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Releases: ChupathingyCE/warthog-switch
Release list
0.8.0h (build 5)
ChupaThingyCE 0.8.0h on the Switch, the first release without a beta mark.
- The game at upstream's main d7fafc81: the eight speedups the port carried (the dynamic light limits, the particle limit and the once-a-tick particles, the player names' line of sight once a tick, the small blurs drawn on copies, the LRU caches' walk left out of release builds, a client's 32 KB stream reads, the sound mixer no longer waiting on the game's thread, 16 storages for the dynamic vertex buffers) are upstream's own now, with the light limits and the once-a-tick particles as console defaults.
- Cheats and settings from an Ultrahand overlay: with hardran3's OpenCE-Ultrahand package installed (Ultrahand 2.5.3 or later), the game takes the package's commands, answers them, and keeps its flags; the main menu says "Ultrahand Overlay present and enabled" when the package is there. game.overlay_commands turns it off.
- The game's messages are drawn on the main menu (game.terminal_output, "menus" on the Switch), where before none showed.
- The host's log is quieter: musl's terminal probe is no longer written down for every file opened.
Install: unpack halo-switch-release.zip over the card's switch/ChupaThingyCE folder, or let an installed numbered build update itself.
Version: 0.8.0h (build 5)
Commit: 87d643c
Build: https://github.com/ChupathingyCE/warthog-switch/actions/runs/40139854703
The release build is for playing; the debug build stops at the first failed assertion and logs it.
0.8.0h-beta4 (build 4)
The game at 0.8.0h, faster firefights, and smoother sound and internet play.
- The game is Chupathingy's main of 2026-10-24, version 0.8.0h: OpenCE network versions 33 to 38 joined and hosted, each host's version shown in Online Games, Chupathingy's own broker, Bomb and Grifball, loading screen times opt-in, the main menu's attract mode. Checkpoints, cutscene skips and the dynamic lights are fixed by upstream's own change now.
- Performance in the game: the 8 largest dynamic lights light the level and the 2 largest add specular; at most 2048 particles alive, moved once a tick as on the Xbox; player names test an enemy's line of sight once a tick; a blur drawn small keeps its sharpness; a client reads its host's stream 32 KB at a time; release builds skip a cache check. Carried as overrides of the game's files until upstream has them (pull requests #450 to #457 there).
- Sound: the mixer and the game thread no longer wait on each other.
- Internet play on the console: receives no longer block the game thread (8 socket service sessions, a socket watched by a thread of its own).
- The boot no longer hangs on a black screen with interpolation off; no more "Restart to get a 512 MB memory window" at the start; the log reports the process's memory every 30 s.
Version: 0.8.0h-beta4 (build 4)
Commit: fbb42e2
Build: https://github.com/ChupathingyCE/warthog-switch/actions/runs/40130736267
The release build is for playing; the debug build stops at the first failed assertion and logs it.
0.8.0d-beta3 (build 3)
Checkpoints, cutscene skips and dynamic lights fixed.
- Dying resumes from the last checkpoint instead of starting the map over.
- Pressing A during a cutscene drops into the level instead of restarting it.
- The flashlight, the Warthog headlights and plasma glow are back.
One cause for all three: the address of a data array's elements was stored untranslated on the Switch, so the saved game was refused and the lights array emptied at every map start. The fix is on its way upstream (ChupathingyCE/chupathingyce#441) and carried here meanwhile as the first override of the game's files (port/switch/overrides).
Version: 0.8.0d-beta3 (build 3)
Commit: ae39896
Build: https://github.com/ChupathingyCE/warthog-switch/actions/runs/39994629483
The release build is for playing; the debug build stops at the first failed assertion and logs it.
0.8.0d-beta2 (build 2)
ChupaThingyCE on the Nintendo Switch, 0.8.0d beta 2
- Video Setup's RESOLUTION LIMIT and DYNAMIC RESOLUTION now work: the game draws at 720 lines in handheld and up to 1080 docked, as the row says. Every build before this one drew at 480 lines whatever was chosen.
- A console whose clock is wrong is told so at the start, with the console's time and the real one: internet play lists no games while the clock is more than an hour off.
- A start that cleans up a large shader cache takes a fraction of a second instead of half a minute.
Version: 0.8.0d-beta2 (build 2)
Commit: a6adcb9
Build: https://github.com/ChupathingyCE/warthog-switch/actions/runs/39909509907
The release build is for playing; the debug build stops at the first failed assertion and logs it.
0.8.0d-beta1 (build 1)
The first beta version of ChupaThingyCE on the Nintendo Switch.
Version: 0.8.0d-beta1 (build 1)
Commit: 7e75e15
Build: https://github.com/ChupathingyCE/warthog-switch/actions/runs/39898443737
The release build is for playing; the debug build stops at the first failed assertion and logs it.