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Author SHA1 Message Date
Stefan MaierandClaude Opus 5.5 a950de4b2b Release-ready: README for players, third-party notices, issue template
- README.md: what the mod is (a VR mod for Halo: Combat Evolved), what is
  needed (a disc image of one's own, purchased copy), simple installation
  for the Quest 3 / 3S (SideQuest) and the Steam Frame (Desktop Mode, the
  installer), playing, reporting problems, network use, credits (OpenCE,
  the decompilation, HaloCE-Quest-VR, HaloCE-VR, extract-xiso) and the
  legal notes (unofficial, not affiliated with Microsoft and others).
- THIRD_PARTY_NOTICES.md: the libraries and fonts and their licenses.
- Releases: the APK itself (RingfallMjolnirVR.apk) for sideloading, notes
  that say which file is for which headset, the project's name as title.
- An issue template (headset, build, log; no game files).
- docs/OPENCE_README.md marked as the base port's; the disc images'
  wording everywhere: made from one's own copy.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 23:05:29 +02:00
Stefan MaierandClaude Opus 5.5 1984996d04 VR roadmap: comfort, buttons, import, installer and the new name done
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:55:46 +02:00
Stefan MaierandClaude Opus 5.5 93b96cf5b8 Merge feature/rename-ringfall: Ringfall: Mjolnir VR, comfort and buttons, Frame installer, release signing
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:55:25 +02:00
Stefan MaierandClaude Opus 5.5 f68db3b03e VR: the flashlight by tapping the head taken out again
Revert of c2aceb64: on the Quest 3 the tap did not toggle the flashlight.
The flashlight's button stays; the on-foot vignette that came after it is
kept. The roadmap and README no longer name it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:53:48 +02:00
Stefan MaierandClaude Opus 5.5 bd08baacac Steam Frame installer: the shortcut added by Steam itself
On the Frame Desktop Mode runs inside Gaming Mode's session: closing Steam
to write shortcuts.vdf ended the session, and the installer with it, before
it wrote the shortcut (the library kept "Halo VR"). Steam now adds the
game itself (steam://addnonsteamgame, from a desktop file beside the game,
as SteamOS's "Add to Steam" does) and picks its id, which the installer
reads back for the library pictures. An old "Halo VR" shortcut is named
for the player to remove.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:32:49 +02:00
Stefan MaierandClaude Opus 5.5 f39126e019 Steam Frame installer: Steam found by its pid file, an install log
Steam's client on SteamOS is not always a process named steam: the
installer may have written the shortcut while Steam ran, and Steam wrote its
own list back when it quit (the library kept "Halo VR"). Steam is now
found by ~/.steam/steam.pid or its ubuntu12_32/steam process, given time
after it ends, and the shortcut checked once written; what the installer
does goes to install.log beside the game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:28:50 +02:00
Stefan MaierandClaude Opus 5.5 f649bd1a3e Release as Ringfall: Mjolnir VR
The product no longer carries Halo in its name; the game it plays is named
only to say which disc image it needs.

- The app: "Ringfall: Mjolnir VR", application id
  io.github.cesarus85.ringfall (the Java classes keep the decompilation's
  package), its update provider's authority from the id; the launcher's,
  updater's, host's and VR options' texts; the OpenXR application name.
- New icon and Steam library pictures, a tilted, broken ring with a falling
  streak (tools/ringfall_art.py, from shapes and Overpass; the helmet and
  the HALO logo gone).
- The Steam Frame: ~/Documents/RingfallMjolnirVR, RingfallMjolnirVR.apk,
  ringfall-mjolnir-vr.sh, Install-Ringfall-Mjolnir-VR.desktop and
  ringfall-mjolnir-vr-steam-frame.zip; the installer renames the folder of
  the builds before (~/Documents/HaloCE) and replaces their "Halo VR"
  shortcut and pictures.
- Releases: only the Android builds, as ringfall-mjolnir-vr-android-*.zip
  (the updater's names), and the Frame's installer; the repository
  Cesarus85/ringfall-mjolnir-vr.
- The signing key's default alias ringfall.
- README.md is the project's own; the port's moved to docs/OPENCE_README.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:16:31 +02:00
Stefan Maier 719563a48c Merge branch 'feature/release-install' into test/comfort-release 2026-10-06 22:08:41 +02:00
Stefan MaierandClaude Opus 5.5 32cc1cb206 VR roadmap: step 2's second part built on feature/vr-comfort
Buttons remapped, the flashlight by tapping the head, finer turning and
vignette steps, the transparent geometry groups raised: what they do, the
settings, what the emulator showed and the headset tests for the Quest 3
and the Steam Frame.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:07:28 +02:00
Stefan MaierandClaude Opus 5.5 d4c1fbe9a7 Release: Steam Frame installer, release signing, Frame import kept
- A Steam Frame installer for players, opened in Desktop Mode
  (Install-Halo-VR.desktop, a release asset): it downloads the latest
  release's bundle (tools/steam_frame_bundle.py) and runs
  steam_frame_install.sh, with zenity dialogs and no keyboard: the APK and
  launcher in ~/Documents/HaloCE, the maps copied out of a disc image it
  finds or is given (steam_frame_xiso.py, the app's XisoExtractor in
  Python), and Halo VR in the Steam library with its pictures and OpenVR
  set. Running it again updates the game.
- The release job adds the bundle and the desktop file to each release.
- build.gradle signs with port/android/signing.properties (ignored) when
  the workflow's key is not given, so local builds and releases install over
  each other.
- On the Frame the launcher and host take ~/Documents/HaloCE whenever it can
  be written, not only once it holds maps: a disc image imported in the app
  is no longer emptied with Lepton's folders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:06:21 +02:00
Stefan MaierandClaude Opus 5.5 adf220d344 VR: finer turning steps, an on-foot vignette, a COMFORT page
The VR options get a fourth page, COMFORT (PLAY, COMFORT, BUTTONS, MORE;
the tabs beside the title share its width): Turning, Snap turn, Smooth
turn speed and the vehicle vignette move there from PLAY, joined by the
on-foot vignette and its strength. PLAY keeps the hands, laser,
crosshair, motion tracker, body, fingers and the Warthog's wheel.

- Snap turns step through 10 to 45 degrees by 5, then 60, 75 and 90 (were
  30, 45, 60, 90); smooth turning through 30 to 150 degrees a second by
  15, then to 300 by 30 (were 60 to 180 by 30); the vehicle vignette
  through Off, 15, 25, 35, 50, 60, 70, 85 and 100% (were Off, Light 35%,
  Medium 70%, Strong). The old values are among the steps; the defaults
  (snap 30, 120 a second, vignette 70%) are unchanged.
- vr.foot_vignette ("off" default, "turning", "moving") and
  vr.foot_vignette_strength (0.7): on foot the eye images darken from
  their edges while the turning stick turns smoothly and, with "moving",
  while the move stick moves, as far as the sticks are pushed beyond
  their dead zone (fully at three quarters), eased in and out as the
  vehicle vignette is. Not in a vehicle's seat (whether or not its view
  is first person), not in the menus; snap turns have none. The stronger
  of the two vignettes is shown. Off by default: nothing changes.

Checked in the emulator (debug.vr_options): the four tabs and the rows
without overlaps, each row's steps, the values kept over a restart.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:05:10 +02:00
Stefan MaierandClaude Opus 5.5 32ad9ed6b0 VR: the flashlight by tapping the side or top of the head
Either hand brought to the side or the top of the head and away again, as
a tap, toggles the flashlight (vr.flashlight_gesture, default true; a row
on the VR options' BUTTONS page); the flashlight's button keeps working.
After HaloCE-Quest-VR (CC0), whose off hand near the head's middle
toggles it, made stricter against false toggles:

- The zone is in the head's axes: beside the head (7 to 24 cm out, from
  10 cm below the eyes to 18 cm above) or over it (within 12 cm of its
  middle line, 8 to 30 cm up), never more than 6 cm in front of the eyes,
  so a scope held to the eye, a two-handed weapon, a punch and the wrist's
  motion tracker, all in front of the face, are outside it.
- A tap: the hand comes from 35 cm or more from the head's middle, enters
  slower than 3 m/s (a throw past the ear is faster), stays 40 to 600 ms
  (adjusting the headset takes longer), alone (both hands at the head is
  the headset adjusted) and leaves 4 cm past the zone's edges; toggles are
  at least a second apart.
- None while the menus are up, while recentring, while a grenade is held
  or for 0.6 s after one is thrown, within 0.7 s of a melee swing, with
  both hands on the weapon, with the weapon hand while the scope is drawn,
  or with a hand on a Warthog's wheel; such a hand must leave the head
  before it taps.
- A toggle presses the flashlight's button (white) for 100 ms, as B's tap
  does, and gives the tapping hand a short rumble.

The tap's state machine was run off the headset in a small harness over
taps beside and over the head, a turned head, a second tap within the
cooldown, a long dwell, both hands, a scope at the eye, the scope flag, a
fast throw past the ear, a held grenade and a two-handed grip.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:00:53 +02:00
Stefan MaierandClaude Opus 5.5 cf19bcfdfa VR: the game's actions moved between the controllers' buttons
A BUTTONS page in the VR options (between PLAY and MORE) puts jump, the
flashlight (held: switch grenades), action/reload, switch weapon, crouch,
zoom and melee on any of seven buttons: A, B, X, Y, the move and turning
sticks' clicks and the weapon hand's grip. Moving an action to a button
swaps it with the action there, so every action always has a button;
"Reset buttons to defaults" puts them back. The triggers, the free hand's
grip (both hands on the weapon), the menu button, the Steam Frame's
bumpers, D-pad and View button keep what they do, and the menus keep
their buttons.

Settings vr.button_jump, _light, _action, _weapon, _crouch, _zoom and
_melee ("a", "b", "x", "y", "move_stick", "turn_stick", "grip"; the
defaults are today's layout), named as right-handed. vr.c reads them with
the live settings and, after the left-handed mirroring
(controllers_mirrored), reads each action's button and hands it on as the
button that action has by default (controls_remapped), so xinput_sdl.c's
table is unchanged and the defaults change nothing. Because the mapping
sits after the mirroring it works the same on the Quest's Touch and the
Steam Frame's controllers (mirrored on the Frame the left D-pad is A, B,
X, Y), and a mirrored player's swaps are the mirror image of the
right-handed ones. The guest/host ABI is unchanged.

- The melee's aim and the weapon's jab (melee_update) follow the melee's
  button, not the grip as such; the grips holding a Warthog's wheel press
  nothing whatever action the grip has (moved from xinput_sdl.c).
- The controller buttons page (now on the BUTTONS page) shows each action
  under the controller and name of its button, for both layouts and the
  mirrored hands; its ON FOOT tab no longer draws the MENUS tab's notes
  over its own.
- debug.vr_options (Android, false): the VR options panel off the
  headset, for checking its pages in the emulator.

Checked in the emulator (debug.vr_options): the rows, swaps, reset, the
controls page right- and left-handed, the settings kept over a restart.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:57:15 +02:00
Stefan MaierandClaude Opus 5.5 3b5796f1a0 VR roadmap: the keyboard's password in the clear is no open point
Nobody else sees the headset's view (decided 2026-10-06): no masking.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:47:26 +02:00
Stefan MaierandClaude Opus 5.5 68135a712d Transparent geometry: room for 2048 groups a window (was the Xbox's 384)
Every transparent thing a window draws is a group of its own: a model's
transparent part (shields, plasma, glass), each particle system, contrail
and light volume, a window's or water's surface. The Xbox had room for 384
(rasterizer_transparent_geometry_new_group); past that new_group returns
NULL and the submitter drops the geometry, logging "### ERROR too many
transparent geometry groups" once (rasterizer_xbox_models.c,
rasterizer_xbox_widgets.c; environment and dynavobgeom drop it silently).
render_window submits the objects first, then the structure's transparent
geometry, weather, particles, particle systems and contrails, so in games
of 30 and more players the late ones vanish: water and glass surfaces,
explosions, muzzle flashes, smoke, plasma glows, contrails.

The groups are a heap array (0xA0 each), a short array of sorted indices
and a bit vector of pending flags, all sized by the constant; indices are
shorts (sorted_index, presorted indices, the draw loop), good to 32767.
Nothing else depends on the number (the debug view's "all groups" index
1000 only colours groups in a debug mode). Upstream (halo-ce-universal)
still has 384.

2048 groups take 320 KB (61 KB before). A one-line log tells when a window
passes 384 and every 128 beyond, for checking big games in the headset.
In the emulator, a 36-player bot game on Blood Gulch had up to 134 groups
a window from a standing player, using under 8 KB of the rasterizer's
768 KB memory pool (the models' queued matrices and lighting), so the
pool is not the next limit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:47:22 +02:00
Stefan MaierandClaude Opus 5.5 1f238ff045 Merge feature/vr-lefthanded-graphics: left-handed mode, graphics presets, refresh rate and resolution in VR
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:21:38 +02:00
41 changed files with 1999 additions and 265 deletions

No files matched your search

+38
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@@ -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.
+5
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@@ -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.
+31 -8
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@@ -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
+5
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@@ -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
+145 -104
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@@ -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>
[![Join our Discord](https://invidget.switchblade.xyz/9gqcHyr5km)](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).
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# 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
&lt;in@fishtank.com&gt;.*
## 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.
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> 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
[![Join our Discord](https://invidget.switchblade.xyz/9gqcHyr5km)](https://discord.gg/9gqcHyr5km)
This project is a port of the Halo: Combat Evolved decompilation to Linux,
Windows 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/`.
+21 -11
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@@ -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
+51 -12
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@@ -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
+86 -9
View File
@@ -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. Left: 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)
@@ -106,7 +107,7 @@ the GPU's fill.
VR options (Y): two pages, PLAY (the comfort rows, "Weapon hand",
"Mirrored controls") and MORE ("Graphics", "Refresh rate", "Resolution",
the controller buttons page, Quit). The refresh rate steps through what
the controller buttons page, Quit); four since the second part (below). The refresh rate steps through what
the runtime offers and changes at once; on the Steam Frame the row shows
SteamOS's rate. The resolution (`vr.resolution_scale`, 70-120%) takes a
restart. The controller buttons page shows the layout as set.
@@ -136,6 +137,81 @@ 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 (done)
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,
"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
weapon, crouch, zoom and melee each go on one of seven buttons: A, B,
X, Y, the move stick's click, the turning stick's, the weapon hand's
grip. Moving an action to a button swaps it with the action there, so
none is ever left without one.
- The triggers, the free hand's grip, the menu button, the Steam Frame's
bumpers, D-pad and View button keep theirs; the menus keep the buttons
as they are.
- Applied after the left-handed mirroring, on the gamepad's sides: the
same on the Touch and the Frame controllers, and a left-handed player's
buttons are the mirror image of the right-handed ones (on the Frame,
mirrored, the left D-pad's). The defaults are the old layout, the
host's bindings and the ABI unchanged.
- The melee's aim and jab follow its button; the grips on a Warthog's
wheel press nothing, whatever the grip does.
- The controller buttons page shows each action where its button is.
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)
while the stick turns smoothly, or also while the move stick moves, as
far as the sticks are pushed, with its own strength. The old values are
among the steps; defaults unchanged.
Transparent geometry: room for 2048 groups a window (the Xbox's 384,
below).
| Setting | Values |
| --- | --- |
| `vr.button_jump` | `"a"` (default), `"b"`, `"x"`, `"y"`, `"move_stick"`, `"turn_stick"`, `"grip"`: as right-handed, mirrored with `vr.mirror_controls` |
| `vr.button_light` | the flashlight, held switch grenades; `"b"` (default) |
| `vr.button_action` | action, reload; `"x"` (default) |
| `vr.button_weapon` | switch weapon; `"y"` (default) |
| `vr.button_crouch` | `"move_stick"` (default) |
| `vr.button_zoom` | `"turn_stick"` (default) |
| `vr.button_melee` | `"grip"` (default) |
| `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) |
Checked in the emulator (`debug.vr_options`): the four pages without
overlaps, each row's values, swaps and reset, the controller buttons page
right- and left-handed after swaps, the settings kept over a restart, a
15-bot game as before.
To try in the headset (Quest 3 and Steam Frame):
1. Defaults: every button as before (jump, light/held grenades, action,
switch weapon, crouch, zoom, melee by grip and by swing), right- and
left-handed, mirrored and not; the menus' A and B.
2. BUTTONS: swap jump and melee (jump on the grip, melee on A): both work,
the melee jabs and aims where the head looks; light on a stick click
(tap: light, hold: grenades); the controller buttons page says so.
At the Warthog's wheel with jump on the grip: no jump while holding
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. 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.
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.
## Step 3a (done)
Tried on the Quest 3 and the Steam Frame, in `main`. The arm IK,
@@ -194,10 +270,11 @@ the left hand animated through reloads.
- Multiview on the Steam Frame: why the eyes do not fuse there (suspected
Mesa zink/Turnip); tools in branch `frame/doubled-images` (86335828),
not merged.
- Transparent geometry groups: the Xbox's 384 a window overflow in games
of 30 and more players.
- The VR on-screen keyboard shows a password in the clear while it is
typed.
- Transparent geometry groups: the Xbox's 384 a window overflowed in
games of 30 and more players (the last submitted, glass, water,
particles, contrails, vanished). Raised to 2048 (320 KB) on
`feature/vr-comfort`, to check in a large game (step 2, second part,
test 6); upstream still has 384.
## Headset tests (2026-10-06, all three in `main`)
+19 -5
View File
@@ -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();
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@@ -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>
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+7 -7
View File
@@ -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");
+2 -2
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@@ -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());
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@@ -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"
+7 -6
View File
@@ -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
+220
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@@ -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())
+33
View File
@@ -252,6 +252,39 @@ int halo_vr_controller_layout(void);
/* the hand that holds the weapon (HALO_XR_HAND_*: 1 the right, 0 the left,
vr.handedness) */
int halo_vr_weapon_hand(void);
/* The game's actions on the controllers' buttons (vr.button_*; the VR
options' BUTTONS page): each action on one of seven buttons, named as
right-handed (A and B on the right controller, X and Y, the Quest's, on
the left; the move stick's click, the turning stick's, the weapon hand's
grip); left-handed with vr.mirror_controls, their mirror images. The
actions are numbered by the button each has by default. The triggers, the
free hand's grip, the menu button and the Steam Frame's bumpers, D-pad and
View button keep theirs; the menus keep the buttons as they are. */
enum
{
HALO_VR_INPUT_A = 0,
HALO_VR_INPUT_B,
HALO_VR_INPUT_X,
HALO_VR_INPUT_Y,
HALO_VR_INPUT_MOVE_STICK,
HALO_VR_INPUT_TURN_STICK,
HALO_VR_INPUT_GRIP,
HALO_VR_INPUT_COUNT,
HALO_VR_ACTION_JUMP = HALO_VR_INPUT_A,
HALO_VR_ACTION_LIGHT = HALO_VR_INPUT_B, /* a tap the flashlight; held, switch grenades */
HALO_VR_ACTION_ACTION = HALO_VR_INPUT_X, /* action, reload */
HALO_VR_ACTION_WEAPON = HALO_VR_INPUT_Y, /* switch weapon */
HALO_VR_ACTION_CROUCH = HALO_VR_INPUT_MOVE_STICK,
HALO_VR_ACTION_ZOOM = HALO_VR_INPUT_TURN_STICK,
HALO_VR_ACTION_MELEE = HALO_VR_INPUT_GRIP,
HALO_VR_ACTION_COUNT = HALO_VR_INPUT_COUNT,
};
/* an action's setting ("vr.button_jump"), a button's value in it ("a"),
and the button an action is on, as set */
const char *halo_vr_action_setting(int action);
const char *halo_vr_input_value(int input);
int halo_vr_action_input(int action);
/* the graphics preset (vr.graphics; HALO_VR_GRAPHICS_HIGH outside VR): which
effects are drawn (port/linux/game/vr_graphics.c), and with "max" the
models lit for each pixel and larger shadows (d3d8_gl.c) */
+36 -2
View File
@@ -201,6 +201,28 @@ static const struct config_setting config_settings[] =
"and the left one turns, X jumps and A reloads (on the Steam Frame the\n"
"D-pad takes A, B, X and Y as their mirror image); false keeps them as\n"
"right-handed. The menus keep their buttons either way." },
{ "vr.button_jump", _config_string, "\"a\"", "HALO_VR_BUTTON_JUMP", _environment_value, _platform_android,
"The button each of the game's actions is on (the VR options' BUTTONS\n"
"page swaps them): \"a\", \"b\", \"x\", \"y\" (A and B on the right\n"
"controller, X and Y the Quest's on the left; the Steam Frame has all\n"
"four on the right), \"move_stick\" and \"turn_stick\" (their clicks),\n"
"\"grip\" (the weapon hand's), named as right-handed: left-handed with\n"
"mirror_controls, their mirror images. Jump," },
{ "vr.button_light", _config_string, "\"b\"", "HALO_VR_BUTTON_LIGHT", _environment_value, _platform_android,
"the flashlight (held: switch grenades)," },
{ "vr.button_action", _config_string, "\"x\"", "HALO_VR_BUTTON_ACTION", _environment_value, _platform_android,
"action and reload," },
{ "vr.button_weapon", _config_string, "\"y\"", "HALO_VR_BUTTON_WEAPON", _environment_value, _platform_android,
"switch weapon," },
{ "vr.button_crouch", _config_string, "\"move_stick\"", "HALO_VR_BUTTON_CROUCH", _environment_value,
_platform_android,
"crouch," },
{ "vr.button_zoom", _config_string, "\"turn_stick\"", "HALO_VR_BUTTON_ZOOM", _environment_value,
_platform_android,
"zoom" },
{ "vr.button_melee", _config_string, "\"grip\"", "HALO_VR_BUTTON_MELEE", _environment_value, _platform_android,
"and melee. The triggers, the free hand's grip and the menu button keep\n"
"theirs, as do the menus." },
{ "vr.laser", _config_boolean, "false", "HALO_VR_LASER", _environment_value, _platform_android,
"A laser from the weapon to what it aims at (with aim_with = \"controller\")." },
{ "vr.crosshair", _config_boolean, "true", "HALO_VR_CROSSHAIR", _environment_value, _platform_android,
@@ -304,6 +326,13 @@ static const struct config_setting config_settings[] =
{ "vr.comfort_vignette", _config_real, "0.7", "HALO_VR_COMFORT_VIGNETTE", _environment_value, _platform_android,
"How far the view darkens from its edges while a vehicle turns you\n"
"(0 never, 1 to a small window)." },
{ "vr.foot_vignette", _config_string, "\"off\"", "HALO_VR_FOOT_VIGNETTE", _environment_value, _platform_android,
"On foot, the view darkens from its edges too: \"turning\" while the stick\n"
"turns you smoothly (smooth_turn), \"moving\" while a stick turns or moves\n"
"you, as far as it is pushed; \"off\" never." },
{ "vr.foot_vignette_strength", _config_real, "0.7", "HALO_VR_FOOT_VIGNETTE_STRENGTH", _environment_value,
_platform_android,
"How far it darkens then (as comfort_vignette)." },
{ "vr.motion_tracker_on_wrist", _config_boolean, "true", "HALO_VR_MOTION_TRACKER_WRIST", _environment_value,
_platform_android,
"Show the motion tracker on the back of the left wrist, like a watch (turn\n"
@@ -324,9 +353,11 @@ static const struct config_setting config_settings[] =
{ "vr.smooth_turn", _config_boolean, "false", "HALO_VR_SMOOTH_TURN", _environment_value, _platform_android,
"The right stick turns smoothly; false turns in steps (snap_turn_degrees)." },
{ "vr.snap_turn_degrees", _config_real, "30.0", "HALO_VR_SNAP_TURN", _environment_value, _platform_android,
"How far a flick of the right stick turns." },
"How far a flick of the right stick turns, in degrees (the VR options step\n"
"through 10 to 45 by 5, 60, 75 and 90)." },
{ "vr.smooth_turn_speed", _config_real, "120.0", "HALO_VR_SMOOTH_TURN_SPEED", _environment_value, _platform_android,
"Degrees per second the right stick turns at, fully pushed, with smooth_turn." },
"Degrees per second the right stick turns at, fully pushed, with smooth_turn\n"
"(the VR options step through 30 to 150 by 15, then to 300 by 30)." },
{ "vr.cinematics_in_3d", _config_boolean, "false", "HALO_VR_CINEMATICS_3D", _environment_value, _platform_android,
"Show cinematics around you, from the cinematic camera; false shows them\n"
"on the screen in front of you (easier on the stomach)." },
@@ -573,6 +604,9 @@ static const struct config_setting config_settings[] =
"The headset's layer copies: 1 deferred (no waits for the GL thread or the\n"
"GPU in the middle of the frame), 0 each one restored and released at once,\n"
"-1 as the runtime needs (deferred on SteamVR). Read when the app starts." },
{ "debug.vr_options", _config_boolean, "false", "HALO_DEBUG_VR_OPTIONS", _environment_value, _platform_android,
"Off the headset (the emulator), show the VR options panel on the main\n"
"and pause menus all the same, for checking its pages." },
{ "debug.mirror_first_person", _config_boolean, "false", "HALO_MIRROR_FIRST_PERSON", _environment_value,
_platform_android,
"Off the headset (flat), the first-person weapon drawn mirrored, as the\n"
+172 -21
View File
@@ -17,6 +17,28 @@ yaw plus the head's.
#include "halo_vr.h"
/* the actions' settings and the buttons' values in them (halo_vr.h's
HALO_VR_ACTION_* and HALO_VR_INPUT_*), by number */
static const char *const vr_action_settings[HALO_VR_ACTION_COUNT] =
{
"vr.button_jump", "vr.button_light", "vr.button_action", "vr.button_weapon", "vr.button_crouch",
"vr.button_zoom", "vr.button_melee",
};
static const char *const vr_input_values[HALO_VR_INPUT_COUNT] =
{
"a", "b", "x", "y", "move_stick", "turn_stick", "grip",
};
const char *halo_vr_action_setting(int action)
{
return action >= 0 && action < HALO_VR_ACTION_COUNT ? vr_action_settings[action] : "";
}
const char *halo_vr_input_value(int input)
{
return input >= 0 && input < HALO_VR_INPUT_COUNT ? vr_input_values[input] : "";
}
#ifdef HALO_ANDROID
#include "platform.h"
@@ -36,6 +58,14 @@ yaw plus the head's.
/* the facing the game changes itself by more than this (a respawn, a
teleport, a vehicle's seat) turns the body with it */
#define FACING_JUMP (10.0f * PI / 180.0f)
/* vr.foot_vignette: none on foot, while the stick turns smoothly, and
while a stick turns smoothly or moves */
enum
{
FOOT_VIGNETTE_OFF = 0,
FOOT_VIGNETTE_TURNING,
FOOT_VIGNETTE_MOVING,
};
static struct
{
@@ -133,9 +163,13 @@ static struct
float vehicle_steer_smoothing; /* seconds */
float steer[2]; /* the steering as smoothed: aside, up (-1..1) */
unsigned long long steer_last_us;
/* the comfort vignette: how strong at most, now, and the heading it
last saw */
/* the comfort vignette: how strong at most in a vehicle, on foot
(vr.foot_vignette: FOOT_VIGNETTE_*) and how strong there, now, and the
heading it last saw */
float comfort_vignette;
int foot_vignette;
float foot_vignette_strength;
int seated; /* in a vehicle's seat, whatever the view */
float vignette;
float vignette_last_yaw;
int vignette_yaw_valid;
@@ -220,9 +254,9 @@ static struct
/* until when a melee attack aims where the head looks: its damage is
dealt some ticks into the attack, along the unit's aim */
unsigned long long melee_aim_until_us;
int melee_grip_down;
int melee_button_down;
float melee_strength; /* 0..1, the last attack's swing */
unsigned long long melee_jab_start_us; /* the weapon hand's grip's attack: the weapon jabs */
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;
unsigned long laser_frame;
@@ -250,6 +284,9 @@ static struct
vr.mirror_controls the sticks and face buttons mirrored too */
int left_handed;
int mirror_controls;
/* the button each action is on (vr.button_*: HALO_VR_INPUT_* by
HALO_VR_ACTION_*) */
int action_inputs[HALO_VR_ACTION_COUNT];
/* vr.refresh_rate as last asked for (the VR options change it), and
vr.resolution_scale as the app started with it */
float refresh_rate_wanted;
@@ -307,6 +344,7 @@ static int name_pose(const float point[3], struct halo_xr_pose *pose, float *wid
static int weapon_hand_tracked(short local_player_index);
static void controller_axes(float forward[3], float up[3], float right[3]);
static void hand_offset(float out[3]);
static void controls_in_play(struct halo_xr_hand hands[HALO_XR_HAND_COUNT]);
/* the hand that holds the weapon, the free one (the grenade, the
foregrip), and the one whose stick turns the body and steers */
@@ -494,6 +532,13 @@ static void vr_read_live_settings(void)
vr.laser = config_boolean("vr.laser");
vr.vehicle_wheel = config_boolean("vr.vehicle_wheel");
vr.comfort_vignette = (float)config_real("vr.comfort_vignette");
{
const char *foot = config_string("vr.foot_vignette");
vr.foot_vignette = !strcmp(foot, "moving") ? FOOT_VIGNETTE_MOVING :
!strcmp(foot, "turning") ? FOOT_VIGNETTE_TURNING : FOOT_VIGNETTE_OFF;
}
vr.foot_vignette_strength = (float)config_real("vr.foot_vignette_strength");
vr.fingers = config_boolean("vr.fingers");
vr.arm_ik = config_boolean("vr.arm_ik");
{
@@ -517,6 +562,12 @@ static void vr_read_live_settings(void)
vr.left_handed = left_handed;
vr.mirror_controls = config_boolean("vr.mirror_controls");
}
{
int action;
for (action = 0; action < HALO_VR_ACTION_COUNT; action++)
vr.action_inputs[action] = halo_vr_action_input(action);
}
{
/* (the refresh rate changes at once where the runtime lets it) */
float refresh_rate = (float)config_real("vr.refresh_rate");
@@ -619,6 +670,22 @@ int halo_vr_weapon_hand(void)
return weapon_hand();
}
int halo_vr_action_input(int action)
{
const char *value;
int input;
if (action < 0 || action >= HALO_VR_ACTION_COUNT)
return HALO_VR_INPUT_A;
value = config_string(vr_action_settings[action]);
for (input = 0; input < HALO_VR_INPUT_COUNT; input++)
{
if (!strcmp(value, vr_input_values[input]))
return input;
}
return action;
}
int halo_vr_refresh_rates(float *rates, int maximum, float *current)
{
*current = 0.0f;
@@ -980,18 +1047,21 @@ static void melee_update(void)
vr.hand_last_us = now;
{
/* the weapon hand's grip's melee attack (xinput_sdl.c) aims the
same way */
int grip_down = vr.frame.hands[weapon_hand()].active &&
(vr.frame.hands[weapon_hand()].buttons & HALO_XR_BUTTON_SQUEEZE);
/* the melee button's attack (xinput_sdl.c; the weapon hand's grip
unless vr.button_melee moves it) aims the same way */
struct halo_xr_hand hands[HALO_XR_HAND_COUNT];
int button_down;
if (grip_down && !vr.melee_grip_down)
memcpy(hands, vr.frame.hands, sizeof(hands));
controls_in_play(hands);
button_down = (hands[HALO_XR_HAND_RIGHT].buttons & HALO_XR_BUTTON_SQUEEZE) != 0;
if (button_down && !vr.melee_button_down)
{
vr.melee_aim_until_us = now + 700000;
vr.melee_strength = 0.75f;
vr.melee_jab_start_us = now;
}
vr.melee_grip_down = grip_down;
vr.melee_button_down = button_down;
}
quaternion_rotate(vr.frame.head.orientation, look, facing);
facing[1] = 0.0f;
@@ -1378,13 +1448,45 @@ int halo_vr_wheel_held(void)
}
/* The comfort vignette: while a vehicle turns the player (from 15 degrees a
second, fully at 60), the eye images darken from their edges; it comes in
quickly and goes slowly. */
second, fully at 60), the eye images darken from their edges; on foot
(vr.foot_vignette), while the turning stick turns smoothly and, with
"moving", the move stick moves, as far as they are pushed (fully at three
quarters). It comes in quickly and goes slowly. */
static float foot_vignette_target(void)
{
const struct halo_xr_hand *turn = &vr.frame.hands[turn_hand()];
const struct halo_xr_hand *move = &vr.frame.hands[turn_hand() == HALO_XR_HAND_RIGHT ? HALO_XR_HAND_LEFT :
HALO_XR_HAND_RIGHT];
float push = 0.0f;
if (vr.foot_vignette == FOOT_VIGNETTE_OFF || vr.foot_vignette_strength <= 0.0f || vr.seated ||
!vr.frame.focused || vr.last_overlay_mode == HALO_XR_OVERLAY_SCREEN)
{
return 0.0f;
}
if (vr.smooth_turn && turn->active)
push = fabsf(turn->thumbstick[0]);
if (vr.foot_vignette == FOOT_VIGNETTE_MOVING && move->active)
{
float moving = sqrtf(move->thumbstick[0] * move->thumbstick[0] + move->thumbstick[1] * move->thumbstick[1]);
if (moving > push)
push = moving;
}
/* (beyond the sticks' dead zone, 0.15) */
push = (push - 0.15f) / 0.6f;
if (push < 0.0f)
push = 0.0f;
if (push > 1.0f)
push = 1.0f;
return push * (vr.foot_vignette_strength > 1.0f ? 1.0f : vr.foot_vignette_strength);
}
static void vignette_update(void)
{
unsigned long long now = now_us();
float seconds = vr.vignette_last_us ? (float)(now - vr.vignette_last_us) * 1e-6f : 0.0f;
float target = 0.0f, rate;
float target = foot_vignette_target(), rate;
vr.vignette_last_us = now;
if (seconds > 0.1f)
@@ -1396,13 +1498,15 @@ static void vignette_update(void)
if (vr.vignette_yaw_valid && seconds > 0.0f)
{
float turning = fabsf(wrap_angle(yaw - vr.vignette_last_yaw)) / seconds;
float vehicle = (turning - 15.0f * PI / 180.0f) / (45.0f * PI / 180.0f);
target = (turning - 15.0f * PI / 180.0f) / (45.0f * PI / 180.0f);
if (target < 0.0f)
target = 0.0f;
if (target > 1.0f)
target = 1.0f;
target *= vr.comfort_vignette;
if (vehicle < 0.0f)
vehicle = 0.0f;
if (vehicle > 1.0f)
vehicle = 1.0f;
vehicle *= vr.comfort_vignette;
if (vehicle > target)
target = vehicle;
}
vr.vignette_last_yaw = yaw;
vr.vignette_yaw_valid = 1;
@@ -1423,6 +1527,7 @@ void halo_vr_set_seat(short local_player_index, int seat, int armed, float vehic
{
if (!vr.active || local_player_index != 0)
return;
vr.seated = seat != HALO_VR_SEAT_NONE;
if (!vr.vehicle_first_person)
seat = HALO_VR_SEAT_NONE;
vr.seat_yaw = vehicle_yaw;
@@ -3046,6 +3151,51 @@ static void controllers_mirrored(struct halo_xr_hand hands[HALO_XR_HAND_COUNT])
}
}
/* The buttons the actions are on (vr.button_*), as the gamepad's sides
have them once mirrored: A and B the right hand's, X and Y the left's
A and B, the move stick's click the left's, the turning stick's the
right's, the grip the right's (the weapon hand's). Each action's button
is read and handed on as the button the action has by default, which
xinput_sdl.c turns into it; with the defaults nothing changes. The grips
holding a Warthog's wheel press nothing. */
static const int input_hands[HALO_VR_INPUT_COUNT] =
{
HALO_XR_HAND_RIGHT, HALO_XR_HAND_RIGHT, HALO_XR_HAND_LEFT, HALO_XR_HAND_LEFT, HALO_XR_HAND_LEFT,
HALO_XR_HAND_RIGHT, HALO_XR_HAND_RIGHT,
};
static const int input_buttons[HALO_VR_INPUT_COUNT] =
{
HALO_XR_BUTTON_A, HALO_XR_BUTTON_B, HALO_XR_BUTTON_A, HALO_XR_BUTTON_B, HALO_XR_BUTTON_THUMBSTICK,
HALO_XR_BUTTON_THUMBSTICK, HALO_XR_BUTTON_SQUEEZE,
};
static void controls_remapped(struct halo_xr_hand hands[HALO_XR_HAND_COUNT])
{
int down[HALO_VR_INPUT_COUNT];
int input, action;
for (input = 0; input < HALO_VR_INPUT_COUNT; input++)
down[input] = (hands[input_hands[input]].buttons & input_buttons[input]) != 0;
if (vr.wheel_hands)
down[HALO_VR_INPUT_GRIP] = 0;
for (input = 0; input < HALO_VR_INPUT_COUNT; input++)
hands[input_hands[input]].buttons &= ~input_buttons[input];
for (action = 0; action < HALO_VR_ACTION_COUNT; action++)
{
if (down[vr.action_inputs[action]])
hands[input_hands[action]].buttons |= input_buttons[action];
}
}
/* the controllers as the game is played with them: mirrored (left-handed)
and the actions on their buttons */
static void controls_in_play(struct halo_xr_hand hands[HALO_XR_HAND_COUNT])
{
if (vr.left_handed)
controllers_mirrored(hands);
controls_remapped(hands);
}
/* the controllers, for the gamepad the game reads (xinput_sdl.c) */
int halo_vr_controllers(struct halo_xr_hand hands[HALO_XR_HAND_COUNT], int *menus)
{
@@ -3053,8 +3203,8 @@ int halo_vr_controllers(struct halo_xr_hand hands[HALO_XR_HAND_COUNT], int *menu
return 0;
memcpy(hands, vr.frame.hands, sizeof(vr.frame.hands));
*menus = vr.last_overlay_mode == HALO_XR_OVERLAY_SCREEN;
if (vr.left_handed && !*menus)
controllers_mirrored(hands);
if (!*menus)
controls_in_play(hands);
return 1;
}
@@ -3062,6 +3212,7 @@ int halo_vr_controllers(struct halo_xr_hand hands[HALO_XR_HAND_COUNT], int *menu
int halo_vr_controller_layout(void) { return 0; }
int halo_vr_weapon_hand(void) { return 1; }
int halo_vr_action_input(int action) { return action; }
int halo_vr_graphics(void) { return HALO_VR_GRAPHICS_HIGH; }
int halo_vr_refresh_rates(float *rates, int maximum, float *current)
{
+7 -3
View File
@@ -859,6 +859,11 @@ face buttons too (the right stick moves, X jumps, A reloads; on the Steam
Frame the left D-pad takes A, B, X and Y). Here "right" and "left" are the
sides so handed over.
The VR options' BUTTONS page (vr.button_*) moves jump, the flashlight,
action, switch weapon, crouch, zoom and melee between A, B, X, Y, the
stick clicks and the weapon hand's grip: vr.c hands each action's button
over as the one above, so "A" here is the jump wherever it is.
In the menus the buttons are the Xbox's by position: A accepts, B goes back. */
#include "guest_host.h"
@@ -937,9 +942,8 @@ static void vr_gamepad_state(XINPUT_GAMEPAD *pad)
}
merge_button(pad, XINPUT_GAMEPAD_A, (right->buttons & HALO_XR_BUTTON_A) != 0);
merge_button(pad, XINPUT_GAMEPAD_X, (left->buttons & HALO_XR_BUTTON_A) != 0);
/* (the grips holding a Warthog's wheel are not a blow) */
merge_button(pad, XINPUT_GAMEPAD_B,
((right->buttons & HALO_XR_BUTTON_SQUEEZE) != 0 && !halo_vr_wheel_held()) || halo_vr_melee());
/* (the grips holding a Warthog's wheel are not a blow: vr.c) */
merge_button(pad, XINPUT_GAMEPAD_B, (right->buttons & HALO_XR_BUTTON_SQUEEZE) != 0 || halo_vr_melee());
merge_button(pad, XINPUT_GAMEPAD_Y, (left->buttons & HALO_XR_BUTTON_B) != 0);
/* (the Steam Frame's bumpers: the left switches grenades, the right is
the flashlight) */
+350 -53
View File
@@ -6648,6 +6648,7 @@ double config_real(char const *name);
char const *config_string(char const *name);
int config_write(char const *name, char const *value);
int config_write_boolean(char const *name, int value);
int config_default(char const *name, char *text, size_t size);
enum
{
@@ -6655,6 +6656,8 @@ enum
_vr_option_snap_angle,
_vr_option_smooth_speed,
_vr_option_vignette,
_vr_option_foot_vignette,
_vr_option_foot_vignette_strength,
_vr_option_wheel,
_vr_option_handedness,
_vr_option_mirror_controls,
@@ -6663,6 +6666,10 @@ enum
_vr_option_motion_tracker,
_vr_option_body,
_vr_option_fingers,
/* (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_buttons_reset,
_vr_option_graphics,
_vr_option_refresh_rate,
_vr_option_resolution,
@@ -6675,7 +6682,17 @@ enum
VR_OPTIONS_ROW_HEIGHT = 22,
VR_OPTIONS_FOOTER = 362,
VR_OPTIONS_PER_PAGE = 12,
NUMBER_OF_VR_OPTION_PAGES = 2,
_vr_options_page_play = 0,
_vr_options_page_comfort,
_vr_options_page_buttons,
_vr_options_page_more,
NUMBER_OF_VR_OPTION_PAGES,
/* (the pages' tabs, beside the title, as wide as there is room) */
VR_OPTIONS_TABS_LEFT = 216,
VR_OPTIONS_TABS_RIGHT = 528,
VR_OPTIONS_TAB_WIDTH = (VR_OPTIONS_TABS_RIGHT - VR_OPTIONS_TABS_LEFT) / NUMBER_OF_VR_OPTION_PAGES,
_vr_controls_on_foot = 0,
_vr_controls_vehicles,
@@ -6694,14 +6711,22 @@ static struct
} ui_vr_options_globals;
/* the panel's pages (its tabs), their rows in order (NONE past the last) */
static char const *const vr_option_page_names[NUMBER_OF_VR_OPTION_PAGES] = { "PLAY", "MORE" };
static char const *const vr_option_page_names[NUMBER_OF_VR_OPTION_PAGES] = { "PLAY", "COMFORT", "BUTTONS", "MORE" };
static short const vr_option_pages[NUMBER_OF_VR_OPTION_PAGES][VR_OPTIONS_PER_PAGE] =
{
{ _vr_option_turning, _vr_option_snap_angle, _vr_option_smooth_speed, _vr_option_vignette, _vr_option_wheel,
_vr_option_handedness, _vr_option_mirror_controls, _vr_option_laser, _vr_option_crosshair,
_vr_option_motion_tracker, _vr_option_body, _vr_option_fingers },
{ _vr_option_graphics, _vr_option_refresh_rate, _vr_option_resolution, _vr_option_controls, _vr_option_quit,
NONE, NONE, NONE, NONE, NONE, NONE, NONE },
{ _vr_option_handedness, _vr_option_mirror_controls, _vr_option_laser, _vr_option_crosshair,
_vr_option_motion_tracker, _vr_option_body, _vr_option_fingers, _vr_option_wheel,
NONE, NONE, NONE, NONE },
{ _vr_option_turning, _vr_option_snap_angle, _vr_option_smooth_speed, _vr_option_vignette,
_vr_option_foot_vignette, _vr_option_foot_vignette_strength,
NONE, NONE, NONE, NONE, NONE, NONE },
{ _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_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 },
};
/* the page a row is on, and its place there */
@@ -6754,12 +6779,151 @@ static boolean ui_vr_controls_mirrored(
return ui_vr_left_handed() && config_boolean("vr.mirror_controls");
}
/* Where a button the game's actions go on (HALO_VR_INPUT_*) is, as the
hands are set: its controller (0 the left, 1 the right) and its name,
short under its controller on the controls page, or full in the
options' rows. On the Quest A and B are on the right, X and Y on the
left, and mirrored the other way round; on the Steam Frame all four are
on the right, and mirrored the left D-pad takes them (down, left, right,
up). The sticks' clicks change sides with them; the grip is the weapon
hand's. */
static char const *ui_vr_input_name(
short input,
boolean full,
short *column)
{
static char const *const buttons[] = { "A", "B", "X", "Y" };
static char const *const quest_mirrored[] = { "X", "Y", "A", "B" };
static char const *const frame_mirrored[] = { "D-pad down", "D-pad left", "D-pad right", "D-pad up" };
boolean frame = halo_vr_controller_layout() == 1;
boolean mirrored = ui_vr_controls_mirrored();
short side;
char const *name;
switch (input)
{
case HALO_VR_INPUT_MOVE_STICK:
case HALO_VR_INPUT_TURN_STICK:
side = (short)((input == HALO_VR_INPUT_TURN_STICK) != (mirrored != 0));
name = full ? (side ? "Right stick click" : "Left stick click") : "Stick click";
break;
case HALO_VR_INPUT_GRIP:
side = (short)(ui_vr_left_handed() ? 0 : 1);
name = full ? (side ? "Right grip" : "Left grip") : "Grip";
break;
default:
input = (short)PIN(input, HALO_VR_INPUT_A, HALO_VR_INPUT_Y);
if (frame)
{
side = (short)(mirrored ? 0 : 1);
name = mirrored ? frame_mirrored[input] : buttons[input];
}
else
{
side = (short)((input <= HALO_VR_INPUT_B) != (mirrored != 0));
name = mirrored ? quest_mirrored[input] : buttons[input];
}
break;
}
if (column)
*column = side;
return name;
}
/* the game's actions on the buttons (HALO_VR_ACTION_*'s order): as the
options' rows name them, and in short (the Steam Frame's stick lines) */
static char const *const vr_action_names[HALO_VR_ACTION_COUNT] =
{
"Jump", "Light; held: grenades", "Action, reload", "Switch weapon", "Crouch", "Zoom", "Melee",
};
static char const *const vr_action_short_names[HALO_VR_ACTION_COUNT] =
{
"jump", "light", "action", "weapon", "crouch", "zoom", "melee",
};
/* an action moved to the next button or the one before: the action that
was there takes its old one (so that every action keeps a button) */
static void ui_vr_options_button_change(
short action,
short change)
{
short input = (short)halo_vr_action_input(action);
short wanted = (short)((input + change + HALO_VR_INPUT_COUNT) % HALO_VR_INPUT_COUNT);
short other;
for (other = 0; other < HALO_VR_ACTION_COUNT; other++)
{
if (other != action && halo_vr_action_input(other) == wanted)
config_write(halo_vr_action_setting(other), halo_vr_input_value(input));
}
config_write(halo_vr_action_setting(action), halo_vr_input_value(wanted));
}
static boolean ui_vr_options_buttons_default(
void)
{
short action;
for (action = 0; action < HALO_VR_ACTION_COUNT; action++)
{
if (halo_vr_action_input(action) != action)
return FALSE;
}
return TRUE;
}
static void ui_vr_options_buttons_reset(
void)
{
short action;
for (action = 0; action < HALO_VR_ACTION_COUNT; action++)
{
char text[32];
if (config_default(halo_vr_action_setting(action), text, sizeof(text)))
config_write(halo_vr_action_setting(action), text);
}
}
void platform_request_quit(void);
static real const vr_snap_angles[] = { 30.0f, 45.0f, 60.0f, 90.0f };
static real const vr_smooth_speeds[] = { 60.0f, 90.0f, 120.0f, 150.0f, 180.0f };
static real const vr_vignettes[] = { 0.0f, 0.35f, 0.7f, 1.0f };
static char const *const vr_vignette_names[] = { "Off", "Light", "Medium", "Strong" };
/* (in finer steps than they had: the old values among them) */
static real const vr_snap_angles[] = { 10.0f, 15.0f, 20.0f, 25.0f, 30.0f, 35.0f, 40.0f, 45.0f, 60.0f, 75.0f, 90.0f };
static real const vr_smooth_speeds[] = { 30.0f, 45.0f, 60.0f, 75.0f, 90.0f, 105.0f, 120.0f, 135.0f, 150.0f, 180.0f,
210.0f, 240.0f, 270.0f, 300.0f };
static real const vr_vignettes[] = { 0.0f, 0.15f, 0.25f, 0.35f, 0.5f, 0.6f, 0.7f, 0.85f, 1.0f };
/* the on-foot vignette's strengths (vr.foot_vignette_strength: the
vignettes' without Off), and vr.foot_vignette's values */
static real const vr_foot_vignette_strengths[] = { 0.15f, 0.25f, 0.35f, 0.5f, 0.6f, 0.7f, 0.85f, 1.0f };
static char const *const vr_foot_vignettes[] = { "off", "turning", "moving" };
static char const *const vr_foot_vignette_names[] = { "Off", "Smooth turns", "Moving, turning" };
static short ui_vr_options_foot_vignette(
void)
{
char const *mode = config_string("vr.foot_vignette");
short index;
for (index = 0; index < (short)NUMBEROF(vr_foot_vignettes); index++)
{
if (mode && strcmp(mode, vr_foot_vignettes[index]) == 0)
return index;
}
return 0;
}
/* a vignette's strength as the rows show it: Off, or how far it darkens */
static void ui_vr_options_vignette_text(
char *text,
size_t size,
real strength)
{
if (strength <= 0.0f)
snprintf(text, size, "Off");
else
snprintf(text, size, "%.0f%%", strength * 100.0f);
}
/* vr.body's values, and as the panel shows them */
static char const *const vr_bodies[] = { "arms", "hands", "off" };
static char const *const vr_body_names[] = { "Arms and hands", "Hands only", "Weapon only" };
@@ -6838,8 +7002,9 @@ static boolean ui_vr_options_screen(
{
struct widget_instance *screen = widget_globals.active_widgets[0];
/* (the Xbox's main menu, or the PC version's: vr.menus) */
return halo_vr_active() && screen && screen->name &&
/* (the Xbox's main menu, or the PC version's: vr.menus; off the
headset with debug.vr_options, to check the pages) */
return (halo_vr_active() || config_boolean("debug.vr_options")) && screen && screen->name &&
(main_menu_screen_is_active() || strstr(screen->name, "pause_game") != NULL ||
strcmp(screen->name, "main_menu") == 0);
}
@@ -6891,6 +7056,14 @@ static void ui_vr_options_change(
case _vr_option_vignette:
ui_vr_options_step("vr.comfort_vignette", vr_vignettes, NUMBEROF(vr_vignettes), change);
break;
case _vr_option_foot_vignette:
config_write("vr.foot_vignette", vr_foot_vignettes[(ui_vr_options_foot_vignette() + change +
(short)NUMBEROF(vr_foot_vignettes)) % (short)NUMBEROF(vr_foot_vignettes)]);
break;
case _vr_option_foot_vignette_strength:
ui_vr_options_step("vr.foot_vignette_strength", vr_foot_vignette_strengths,
NUMBEROF(vr_foot_vignette_strengths), change);
break;
case _vr_option_wheel: config_write_boolean("vr.vehicle_wheel", !config_boolean("vr.vehicle_wheel")); break;
case _vr_option_handedness: config_write("vr.handedness", ui_vr_left_handed() ? "right" : "left"); break;
case _vr_option_mirror_controls:
@@ -6928,6 +7101,9 @@ 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_buttons_reset:
ui_vr_options_buttons_reset();
break;
case _vr_option_controls:
ui_vr_options_globals.controls = TRUE;
ui_vr_options_globals.page = _vr_controls_on_foot;
@@ -6940,6 +7116,11 @@ static void ui_vr_options_change(
ui_vr_options_globals.quit_armed = TRUE;
break;
}
if (ui_vr_options_globals.selection >= _vr_option_button_first &&
ui_vr_options_globals.selection <= _vr_option_button_last)
{
ui_vr_options_button_change((short)(ui_vr_options_globals.selection - _vr_option_button_first), change);
}
ui_play_audio_feedback_sound(_ui_audio_feedback_forward);
}
@@ -7056,7 +7237,8 @@ static boolean ui_vr_options_take_event(
{
ui_vr_options_change(1);
}
else if (change && ui_vr_options_globals.selection != _vr_option_controls)
else if (change && ui_vr_options_globals.selection != _vr_option_controls &&
ui_vr_options_globals.selection != _vr_option_buttons_reset)
{
ui_vr_options_change(change);
}
@@ -7113,10 +7295,11 @@ static boolean ui_vr_options_take_pointer(
{
short page = ui_vr_options_page_of(ui_vr_options_globals.selection, NULL);
if (pointer->left_clicks && y >= 68 && y < 88 && x >= 330 && x < 514)
if (pointer->left_clicks && y >= 68 && y < 88 && x >= VR_OPTIONS_TABS_LEFT && x < VR_OPTIONS_TABS_RIGHT)
{
/* (a tab: its page) */
short tab = (short)PIN((x - 330) / 92, 0, NUMBER_OF_VR_OPTION_PAGES - 1);
short tab = (short)PIN((x - VR_OPTIONS_TABS_LEFT) / VR_OPTIONS_TAB_WIDTH, 0,
NUMBER_OF_VR_OPTION_PAGES - 1);
if (tab != page)
{
@@ -7196,6 +7379,77 @@ static void ui_vr_controls_add(
}
}
/* the action on a button (vr.button_*; the swaps keep one on each) */
static short ui_vr_input_action(
short input)
{
short action;
for (action = 0; action < HALO_VR_ACTION_COUNT; action++)
{
if (halo_vr_action_input(action) == input)
return action;
}
return input;
}
/* in a vehicle: the action button gets in and out, the light's is the
flashlight */
static void ui_vr_controls_add_vehicle_actions(
struct ui_vr_controls_column columns[2])
{
short column;
char const *name = ui_vr_input_name((short)halo_vr_action_input(HALO_VR_ACTION_ACTION), FALSE, &column);
ui_vr_controls_add(&columns[column], name, "Get in, get out");
name = ui_vr_input_name((short)halo_vr_action_input(HALO_VR_ACTION_LIGHT), FALSE, &column);
ui_vr_controls_add(&columns[column], name, "Flashlight");
}
/* an action's line under the controller its button is on (vr.button_*), as
the Quest's page words it or, shorter, the Steam Frame's (whose page has
more lines) */
static void ui_vr_controls_add_action(
struct ui_vr_controls_column columns[2],
short action,
boolean frame)
{
/* (one action is held: its name lives on with the column) */
static char held[24];
short column;
char const *name = ui_vr_input_name((short)halo_vr_action_input(action), FALSE, &column);
switch (action)
{
case HALO_VR_ACTION_LIGHT:
if (frame)
{
ui_vr_controls_add(&columns[column], name, "Light; held: grenades");
}
else
{
snprintf(held, sizeof(held), "%s held", strcmp(name, "Stick click") == 0 ? "Click" : name);
ui_vr_controls_add(&columns[column], name, "Flashlight");
ui_vr_controls_add(&columns[column], held, "Switch grenades");
}
break;
case HALO_VR_ACTION_MELEE:
if (frame)
{
ui_vr_controls_add(&columns[column], name, "Melee (or punch)");
}
else
{
ui_vr_controls_add(&columns[column], name, "Melee (or punch");
ui_vr_controls_add(&columns[column], "", "forward)");
}
break;
default:
ui_vr_controls_add(&columns[column], name, vr_action_names[action]);
break;
}
}
static void ui_vr_controls_column_render(
short x,
short y,
@@ -7264,26 +7518,27 @@ static void ui_vr_controls_render(
{
/* the Steam Frame's controllers: A, B, X, Y and a menu button on the
right one, a D-pad and a View button on the left one; mirrored, the
D-pad does what A, B, X and Y do (down, left, right, up) */
char const *jump = mirrored ? "D-pad down" : "A";
char const *light = mirrored ? "D-pad left" : "B";
char const *act = mirrored ? "D-pad right" : "X";
char const *weapon = mirrored ? "D-pad up" : "Y";
short buttons = mirrored ? 0 : 1;
D-pad does what A, B, X and Y do (down, left, right, up). The sticks'
clicks on the sticks' lines, to keep to the page's lines */
static char move_line[32], turn_line[32];
switch (ui_vr_options_globals.page)
{
case _vr_controls_on_foot:
ui_vr_controls_add(&columns[move], "Stick", "Move; click: crouch");
ui_vr_controls_add(&columns[turn], "Stick", "Turn; click: zoom");
snprintf(move_line, sizeof(move_line), "Move; click: %s",
vr_action_short_names[ui_vr_input_action(HALO_VR_INPUT_MOVE_STICK)]);
snprintf(turn_line, sizeof(turn_line), "Turn; click: %s",
vr_action_short_names[ui_vr_input_action(HALO_VR_INPUT_TURN_STICK)]);
ui_vr_controls_add(&columns[move], "Stick", move_line);
ui_vr_controls_add(&columns[turn], "Stick", turn_line);
ui_vr_controls_add(&columns[gun], "Trigger", "Fire");
ui_vr_controls_add(&columns[free_column], "Trigger", "Grenade: hold, throw");
ui_vr_controls_add(&columns[gun], "Grip", "Melee (or punch)");
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_GRIP), TRUE);
ui_vr_controls_add(&columns[free_column], "Grip", "Weapon in both hands");
ui_vr_controls_add(&columns[buttons], jump, "Jump");
ui_vr_controls_add(&columns[buttons], light, "Light; held: grenades");
ui_vr_controls_add(&columns[buttons], act, "Action, reload");
ui_vr_controls_add(&columns[buttons], weapon, "Switch weapon");
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_A), TRUE);
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_B), TRUE);
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_X), TRUE);
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_Y), TRUE);
ui_vr_controls_add(&columns[mirrored ? 0 : 1], "Bumper", "Flashlight");
ui_vr_controls_add(&columns[mirrored ? 1 : 0], "Bumper", "Switch grenades");
ui_vr_controls_add(&columns[0], "View", "Scores");
@@ -7302,8 +7557,7 @@ static void ui_vr_controls_render(
ui_vr_controls_add(&columns[gun], "Trigger", "Fire");
ui_vr_controls_add(&columns[free_column], "Trigger", "Second weapon");
ui_vr_controls_add(&columns[free_column], "", "(Banshee, tank)");
ui_vr_controls_add(&columns[buttons], act, "Get in, get out");
ui_vr_controls_add(&columns[buttons], light, "Flashlight");
ui_vr_controls_add_vehicle_actions(columns);
break;
default:
ui_vr_controls_add(&columns[0], "Stick", "Choose");
@@ -7322,27 +7576,22 @@ static void ui_vr_controls_render(
/* the Quest's: A and B on the right controller, X, Y and the menu
button on the left; mirrored, X and Y do what A and B do, and the
other way round */
short jumps = mirrored ? 0 : 1;
short acts = (short)(1 - jumps);
switch (ui_vr_options_globals.page)
{
case _vr_controls_on_foot:
ui_vr_controls_add(&columns[move], "Stick", "Move");
ui_vr_controls_add(&columns[move], "Stick click", "Crouch");
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_MOVE_STICK), FALSE);
ui_vr_controls_add(&columns[turn], "Stick", "Turn");
ui_vr_controls_add(&columns[turn], "Stick click", "Zoom");
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_TURN_STICK), FALSE);
ui_vr_controls_add(&columns[gun], "Trigger", "Fire");
ui_vr_controls_add(&columns[gun], "Grip", "Melee (or punch");
ui_vr_controls_add(&columns[gun], "", "forward)");
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_GRIP), FALSE);
ui_vr_controls_add(&columns[free_column], "Trigger", "Grenade: hold it,");
ui_vr_controls_add(&columns[free_column], "", "let go as you throw");
ui_vr_controls_add(&columns[free_column], "Grip", "Weapon in both hands");
ui_vr_controls_add(&columns[jumps], jumps ? "A" : "X", "Jump");
ui_vr_controls_add(&columns[jumps], jumps ? "B" : "Y", "Flashlight");
ui_vr_controls_add(&columns[jumps], jumps ? "B held" : "Y held", "Switch grenades");
ui_vr_controls_add(&columns[acts], acts ? "A" : "X", "Action, reload");
ui_vr_controls_add(&columns[acts], acts ? "B" : "Y", "Switch weapon");
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_A), FALSE);
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_B), FALSE);
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_X), FALSE);
ui_vr_controls_add_action(columns, ui_vr_input_action(HALO_VR_INPUT_Y), FALSE);
ui_vr_controls_add(&columns[0], "Menu", "Pause");
ui_vr_controls_note(320, wrist_note);
ui_vr_controls_note(340, "Scope: zoom, and look through the disc above the weapon.");
@@ -7355,8 +7604,7 @@ static void ui_vr_controls_render(
ui_vr_controls_add(&columns[gun], "Trigger", "Fire");
ui_vr_controls_add(&columns[free_column], "Trigger", "Second weapon");
ui_vr_controls_add(&columns[free_column], "", "(Banshee, tank)");
ui_vr_controls_add(&columns[acts], acts ? "A" : "X", "Get in, get out");
ui_vr_controls_add(&columns[jumps], jumps ? "B" : "Y", "Flashlight");
ui_vr_controls_add_vehicle_actions(columns);
break;
default:
ui_vr_controls_add(&columns[0], "Stick", "Choose");
@@ -7373,6 +7621,9 @@ static void ui_vr_controls_render(
ui_vr_controls_column_render(right, y, &columns[1]);
switch (ui_vr_options_globals.page)
{
case _vr_controls_on_foot:
/* (its notes are with its lines, above) */
break;
case _vr_controls_vehicles:
ui_vr_controls_note(300, "Warthog: grip the wheel with one hand or both and turn it.");
ui_vr_controls_note(320, left_handed ? "Holding it, the left trigger accelerates, the right one brakes" :
@@ -7429,15 +7680,15 @@ static void ui_vr_options_render(
ui_join_code_draw_quad(110, 62, 530, 396, 0xFF050A18);
ui_join_code_draw_quad(110, 62, 530, 64, 0xFF3A6EA5);
ui_join_code_draw_quad(110, 394, 530, 396, 0xFF3A6EA5);
ui_join_code_draw_text(126, 330, 72, "VR OPTIONS", FALSE, 0, &title_color);
ui_join_code_draw_text(126, VR_OPTIONS_TABS_LEFT, 72, "VR OPTIONS", FALSE, 0, &title_color);
/* (the pages' tabs, beside the title) */
for (tab = 0; tab < NUMBER_OF_VR_OPTION_PAGES; tab++)
{
short x0 = (short)(330 + tab * 92);
short x0 = (short)(VR_OPTIONS_TABS_LEFT + tab * VR_OPTIONS_TAB_WIDTH);
if (tab == page)
ui_join_code_draw_quad(x0, 68, (short)(x0 + 88), 88, 0x803A6EA5);
ui_join_code_draw_text(x0, (short)(x0 + 88), 72, vr_option_page_names[tab], FALSE, 2,
ui_join_code_draw_quad(x0, 68, (short)(x0 + VR_OPTIONS_TAB_WIDTH - 4), 88, 0x803A6EA5);
ui_join_code_draw_text(x0, (short)(x0 + VR_OPTIONS_TAB_WIDTH - 4), 72, vr_option_page_names[tab], FALSE, 2,
tab == page ? &text_color : &dim_color);
}
for (row = 0; row < ui_vr_options_page_rows(page); row++)
@@ -7467,10 +7718,23 @@ static void ui_vr_options_render(
unused = !smooth;
break;
case _vr_option_vignette:
label = "Vehicle comfort vignette";
snprintf(value, sizeof(value), "%s", vr_vignette_names[ui_vr_options_nearest(
label = "Vehicle vignette";
ui_vr_options_vignette_text(value, sizeof(value), vr_vignettes[ui_vr_options_nearest(
(real)config_real("vr.comfort_vignette"), vr_vignettes, NUMBEROF(vr_vignettes))]);
break;
case _vr_option_foot_vignette:
label = "On-foot vignette";
snprintf(value, sizeof(value), "%s", vr_foot_vignette_names[ui_vr_options_foot_vignette()]);
/* (smooth turns alone, with snap turning: nothing to darken) */
unused = ui_vr_options_foot_vignette() == 1 && !smooth;
break;
case _vr_option_foot_vignette_strength:
label = "On-foot vignette strength";
ui_vr_options_vignette_text(value, sizeof(value), vr_foot_vignette_strengths[ui_vr_options_nearest(
(real)config_real("vr.foot_vignette_strength"), vr_foot_vignette_strengths,
NUMBEROF(vr_foot_vignette_strengths))]);
unused = ui_vr_options_foot_vignette() == 0;
break;
case _vr_option_wheel:
label = "Warthog steering wheel";
snprintf(value, sizeof(value), "%s", config_boolean("vr.vehicle_wheel") ? "On" : "Off (stick)");
@@ -7537,12 +7801,26 @@ static void ui_vr_options_render(
snprintf(value, sizeof(value), "%.0f%%", scale * 100.0f);
break;
}
case _vr_option_buttons_reset:
label = "Reset buttons to defaults";
unused = ui_vr_options_buttons_default();
break;
case _vr_option_controls:
label = "Controller buttons...";
break;
default:
if (option >= _vr_option_button_first && option <= _vr_option_button_last)
{
short action = (short)(option - _vr_option_button_first);
label = vr_action_names[action];
snprintf(value, sizeof(value), "%s", ui_vr_input_name((short)halo_vr_action_input(action), TRUE,
NULL));
}
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)
@@ -7556,7 +7834,26 @@ static void ui_vr_options_render(
ui_join_code_draw_text(330, 512, y, shown, FALSE, 1, unused ? &dim_color : &text_color);
}
}
if (page == 1)
if (page == _vr_options_page_comfort)
{
/* (what the vignettes do) */
ui_join_code_draw_text(128, 512, 248, "The vignette darkens the view from its edges while the", FALSE, 0,
&dim_color);
ui_join_code_draw_text(128, 512, 266, "game moves you: in a vehicle as it turns you; on foot, if", FALSE, 0,
&dim_color);
ui_join_code_draw_text(128, 512, 284, "on, as the sticks turn you smoothly (and move you).", FALSE, 0,
&dim_color);
}
if (page == _vr_options_page_buttons)
{
/* (what the buttons' rows do) */
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, 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)
{
/* (what the graphics rows do) */
ui_join_code_draw_text(128, 512, 230, "Graphics: Medium and Low leave effects out (shadows,", FALSE, 0,
+8 -1
View File
@@ -31,7 +31,14 @@ enum
RASTERIZER_MAXIMUM_TRIANGLES_PER_TRIANGLE_BUFFER = 24576,
RASTERIZER_MAXIMUM_DEBUG_PRIMITIVES = 131072,
RASTERIZER_MAXIMUM_DEBUG_VERTICES = 393216,
RASTERIZER_MAXIMUM_TRANSPARENT_GEOMETRY_GROUPS = 384,
/* port: the Xbox's 384 groups a window (each a model's transparent part,
a particle system, a contrail, a light volume, a window's or water's
surface) are spent in games of 30 and more players, and whatever is
submitted after the last is dropped, the structure's glass and water
and the particles first (render_window submits the objects before
them). Their indices are shorts, the pending flags a bit vector of
this size: 2048 groups take 320 KB. */
RASTERIZER_MAXIMUM_TRANSPARENT_GEOMETRY_GROUPS = 2048,
RASTERIZER_MAXIMUM_TRANSPARENT_GEOMETRY_GROUPS2 = 32,
RASTERIZER_MAXIMUM_DYNAMIC_TRIANGLES = 32768,
RASTERIZER_MAXIMUM_DYNAMIC_TRIANGLE_BUFFERS = 1024,
@@ -150,6 +150,7 @@ typedef char transparent_geometry_group_cortana_hack_offset_assert[
/* ---------- prototypes */
static void rasterizer_sort_external(
void);
void platform_log(char const *format, ...);
/* ---------- globals */
@@ -162,6 +163,9 @@ static long transparent_geometry_group_count = 0;
static long transparent_geometry_group_count2 = 0;
static short *transparent_geometry_group_sorted_indices = NULL;
static short transparent_geometry_next_group_sorted_index = 0;
/* port: the most groups a window has had, logged as it passes the Xbox's
384 and every 128 beyond (rasterizer.h) */
static long transparent_geometry_group_count_logged = 384;
/* ---------- public code */
@@ -200,6 +204,12 @@ boolean rasterizer_transparent_geometry_initialize(
void rasterizer_transparent_geometry_begin(
void)
{
if (transparent_geometry_group_count>transparent_geometry_group_count_logged)
{
platform_log("rasterizer: %ld transparent geometry groups in a window (the Xbox had room for 384, the port %d)",
transparent_geometry_group_count, RASTERIZER_MAXIMUM_TRANSPARENT_GEOMETRY_GROUPS);
transparent_geometry_group_count_logged = (transparent_geometry_group_count/128 + 1)*128;
}
transparent_geometry_group_count = 0;
transparent_geometry_next_group_sorted_index = 0;
memset(transparent_geometry_group_pending_flags, 0,
+167
View File
@@ -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()
+59
View File
@@ -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())