_render(
|
||||
ui_vr_controls_note(320, wrist_note);
|
||||
ui_vr_controls_note(340, "Scope: zoom, and look through the disc above the weapon.");
|
||||
ui_vr_controls_note(360, "Hold the Meta button to recentre the view.");
|
||||
if (config_boolean("vr.flashlight_gesture"))
|
||||
ui_vr_controls_note(380, "Tap the side or top of your head: the flashlight.");
|
||||
break;
|
||||
case _vr_controls_vehicles:
|
||||
ui_vr_controls_add(&columns[move], "Stick", "Drive");
|
||||
@@ -7809,10 +7801,6 @@ static void ui_vr_options_render(
|
||||
snprintf(value, sizeof(value), "%.0f%%", scale * 100.0f);
|
||||
break;
|
||||
}
|
||||
case _vr_option_flashlight_gesture:
|
||||
label = "Light by tapping the head";
|
||||
snprintf(value, sizeof(value), "%s", config_boolean("vr.flashlight_gesture") ? "On" : "Off");
|
||||
break;
|
||||
case _vr_option_buttons_reset:
|
||||
label = "Reset buttons to defaults";
|
||||
unused = ui_vr_options_buttons_default();
|
||||
@@ -7832,7 +7820,7 @@ static void ui_vr_options_render(
|
||||
break;
|
||||
case _vr_option_quit:
|
||||
label = ui_vr_options_globals.quit_armed && ui_vr_options_globals.selection == _vr_option_quit ?
|
||||
"Quit Halo? Once more to quit" : "Quit Halo";
|
||||
"Quit the game? Once more to quit" : "Quit the game";
|
||||
break;
|
||||
}
|
||||
if (option == ui_vr_options_globals.selection)
|
||||
@@ -7859,10 +7847,11 @@ static void ui_vr_options_render(
|
||||
if (page == _vr_options_page_buttons)
|
||||
{
|
||||
/* (what the buttons' rows do) */
|
||||
ui_join_code_draw_text(128, 512, 320, "An action moved to a button swaps with the one there;", FALSE, 0,
|
||||
ui_join_code_draw_text(128, 512, 302, "An action moved to a button swaps with the one there;", FALSE, 0,
|
||||
&dim_color);
|
||||
ui_join_code_draw_text(128, 512, 338, "left-handed and mirrored, the buttons are mirrored too.", FALSE, 0,
|
||||
ui_join_code_draw_text(128, 512, 320, "left-handed and mirrored, the buttons are mirrored too.", FALSE, 0,
|
||||
&dim_color);
|
||||
ui_join_code_draw_text(128, 512, 338, "The menus keep their buttons.", FALSE, 0, &dim_color);
|
||||
}
|
||||
if (page == _vr_options_page_more)
|
||||
{
|
||||
|
||||
@@ -0,0 +1,167 @@
|
||||
#!/usr/bin/env python3
|
||||
"""
|
||||
Ringfall: Mjolnir VR's pictures, drawn from nothing but shapes and the
|
||||
port's Overpass font (port/assets/fonts, SIL Open Font License):
|
||||
|
||||
python3 tools/ringfall_art.py
|
||||
|
||||
writes
|
||||
- port/android/art/android-icon.png, the launcher icon's artwork (then run
|
||||
tools/android_icon.py for the app's icon);
|
||||
- port/android/steam_frame_grid/*.png, the Steam library's pictures of the
|
||||
Steam Frame's shortcut (port/android/STEAM_FRAME.md): library.png
|
||||
(920x430), libraryp.png (600x900), library_hero.png (1920x620) and
|
||||
library_logo.png (800x300, transparent).
|
||||
|
||||
The emblem: a tilted ring, broken where a streak falls through it.
|
||||
"""
|
||||
|
||||
import math
|
||||
from pathlib import Path
|
||||
|
||||
from PIL import Image, ImageDraw, ImageFilter, ImageFont
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
FONT = ROOT / "port/assets/fonts/Overpass-900.ttf"
|
||||
ICON = ROOT / "port/android/art/android-icon.png"
|
||||
GRID = ROOT / "port/android/steam_frame_grid"
|
||||
|
||||
# the launcher icon's background (tools/android_icon.py keeps it)
|
||||
ICON_BACKGROUND = (30, 83, 138)
|
||||
LIGHT = (240, 246, 252)
|
||||
ACCENT = (255, 176, 64)
|
||||
TOP = (10, 34, 58)
|
||||
BOTTOM = (6, 12, 24)
|
||||
SUPERSAMPLE = 4
|
||||
|
||||
|
||||
def gradient(size, top, bottom):
|
||||
width, height = size
|
||||
image = Image.new("RGBA", size)
|
||||
draw = ImageDraw.Draw(image)
|
||||
for y in range(height):
|
||||
t = y / max(1, height - 1)
|
||||
draw.line([(0, y), (width, y)], fill=tuple(int(a + (b - a) * t) for a, b in zip(top, bottom)) + (255,))
|
||||
return image
|
||||
|
||||
|
||||
def emblem(size, ring=LIGHT, streak=ACCENT):
|
||||
"""the emblem on a transparent square of the size given"""
|
||||
scale = size * SUPERSAMPLE
|
||||
layer = Image.new("RGBA", (scale, scale), (0, 0, 0, 0))
|
||||
draw = ImageDraw.Draw(layer)
|
||||
center = scale / 2
|
||||
radius_x, radius_y = scale * 0.40, scale * 0.17
|
||||
thickness = scale * 0.055
|
||||
tilt = math.radians(-18)
|
||||
# the ring as a band of quads along a tilted ellipse, with a gap at the
|
||||
# top right where the streak passes
|
||||
steps = 360
|
||||
gap = (math.radians(35), math.radians(75))
|
||||
def point(angle, grow):
|
||||
x = (radius_x + grow) * math.cos(angle)
|
||||
y = (radius_y + grow * radius_y / radius_x) * math.sin(angle)
|
||||
return (center + x * math.cos(tilt) - y * math.sin(tilt), center + x * math.sin(tilt) + y * math.cos(tilt))
|
||||
for step in range(steps):
|
||||
a0 = 2 * math.pi * step / steps
|
||||
a1 = 2 * math.pi * (step + 1.2) / steps
|
||||
# (angles measured clockwise from the right, screen y down: the gap
|
||||
# at the upper right is at negative angles)
|
||||
if gap[0] <= (2 * math.pi - a0) % (2 * math.pi) <= gap[1]:
|
||||
continue
|
||||
draw.polygon([point(a0, -thickness / 2), point(a1, -thickness / 2), point(a1, thickness / 2),
|
||||
point(a0, thickness / 2)], fill=ring)
|
||||
# the streak: a tapering bar falling from the upper right through the gap
|
||||
start = (center + scale * 0.40, center - scale * 0.42)
|
||||
end = (center + scale * 0.02, center + scale * 0.12)
|
||||
dx, dy = end[0] - start[0], end[1] - start[1]
|
||||
length = math.hypot(dx, dy)
|
||||
nx, ny = -dy / length, dx / length
|
||||
head = scale * 0.050
|
||||
draw.polygon([start, (end[0] + nx * head, end[1] + ny * head), (end[0] - nx * head, end[1] - ny * head)],
|
||||
fill=streak)
|
||||
draw.ellipse([end[0] - head, end[1] - head, end[0] + head, end[1] + head], fill=streak)
|
||||
return layer.resize((size, size), Image.LANCZOS)
|
||||
|
||||
|
||||
def italic_text(text, height, fill):
|
||||
"""the text in Overpass Black, slanted, cropped to itself"""
|
||||
font = ImageFont.truetype(str(FONT), int(height * SUPERSAMPLE))
|
||||
left, top, right, bottom = font.getbbox(text)
|
||||
width = right - left + int(height * SUPERSAMPLE * 0.4)
|
||||
layer = Image.new("RGBA", (width, bottom - top + 8), (0, 0, 0, 0))
|
||||
ImageDraw.Draw(layer).text((-left + int(height * SUPERSAMPLE * 0.2), -top), text, font=font, fill=fill)
|
||||
slant = 0.18
|
||||
layer = layer.transform((layer.width + int(layer.height * slant), layer.height), Image.AFFINE,
|
||||
(1, slant, -layer.height * slant, 0, 1, 0), Image.BICUBIC)
|
||||
layer = layer.crop(layer.getbbox())
|
||||
return layer.resize((max(1, layer.width // SUPERSAMPLE), max(1, layer.height // SUPERSAMPLE)), Image.LANCZOS)
|
||||
|
||||
|
||||
def logo(width):
|
||||
""""RINGFALL" over "MJOLNIR VR", as wide as asked, transparent"""
|
||||
title = italic_text("RINGFALL", 200, LIGHT)
|
||||
title = title.resize((width, int(title.height * width / title.width)), Image.LANCZOS)
|
||||
subtitle = italic_text("MJOLNIR VR", 200, ACCENT)
|
||||
sub_width = int(width * 0.62)
|
||||
subtitle = subtitle.resize((sub_width, int(subtitle.height * sub_width / subtitle.width)), Image.LANCZOS)
|
||||
gap = int(title.height * 0.16)
|
||||
image = Image.new("RGBA", (width, title.height + gap + subtitle.height), (0, 0, 0, 0))
|
||||
image.alpha_composite(title, (0, 0))
|
||||
image.alpha_composite(subtitle, (width - subtitle.width, title.height + gap))
|
||||
return image
|
||||
|
||||
|
||||
def shadowed(base, layer, position, blur=12):
|
||||
shadow = Image.new("RGBA", base.size, (0, 0, 0, 0))
|
||||
mask = Image.new("RGBA", layer.size, (0, 0, 0, 170))
|
||||
mask.putalpha(layer.getchannel("A").point(lambda a: a * 2 // 3))
|
||||
shadow.alpha_composite(mask, position)
|
||||
base.alpha_composite(shadow.filter(ImageFilter.GaussianBlur(blur)))
|
||||
base.alpha_composite(layer, position)
|
||||
|
||||
|
||||
def faded(layer, opacity):
|
||||
layer = layer.copy()
|
||||
layer.putalpha(layer.getchannel("A").point(lambda a: int(a * opacity)))
|
||||
return layer
|
||||
|
||||
|
||||
def main():
|
||||
# the launcher icon: the light emblem on its solid background
|
||||
icon = Image.new("RGBA", (512, 512), ICON_BACKGROUND + (255,))
|
||||
icon.alpha_composite(emblem(400, LIGHT, LIGHT), (56, 56))
|
||||
ICON.parent.mkdir(parents=True, exist_ok=True)
|
||||
icon.convert("RGB").save(ICON, optimize=True)
|
||||
print(ICON.relative_to(ROOT))
|
||||
|
||||
GRID.mkdir(parents=True, exist_ok=True)
|
||||
|
||||
# the wide capsule
|
||||
image = gradient((920, 430), TOP, BOTTOM)
|
||||
image.alpha_composite(faded(emblem(520), 0.35), (500, -40))
|
||||
shadowed(image, logo(600), (70, 120))
|
||||
image.save(GRID / "library.png", optimize=True)
|
||||
|
||||
# the tall capsule
|
||||
image = gradient((600, 900), TOP, BOTTOM)
|
||||
image.alpha_composite(emblem(420), (90, 130))
|
||||
shadowed(image, logo(480), (60, 560))
|
||||
image.save(GRID / "libraryp.png", optimize=True)
|
||||
|
||||
# the hero, under the logo: the emblem large and faint at the right
|
||||
image = gradient((1920, 620), TOP, BOTTOM)
|
||||
image.alpha_composite(faded(emblem(900), 0.45), (1080, -140))
|
||||
image.save(GRID / "library_hero.png", optimize=True)
|
||||
|
||||
# the logo, over the hero
|
||||
image = Image.new("RGBA", (800, 300), (0, 0, 0, 0))
|
||||
mark = logo(560)
|
||||
image.alpha_composite(mark, ((800 - mark.width) // 2, (300 - mark.height) // 2))
|
||||
image.save(GRID / "library_logo.png", optimize=True)
|
||||
for name in ("library.png", "libraryp.png", "library_hero.png", "library_logo.png"):
|
||||
print((GRID / name).relative_to(ROOT))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1,59 @@
|
||||
#!/usr/bin/env python3
|
||||
"""
|
||||
The Steam Frame's installer as release assets (port/android/STEAM_FRAME.md):
|
||||
|
||||
python3 tools/steam_frame_bundle.py <apk> <output folder> <owner/repository>
|
||||
|
||||
writes into the output folder
|
||||
- ringfall-mjolnir-vr-steam-frame.zip: the installer (port/android/steam_frame_install.sh,
|
||||
as install.sh), the APK (RingfallMjolnirVR.apk), the launcher
|
||||
(steam_frame_launch.sh, as ringfall-mjolnir-vr.sh), the disc image reader (steam_frame_xiso.py, with
|
||||
extract-xiso's license) and the library pictures (grid/);
|
||||
- Install-Ringfall-Mjolnir-VR.desktop (port/android/steam_frame_installer.desktop): what
|
||||
the player downloads and opens in Desktop Mode; it fetches the latest
|
||||
release's zip from the repository named.
|
||||
"""
|
||||
|
||||
import sys
|
||||
import zipfile
|
||||
from pathlib import Path
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
ANDROID = ROOT / "port/android"
|
||||
|
||||
|
||||
def main():
|
||||
if len(sys.argv) != 4 or "/" not in sys.argv[3]:
|
||||
print(__doc__.strip(), file=sys.stderr)
|
||||
return 2
|
||||
apk, output, repository = Path(sys.argv[1]), Path(sys.argv[2]), sys.argv[3]
|
||||
output.mkdir(parents=True, exist_ok=True)
|
||||
|
||||
files = [
|
||||
(ANDROID / "steam_frame_install.sh", "install.sh", 0o755),
|
||||
(ANDROID / "steam_frame_launch.sh", "ringfall-mjolnir-vr.sh", 0o755),
|
||||
(ANDROID / "steam_frame_xiso.py", "steam_frame_xiso.py", 0o755),
|
||||
(ROOT / "port/third_party/extract-xiso/LICENSE.TXT", "extract-xiso-LICENSE.txt", 0o644),
|
||||
(apk, "RingfallMjolnirVR.apk", 0o644),
|
||||
]
|
||||
files += [(picture, "grid/" + picture.name, 0o644)
|
||||
for picture in sorted((ANDROID / "steam_frame_grid").glob("*.png"))]
|
||||
bundle = output / "ringfall-mjolnir-vr-steam-frame.zip"
|
||||
with zipfile.ZipFile(bundle, "w", zipfile.ZIP_DEFLATED) as archive:
|
||||
for path, name, mode in files:
|
||||
info = zipfile.ZipInfo.from_file(path, name)
|
||||
info.external_attr = (0o100000 | mode) << 16
|
||||
info.compress_type = zipfile.ZIP_STORED if name.endswith((".apk", ".png")) else zipfile.ZIP_DEFLATED
|
||||
archive.writestr(info, path.read_bytes())
|
||||
print(f"{bundle.relative_to(Path.cwd()) if bundle.is_relative_to(Path.cwd()) else bundle}")
|
||||
|
||||
desktop = (ANDROID / "steam_frame_installer.desktop").read_text().replace("@REPOSITORY@", repository)
|
||||
installer = output / "Install-Ringfall-Mjolnir-VR.desktop"
|
||||
installer.write_text(desktop)
|
||||
installer.chmod(0o755)
|
||||
print(installer)
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
sys.exit(main())
|
||||