The updater's receiver starts the game on MY_PACKAGE_REPLACED. On a shared headset every install of the VR APK then launched Halo in a new task, and SteamVR quit whichever scene app was running for it. The VR flavor's manifest removes the receiver.
Android
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.
The game shows its graphics with OpenGL ES 3. It plays sound through SDL3 (AAudio). It accepts input from game controllers, for example a PlayStation 5 DualSense on Bluetooth. The app needs Android 9 (API 28) or later. It operates on 64-bit-only devices, for example the Pixel 9 Pro XL.
The Android build uses the platform layer of the Linux build
(port/linux/src). Refer to port/linux/README.md.
Requirements
You do not need the Xbox SDK. You need the tools of the Linux build (Python, ninja) and these items:
- A clang with the
arm64_32target, for example the clang of the system. The option--android-guest-ccofconfigure.pyselects a different compiler. - The Android NDK.
configure.pylooks for it inANDROID_NDK_HOME, then in$ANDROID_HOME/ndk,~/Android/Sdk/ndkand/opt/android-sdk/ndk. The option--android-ndkselects a different NDK. - CMake, and a JDK 17 or later for Gradle.
- A network connection for the first build.
configure.pydownloads musl 1.2.5 and SDL 3.4.16 tobuild/android/third_party. Gradle downloads the Android Gradle Plugin.
Build and install the app
- Go to the root folder of the repository.
- Enter
python configure.py. - Enter
ninja android_apk. - Connect the device with adb.
- Enter
adb install -r port/android/app/build/outputs/apk/debug/app-debug.apk.
ninja android builds only the game image and the native libraries.
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.
To install the data with the app:
- Copy the disc image to the phone.
- Start the app.
- Push the button. The file picker of the system opens.
- Select the disc image.
- Wait while the app extracts the data (approximately 1.8 GB). Then the game starts.
- You can delete the disc image.
To install the data from a computer:
- Start the app one time. The app makes its folders.
- Enter
adb push <folder>/. /sdcard/Android/data/com.halo.decomp/files/.
| Item | Location in /sdcard/Android/data/com.halo.decomp/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.
Controls
The game reads controllers through the gamepad functions of SDL3. All the controllers that Android knows operate. The first controller is player 1. The other controllers are players 2 to 4 (split screen). The buttons agree with the positions on the Xbox controller:
| DualSense | Xbox | Function in the game |
|---|---|---|
| left stick, right stick | left stick, right stick | move, look |
| R2 | right trigger | fire |
| L2 | left trigger | throw a grenade |
| Cross | A | jump, accept |
| Circle | B | melee, back |
| Square | X | action, reload |
| Triangle | Y | change the weapon |
| L1 | white | flashlight |
| R1 | black | change the grenade |
| L3, R3 | left and right stick clicks | crouch, zoom |
| D-pad | D-pad | |
| Options | start | pause menu |
| Create | back |
The controller gets the rumble. The back gesture of Android is the B button. A Bluetooth or USB keyboard operates as on Linux. The screen does not accept touch input.
Settings
The settings are in config.toml in the data folder of the app. To change
them:
- Enter
adb pull /sdcard/Android/data/com.halo.decomp/files/config.toml. - Change the file.
- Enter
adb push config.toml /sdcard/Android/data/com.halo.decomp/files/.
At the first start, the game writes the file with the default values. To get the default values again, delete the file.
The settings are the settings of Linux, without the window, the mouse and the paths. Refer to port/linux/README.md. These settings are only for Android:
| Setting | Function |
|---|---|
display.screen_width |
The number of columns of the 480-line picture. 0 (the default): the shape of the display (1068 on a 20:9 phone). 640: the 4:3 shape of the Xbox. |
debug.sample_seconds |
Refer to "Find problems". |
Internet play
Internet play operates as on Linux, but without Discord. When the game hosts a system link game, it puts the invite link on the clipboard and shows a notice.
To join a game, do one of these steps:
- Open the link. The app is the handler of
halo://join/...links. If the game does not operate, the app starts it. The app writes the link tofiles/join_link.txt, and the game reads it. - Copy the link and go to the game.
On the local network:
- The game uses the address of the Wi-Fi (or of the hotspot of the phone), not the address of the mobile data.
- The app holds a Wi-Fi multicast lock while the game operates. Some phones otherwise drop the broadcasts that find system link games.
Keep the game in the front during a network game. When the app goes to the background, Android stops the game. After 15 seconds the other machines drop it, and when it hosts, its players leave.
Updates
The app from GitHub Actions can update itself, as on Linux (refer to "Updates" in port/linux/README.md). When you select "Yes":
- The app downloads the new version.
- The package installer of Android opens. At the first update, Android asks you to let Halo install apps. Allow it.
- Select "Update". Android replaces the app.
- 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
that build before you install a new build. Removing the app deletes its data
folder: first make a copy of maps/ and save/.
Widescreen
The game shows 480 lines in the shape of the display, not the 640x480 of the Xbox:
- The 3D view is wider. The camera keeps the vertical field of view.
- The HUD stays at the edges of the screen.
- The menus, the loading bar and the screens after a game have 640 columns, at the center of the screen.
- Black bars and fades cover all of the screen, and so do the menus' dims and backgrounds (the pause menu's dim, dialogs, the menus' gradient).
The changes are in #ifdef HALO_ANDROID in rasterizer_xbox.c, render.c,
ui_widget.c, cinematics.c, main.c and
rasterizer_xbox_screen_effect.c.
How the port operates
ILP32 code
The data of the game contains 32-bit pointers. The cache files have the layout of the Xbox memory. The saved games are copies of the memory. Direct3D resources contain 32-bit physical addresses. Current Android devices cannot execute 32-bit ARM code. 64-bit pointers change the layout of the structures that the game reads from its files.
Thus the game is ILP32 AArch64 code: 64-bit ARM instructions with 32-bit
int, long and pointers, in a 64-bit app.
The guest image
The guest is the game, the platform layer and a small runtime:
- clang compiles the guest for
arm64_32-apple-watchos, the only ILP32 AArch64 target of clang. The options-U__APPLE__and-fno-define-target-os-macroshide the Darwin environment. tools/android_asm_convert.pychanges the Mach-O assembly to ELF assembly.- The AArch64 assembler makes the objects.
ld.lldlinks the objects withguest/guest.ldto a static image,build/android/halo_guest.elf, at a fixed address above the Xbox memory (include/halo_android_abi.h).
The APK contains the image as an asset.
The C library of the guest is a part of musl for a new arm64_32
architecture (guest/libc/arch/arm64_32). It has ILP32 types and a 32-bit
time_t, as in the MSVC runtime of the game. Its system calls go to the
host (syscall_arch.h). guest/runtime/guest_thread.c makes the threads
and supplies the thread pointer and TLS.
The host library
libmain.so is an arm64 NDK library. The activity of SDL3 starts it
(app/.../HaloActivity.java). The host library:
- Reserves the address space of the guest below 4 GB: the Xbox memory at
0x80000000, the image, and pools for the memory of the guest (host/host_memory.c). - Loads the image and fills its import table (
host/host_loader.c). - Starts the
mainof the game and each guest thread on a stack in guest memory, because ILP32 code keeps stack addresses in 32-bit registers (host/host_thread.c). - Gives the audio callback of SDL to a thread with a guest stack
(
host/host_sdl.c). - Does the calls of the guest: system calls (
host/host_syscall.c), SDL (host/host_sdl.c), OpenGL ES (host/host_gl.c), and the file and socket functions ofport/linux/src/posix_*.c.
The guest calls the host through stubs (tools/android_imports.py). The
two ABIs use the same registers for 32-bit integers, floats and pointers.
tools/android_gl_stubs.py makes the OpenGL ES stubs from
port/linux/src/gl.h. tools/android_posix_stubs.py makes the stubs of the
posix_* functions, which copy the errno of the host.
OpenGL ES
The renderer (port/linux/src/d3d8_gl.c) uses OpenGL ES 3.0, and some
functions of OpenGL ES 3.2 if they are available:
- The vertex shaders flip y and change the depth range from 0..1. The front face winding is inverted.
- BGRA textures go to the GPU as RGBA with a swizzle. If the driver has no S3TC (Mali GPUs), the CPU decodes the DXT textures.
- The pixel shaders apply the LOD bias of the sampler.
- The upload changes the byte order of
D3DCOLORvertex attributes. - Dynamic vertex and index data goes into a ring of three buffers, one for each frame. On Mali, other methods used too much memory.
- On OpenGL ES 3.2, indexed draws use a base vertex. Before 3.2, the CPU changes the indices.
- On OpenGL ES 3.1 and later, the visibility tests (lens flares) count samples with an atomic counter, as the NV2A did. OpenGL ES 3.0 tells only if a sample is visible.
Calling conventions
Some files of the game declare a function differently from its definition, or call a function without a prototype. On 32-bit x86, this has no effect. The guest ABI passes floating-point arguments in their own registers and variadic arguments on the stack. Thus such a call gives incorrect values.
tools/android_abi_check.py compares each declaration with its definition
in the LLVM IR. The problems are repaired:
hs.cdeclared the red component of the script fades aslong.- Some files call
error,console_printforterminal_printfwithout a prototype.include/halo_android_variadic_prototypes.hgives the prototypes.
guest/runtime/guest_misc.c supplies the Darwin library functions that the
target calls (__sincos_stret, __exp10f). The guest compiles without
floating-point contraction, as on x86.
Game source changes
The x86 inline assembly is replaced by C (refer to
port/linux/README.md).
These changes are in #ifdef HALO_ANDROID:
- Seven
#pragma bss_seg(".bss")lines are removed. The Darwin target does not accept them. - A stack walker follows the AArch64 frame records. Thus the log of an
assertion (
debug.txt) shows the call sites.
The musl of the guest uses its C math, not the AArch64 assembly. The only assembly of the port is necessary:
- The import stubs. A 32-bit guest cannot keep or go to a 64-bit host address.
- The symbol aliases in
guest/libc/src_include/features.h. The Darwin target does not accept alias attributes.
Find problems
- Enter
adb logcat -s haloto see the log of the port and the errors of the game.files/debug.txtis the log of the game. - If the guest code stops, the log shows the registers and the frame chain.
To find the functions, enter
llvm-symbolizer --obj=build/android/halo_guest.elf <address>. - Set
sample_seconds = <seconds>in[debug]ofconfig.toml. The log then shows the program counter and the frame chain of each guest thread at this interval. This finds hangs on devices without root access. - Set
gl_debug = truein[debug]ofconfig.toml. The log then shows the OpenGL ES errors.
Limits
- Bink video is not available. The game skips the movies.
- The device must let the app reserve the fixed guest addresses, from
0x80000000to approximately0x89000000. If the addresses are not available, the app shows a message. - The game does not accept touch input. Use a controller or a keyboard.
- Kernels with 16 KB pages (a developer option of Android 15) do not operate. The Xbox memory uses 4 KB pages.