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Releases: moistman42069/HaloCE-DecompRemix-VR-PC-Android

Halo CE Quest VR + Android 1.0.37 — Controls & Campaign Update

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@moistman42069 moistman42069 released this 15 Oct 11:48

Halo CE Quest VR + Android 1.0.37

FOR MULTIPLAYER: MUST BE ON WI-FI

⚠️ LARGE RELEASE — MANY NEW FEATURES. PLEASE READ.

Several VR systems need more headset testing and may be inconsistent: fist combat, projectile deflection/parrying, sliding, parkour, physical reload, bullet time, ragdolls and NPC/object interaction, and immersive vehicle controls. Broad user-supplied mod support also remains work in progress. Project Lumoria and SPV1 have specific supported setup paths; this does not mean every mod works. Try optional features individually and report what works as well as what fails.

The MCC map path and The Altheros Experience are experimental. MCC's damaged-disc lookup was repaired in code but still needs headset confirmation. Altheros script handling was improved, but the next level-loading stage has not yet been confirmed on a device. Automated checks are not device acceptance.

Public release v1.0.37 · supplied Test70 APKs · Android version code 82 · OpenCE Build 206 / network 29

This is a cumulative public update from v1.0.31. It includes the intervening private Test65–Test70 work and refinements, while retaining the previous release and tag.

1. Installation and updating

Device Download
Android phone/tablet — flat play HaloCE-Android-1.0.37.apk
Meta Quest — standalone VR HaloCE-Quest-1.0.37.apk

Both APKs are ARM64 and require Android 9 / API 28 or newer. Enable Developer Mode on Quest and sideload with SideQuest or ADB. On Android, open the downloaded APK and allow installation from that source if asked.

Updating: use the launcher's project updater or install the matching edition above over the existing app. Do not uninstall the old app or clear its data if you want to preserve app-held saves, settings, imported maps and profiles. Package IDs and signing certificate are unchanged. The public version is v1.0.37; the APK's Android identity is 1.0.37-test70 / version code 82. Android will ask you to approve the install. compatibility.json accompanies the release for the updater; users do not install it themselves.

New installations need the player's own complete supported Xbox Halo CE ISO/XISO or extracted files, imported through Game files & versions. No Halo game data, campaign maps or mod assets are bundled.

2. New features and major changes

Launcher and campaigns

  • What's New opens after an app update, lists the named changes and can be reopened from the launcher.
  • Campaign choices now show support status. SPV1 and Project Lumoria have supported setup paths. The Altheros Experience and Halo 1 MCC maps remain experimental.
  • Project Lumoria can be prepared and imported from a user-supplied ZIP or folder, checked against expected file sizes and hashes, installed beside the original campaign, then restored/switched through the campaign launcher. Use its lumoria_a entry to start. It needs the required Custom Edition resource maps. This guided path does not imply every mod is compatible.
  • The cause of the MCC “problem with the disc” lookup was identified and the missing GulchCE cache-map hooks restored. This path still needs headset confirmation and remains labelled experimental.
  • The Altheros script loader now recognizes OpenSauce calls used by the supplied campaign scripts. VISR/bloom scripting calls are accepted but their post-processing effects are not rendered by this build. The next large-model loading step remains unverified on device.

Controls and input changes

VR SETTINGS → BUTTONS now edits a selected action without silently rearranging other actions:

  • Press A or left/right on a row to choose an input; nothing is written until confirmation.
  • If another action already uses that input, choose CANCEL, SWAP, CLEAR or BOTH. Every gameplay action can be set to NONE.
  • RESET CONTROLS appears at the top and bottom. Context marks show actions that are currently unavailable (*) or shared (+), with an explanation line. Menu navigation remains separately available.
  • MIRROR BUTTONS can place face-button actions on the gun hand in left-handed play without rewriting saved logical bindings. Stick clicks remain with their sticks.
  • The Button Sprint restore-mask fix retains PUSH TO TALK when sprint temporarily owns the left-stick click.

Weapons, reloads and hands

  • Locked weapon holsters: grip at a holster to stow a locked weapon; grip at it again to draw. Empty hands can be used for interactions where the mode permits.
  • Needler manual reload: with manual reload enabled, four deliberate shake strokes within about 1.2 seconds start its native reload. The regular reload input still works. Small aiming/walking motion is filtered.
  • Shake cooling is an optional solo feature: deliberate strokes cool a hot plasma weapon faster (about 1.5×–3×); tiny movement does not. It is off by default and does not change multiplayer cooling.
  • Empty SPNKR tubes can fire once seated instead of waiting for the bar. The flamethrower canister is ready once seated. Empty magazine weapons and the shotgun still require normal charging/pumping; a gun hand receives periodic feedback while charging remains owed. Native ammo commit behavior is retained.
  • Pistol and Assault Rifle magazine fit positions now place the magazine in the closing hand; the accepted Sniper pose is unchanged. Left-hand lettered weapons (rocket launcher, Sniper, shotgun and pistol) are mirrored back as a whole so the markings read correctly. Left-hand reload paths share the same hand-agnostic pouch, pose and haptic behavior.
  • Existing manual reload remains a physical, experimental interaction. Its grip, insertion and charging still need device feedback for comfort and fit.

Movement, fist combat and deflection — experimental

  • SLIDE (VR Settings → Locomotion; off by default) uses sprint plus crouch, or head-lowered crouch when CROUCH SLIDES is enabled. It carries momentum, responds to distance/friction/impact settings, stops at walls and can be cancelled into a jump. Contact effects vary by enemy type. It is solo-only; timing and impacts may need tuning.
  • BULLET TIME (VR Settings → Gameplay → Haptics; off by default) uses the remappable right stick up action with Hold or Toggle and a 25–65% time scale. It applies to local solo play only and is suppressed while seated, in menus, cutscenes, paused, or in multiplayer/co-op. Rendering, head tracking and hand tracking keep their frame rate; game ticks slow. Map-authored speed settings are preserved.
  • Tree climbing retries contacts at smaller radii and checks short hand rays for narrow trunks. Wall jumps use the direction you look and the wall you were running along. Parkour remains experimental and may be inconsistent across surfaces.
  • HIT ASSIST helps an in-range punch connect without requiring the hand sweep to cross a small collision bubble. LUNGE HOP adds a small leap to a ground lunge. The fresh GRAB ASSIST default is 15 cm (an untouched old 10 cm value is migrated once); the maximum reach mapping was corrected.
  • Fist combat and parrying/deflection include target-aware assistance, species/difficulty behavior, hit highlights and melee/attack feedback from the preceding tests. DEFLECT SHOTS can be used with fists or a deliberately moving gun hand; a support hand on a two-handed gun is not counted as an active parry hand. Timing, projectile direction, target behavior and reactions still need headset refinement. Not every projectile or enemy action is guaranteed to be deflected or parried. These features may not yet feel as good or reliable as intended.

Graphics, ragdolls and bodies

The build carries OpenCE-fork Extra Effects and Graphics options. They start off or at Classic so existing visuals are preserved until changed:

  • Extra Effects includes animated overshield visuals, dynamic blood, vehicle blood, projectile effects/lights, stencil shadows and Jolt physics for dropped weapons/grenades. Stencil shadows and increased effects can cost performance, especially on Quest.
  • Graphics options include corpse duration/limit and decal duration. The fork's Decals option is desktop-only. Big Multiplayer Guns changes the flat game's ground-weapon presentation, not VR weapon scale.
  • Dynamic death ragdolls use Jolt Physics. VR settings include death-physics/ragdoll controls, force, retention and a RAGDOLL RANGE of 20/40/60/80 metres; 60 metres is the fresh default. NPC rig slots can be raised up to 24. Cleanup is still affected by engine/object/memory pressure; these are not guarantees of a fixed corpse count. Host rules and peer compatibility govern network behavior.
  • Living NPC grabbing, heavy two-hand handling, throwing/slams, shields and ally behavior remain experimental. Results depend on contact, species, actor protection and game state.

3. Controls and inputs

Quest Touch defaults

Input Right-handed default
Left stick Move / strafe
Right stick Turn; hold down to crouch
Gun-hand trigger Fire
Off-hand trigger / Right Stick Click (Depends on Settings) Zoom
A Jump / menu confirm
B Use / reload
X Grenade; hold to change grenade type
Y Switch weapon
Left-stick click Reticle; Button Sprint temporarily takes this input when enabled
Right-stick click / Physical punch (Depends on Settings) Native melee
Both stick clicks Recenter
Gun-hand grip Hold physical weapons; locked-weapon holster behavior depends on mode
Off-hand grip Support grip / interaction, according to enabled features
Menu button Pause
Off hand beside left temple Flashlight gesture when enabl...
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Halo CE Quest VR + Android 1.0.31 — Major Interaction Update

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@moistman42069 moistman42069 released this 12 Oct 19:37

⚠️ MASSIVE RELEASE — MANY NEW FEATURES. PLEASE READ.

The main goal of this release is individual user testing and useful logs, so future releases can be refined around real device results. Please share what worked, what failed, your preferred settings, and the log from the affected session.

WIP / experimental: immersive vehicles, manual physical reload, ragdolls, NPC/object grabbing and slamming, parkour, assisted fist combat, and physical grenades still need refinement. They may behave differently across maps, actors and tracking setups. Enable them individually and report your experience. These are implemented experimental systems, not a promise that every option works perfectly in every situation.

Public release 1.0.31 · supplied Test64 APKs · Android code 76 · OpenCE network 28 hosting

1. Installation and updating

Device Download
Android phone/tablet — flat play HaloCE-Android-1.0.31.apk
Meta Quest — standalone VR HaloCE-Quest-1.0.31.apk

Both editions require ARM64 and Android 9 / API 28 or newer. For Quest, enable Developer Mode and sideload with SideQuest or ADB. On Android, allow installation from the browser/file manager when asked.

Already installed? Use the launcher's project update check, download the offered update, and approve Android's installer. Or install the correct APK above directly over the existing app. Do not uninstall or clear app data: that deletes app-held saves/settings/imports. Back up important data first. The package IDs and signing certificate are unchanged; code 76 is newer than public 1.0.18's code 48. Saved settings stay, so new defaults mainly affect fresh installs or settings you have not saved.

These are the original Test64 binaries, renamed for the public updater without rebuilding or resigning. The app still displays 1.0.31-test64 internally. Someone already running Test64/code 76 has the same binaries and will correctly see “already have this published build.”

For a new installation, open Game files & versions and import your own complete supported Xbox Halo CE ISO/XISO or extracted game files. No Halo maps or game data are included. compatibility.json is required by the launcher; users do not need to install it manually. Source ZIP/tar archives are available through GitHub.

2. Major changes since public 1.0.18

This release collects the work across many private tests, not just Test64's final fix:

  • Physical interaction systems: manual reloading, shoulder/hip ammo pouches, optional discarded magazines, NPC/ally/enemy and object grabbing, two-handed heavy handling, throwing/slam damage, ragdolls and body-retention controls. These remain WIP.
  • Button sprint and movement options: optional left-stick-click sprint, Hold or Toggle operation, adjustable 1.0–1.5? offline speed, and physical arm-running with adjustable effort. See the dedicated sprint guide below for setup and binding changes.
  • Movement and combat: optional climbing, wall running/jumping, arm-powered launches, sprint toggle, shake-to-cool, enemy-focused fist assistance and physically thrown chest grenades. Session permissions restrict gameplay-changing features online.
  • Immersive vehicles: optional grab-based steering with vehicle-specific wheel/bar/stick models, adjustable placement and reach, highlights, feedback and a live blue calibration preview. Ordinary controller vehicle controls remain available.
  • Aiming, hands and feedback: shared aim steadying, per-weapon scope positioning, updated scope attachment, mounted vehicle/turret shot-reticle alignment, reload grip/charging feedback, and fixes to weapon release, holsters, contact haptics and unwanted animation interactions.
  • Menus: long VR categories have a section index with Back navigation. Test64 fixes the Test63 crash when opening VR SETTINGS. Pointer/list/category navigation refinements are included.
  • Android: touch-layout export/import and individual control hiding, alongside the familiar editable circular HUD, gamepad support and optional direct touch/gyro looking.
  • Launcher/data: clearer imported-set selection/deletion, original/Rev 1/Rev 2 map comparison, fitted app icons, font choice, support links, network/population selection and expanded diagnostics.
  • New voice chat, adapted from OpenCE: host-relayed Opus voice for Quest and Android, with Push to Talk / Open Mic, incoming voice volume controls, microphone permission handling and host-controlled voice settings. Hosts must enable voice; see section 6 for setup and platform-specific controls.
  • Networking and stability: network 28 hosting and compatible client targets 11–28; selected upstream changes through OpenCE Build 201, host-relayed Opus voice, and fixes for the Quest voice/server-join crashes investigated in private tests. This remains a customized OpenCE Build 157 base with selected later integrations, not a complete Build 201 rebase.

3. Controls and inputs

Quest Touch defaults

Right-handed defaults are below. Handedness and button settings can change supported mappings. Physical hand actions require controller tracking, not optical finger tracking.

Input Default action
Left stick Move/strafe
Right stick Turn; hold down to crouch by default
Weapon-hand trigger Fire
Off-hand trigger Zoom with compatible weapons
Right A Jump / menu confirm
Right B Use / reload
Left Y Switch weapon
Left X Throw grenade; hold to change grenade type
Weapon-hand grip Physical weapon holding/transfer; behavior depends on handling mode
Off-hand grip at weapon support point Two-hand support attachment
Left-stick click Reticle toggle normally; sprint while BUTTON SPRINT is enabled
Right-stick click Native melee
Both stick clicks Recenter
Left menu button Pause/menu
Off hand near left temple Flashlight gesture, when enabled
Gun hand beside its temple Head HUD gesture, when enabled

Point at menu items and press the trigger; thumbstick/D-pad navigation is also available. VR settings group controls by topic; long categories open a section list, and Back returns to that list.

Binding changes to know: BUTTON SPRINT owns left-stick click while enabled. SPRINT TOGGLE changes it from hold-to-run to click-on/click-off. A hidden reticle is restored if its toggle loses its binding. To put crouch on left-stick click, disable BUTTON SPRINT and use Controls → Buttons / L STICK → Crouch (older menus call this Controls, page 2). With MANUAL RELOAD on, the configured USE/RELOAD action ejects the magazine instead of performing a stock reload; an available use/vehicle/weapon interaction takes priority. With the feature off, normal reload returns. Right-stick melee is not repurposed for magazine ejection.

Sprint button and physical running (Quest VR)

Open VR Settings → Locomotion:

Option What it does
BUTTON SPRINT Enable to use left-stick click for sprint while moving. Off by default on a fresh configuration.
SPRINT TOGGLE → HOLD Hold left-stick click to sprint; release it to stop. This is the default mode.
SPRINT TOGGLE → TOGGLE Click once to enable sprint, then click again to stop—no need to keep the stick pressed. Selecting Toggle also enables Button Sprint. Movement still uses the movement stick; this is not auto-walk.
SPRINT SPEED Choose 1.0X?1.5X, in 0.1 steps; fresh default 1.5X. At 1.0X there is no speed increase.
ARM RUN / ARM EFFORT Optional physical running from arm pumping, with adjustable motion sensitivity. Arm Run starts off. Sprint Speed sets the maximum speed boost separately from arm effort. Deliberate stick movement takes priority.

Binding conflicts: Button Sprint temporarily owns left-stick click, so its previous action (such as reticle toggle or crouch) cannot fire at the same time. Disabling Button Sprint restores the saved assignment unless you changed that action in the meantime. The Buttons menu excludes that click while sprint owns it; a reticle hidden by the displaced reticle binding is restored. Both-stick recentering remains available and cancels toggled sprint. Entering a vehicle, losing app focus or losing the active VR input state also cancels it.

Multiplayer/co-op: the extra movement speed applies only in local/offline play. Network sessions retain stock movement speed, including when this client hosts. These are VR locomotion options, not a new flat Android sprint binding. Existing saved settings are preserved when updating.

Experimental interaction quick guide

Feature How to use it / important options
Manual reload Enable MANUAL RELOAD. Eject with USE/RELOAD or contact-grab the magazine. Reach to an enabled hip/shoulder pouch, squeeze the configured Reload Input (Grip by default; Trigger selectable), align the replacement with the well, then seat it. If the gun was empty, operate its slide/charging handle/pump. Tactical reloads retain a chambered round.
Ammo pouches HIP POUCH / SHOULDER POUCH enable pickup regions; MAG POUCH SIDE offers AUTO, LEFT, RIGHT or BOTH. AUTO follows the free hand. Position controls help separate pouches from holsters.
Physical grenades Enable IMMERSION → GRENADES → PHYS GRENADES. Touch the left-chest frag or right-chest plasma grenade with a free hand, press Grip, then release Grip to throw. Native counts apply; the fuse starts on release. Standard grenade buttons remain available.
NPC/object grabbing Enable NPC GRAB / WORLD GRAB. Touch the visible body/object with a free hand, then squeeze Grip. Release to let go/throw. GRAB ASSIST, HAND CONTACT, NPC HOLD and ...
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Halo CE Quest VR + Android 1.0.18

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@moistman42069 moistman42069 released this 08 Oct 21:39

Halo CE Quest VR + Android 1.0.18

OpenCE Build 157 · network version 24 · Android version code 48

1. Installation

Download the APK for the device:

Both apps are ARM64 and require Android 9 / API 28 or newer. On Android, allow installation from the browser or file manager. On Quest, enable Developer Mode and sideload the Quest APK with SideQuest or ADB. Install over the existing Halo CE port to keep its saves, settings and imported game data. Do not uninstall the old app or clear its data. Back up important data before updating.

On first launch, open Game files & versions and import your own supported Xbox Halo CE ISO/XISO or extracted game files. The APKs do not contain Halo game data. The launcher validates the import and lets you select among imported data sets.

2. New Features / Major Changes

  • Network-version selection with population information. The launcher can combine its server listings across supported network versions, show reported server/player totals by version, and order versions and server rows busiest first. Choose an exact client target from 11–24 or All compatible networks. This changes native discovery and admission at the next launch; it is not just a visual filter. The setting is shared by the PvP and co-op browsers and imported game-data sets.
  • Network 24 hosting with backward-compatible client targets. The app always hosts and advertises as network 24. Selecting an older target only changes which compatible hosts this client attempts to join; it does not make a new host impersonate an old protocol.
  • OpenCE Build 157 updates. This integrates network 24 and applicable upstream changes: analog trigger pressure for weapons that use analog rate of fire; the PC vehicle-set option; authored facing for Custom Edition item spawns; Internet/LAN hosts can start alone and accept join-in-progress; and positional stereo world sounds receive directional panning, distance attenuation, obstruction/occlusion and room reverb. Unpositioned stereo music keeps its existing mix.
  • Build 148 safety fixes retained. Invalid negative/NaN particle dimensions are corrected while tags load; invalid computed point-physics radii are clamped before assertion. Native halt screens identify platform/build and show recent errors first.
  • Launcher and diagnostics refinements retained. The setup and Play screens have a selectable Halo-inspired font, standard-font fallback, original-XISO compatibility guidance and support contact. Network logs now identify the selected client target, broker readiness and rejected listing/admission cases. Per-launch logs are available under Download/HaloCE when Android permits, with app-private fallback.
  • Existing game and launcher features remain. OpenCE's in-game server browser and PvP/co-op hosting, Android touch/controller support, VR full-body and hand options, game-file sets, updater, saved invites, help and settings are included.

3. Controls / Inputs

Quest Touch controllers

The following are the right-handed defaults. Controls → Handedness, Controls → Buttons and VR Settings → Buttons change supported mappings.

Input Action
Left stick Move and strafe
Right stick Smooth/snap turn; hold down to crouch by default
Weapon-hand trigger Fire
Off-hand index trigger Zoom with a compatible weapon (left trigger for right-handed play)
Right A / Right B Jump or confirm / reload or use
Left Y / Left X Switch weapon / throw grenade; hold X to change grenade type
Weapon-hand grip Hold/transfer a physical weapon; Locked mode uses holsters
Off-hand grip near the weapon support point Attach the support hand when the selected two-hand mode permits it
Left stick click Toggle reticle visibility; visible at game start
Right stick click Native melee
Both stick clicks Recenter during gameplay
Left menu button Pause/menu
Off hand near the left side of the head Flashlight gesture, when enabled
Gun hand held beside its own temple HUD gesture, when enabled
A while spectating / in a skippable co-op scene Cycle teammate / vote to skip

Point at a menu item and press the trigger; thumbstick/D-pad navigation is also available. Left-handed mode mirrors supported mappings. To restore crouch to left-stick click, open VR menu → Controls → Page 2 → L Stick Click → Crouch. Reassign reticle toggle in Buttons if needed.

Flat Android controls

Common Xbox-style USB/Bluetooth controllers use Android input through SDL3. The default gamepad profile maps left stick to movement, right stick to aim, RT to fire, LT to grenade, A to jump, B to melee/cancel, X to reload/use, Y to switch weapon, LB to flashlight, RB to next grenade, stick clicks to crouch/zoom, and Start to pause. D-pad/left-stick menu navigation and A/B confirm/back are supported. Labels can vary by controller profile; Controller & touch settings includes a face-button swap.

Touch controls retain the circular editable HUD and multitouch. Use MOVE with a screen swipe to move and aim, or drag FIRE to move, aim and shoot together. The HUD editor adjusts control position, size, opacity, color and response. Touch visibility can be Auto, Always show or Always hide; Auto hides it for a supported connected controller and restores it after disconnect. Optional gyro aim is off by default.

4. VR Features and Settings

  • Standalone OpenXR, room-scale movement, recentering, smooth/snap turning, tracked hands and weapon-aligned aiming/scopes.
  • Safe geometry is the default on Quest and Android for compatibility. Changing the geometry mode may require a restart; Safe mode can affect performance.
  • Legs + Arms is the default body representation. Full Body, Arms + Hands and Hands Only are also available. IK estimates untracked joints; controller sensors animate finger poses, not optical finger tracking. Hand/world collision and approximate held-weapon contact are supported.
  • Weapon settings cover physical or locked holding, protection until the first grip, support-hand behavior, holsters, per-gun aiming and temporary native animation handoff for reloads and similar actions.
  • HUD settings include wrist HUD placement/size and adjustable head gestures. The left-temple flashlight gesture is configurable.
  • Vehicle defaults are Third Person + Right Hand steering. Steering can instead follow the left hand, head or stick. Mounted turret aim can use right hand (default), left hand, head or stick.
  • First-person vehicle seats have level-horizon and per-vehicle position adjustments, but first-person vehicle view remains experimental and is not recommended yet. Third person is the recommended view.
  • Comfort, body, hands, buttons, weapons, scopes, HUD, vehicles, graphics and display options are in the in-game VR settings pages. Higher resolution/refresh choices can reduce performance.

5. Android / Mobile Features and Settings

  • Flat Android gameplay with the existing circular touch HUD, direct menu taps, drag-anywhere look option, multitouch, adjustable layout and optional gyro aim.
  • Android/SDL3 gamepad support for common XInput-style and other controllers, including hot-plug/reconnect, analog triggers, stick/trigger dead zones and response, vibration where supported, menu navigation and optional face-button swap.
  • Touch can automatically hide while a supported controller is connected or be forced always visible/hidden; Auto restores it after disconnect.
  • The launcher manages multiple game-data sets, revisions and updates, controls, saved invites, help, compatibility information and per-launch logs. It checks this project's updates and presents upstream downloads separately; upstream executables are not blindly substituted for the integrated VR/network runtime.

6. Multiplayer / Co-op / Server Compatibility

Choosing a network

On the launcher, open Browse multiplayer servers or Browse campaign co-op servers, refresh, then choose Network. Choose an exact client version 11–24 or All compatible networks. The default is 24. Catalog-reported server/player counts are grouped by version and sorted busiest first; individual rows are also population ordered. Listings and counts can be stale or incomplete, and an empty/failed directory refresh is not proof that no games exist.

Close the game before changing the target: the running process keeps the target it started with. The selection is shared by PvP/co-op and imported data sets. It controls native discovery/admission as well as the launcher list. Hosting and signed advertisements always remain network 24.

The launcher HTTPS directory and the in-game signed OpenCE MQTT/LAN browser are separate sources, so results can differ. MQTT brokers are discovery mirrors, not distinct game protocols. The default ChupathingyCE/Delta HTTPS catalog is the only public cross-version catalog verified for this build; up to four compatible custom HTTPS catalogs can be configured. An entry is not a relay or a guarantee that a host is reachable.

Join and host

In game, open Play → Multiplayer → Join Game → Server Browser for public games or LAN for nearby hosts. Use Direct Link for an invite. To host PvP, choose Create Game → Internet or LAN → Multiplayer, configure the match and Server Setup, then start the lobby. To host campaign co-op, choose Create Game → Internet or LAN → Singleplayer, select mission/difficulty, configure Server Setup, and start the lobby. Share the invite or make the lobby public.

Compatibility limits

  • Network 11–22: backwar...
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Halo CE Quest VR + Android 1.0.16

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@moistman42069 moistman42069 released this 08 Oct 02:13

Halo CE Quest VR + Android 1.0.16

WORKS BEST WITH ORIGINAL ISO/XISO. REV 1 OR REV 2 MAY INTRODUCE BUGS

OpenCE Build 148 · network version 23 · Android version code 45

1. Installation

Download the APK for your device:

Both editions are ARM64 and require Android 9/API 28 or newer. Enable installation from your browser or file manager on Android. For Quest, enable Developer Mode, then sideload the Quest APK with SideQuest or ADB. Install over the existing project app; do not uninstall or clear app data, which would remove imported game files and local saves/settings. Back up important data before updating.

On first launch, open Game files & versions and import a supported Xbox Halo CE ISO/XISO or extracted game-data set. This project does not distribute game files. The launcher validates and stages an import before making it selectable.

2. New Features / Major Changes

  • OpenCE Build 148 is integrated for Android and Quest. It corrects negative or NaN particle collision radii/widths while tags load and clamps invalid computed radii before point physics can assert. Native halt screens identify the platform/build and show recent errors first.
  • Build 148 retains network version 23; this update does not change the protocol. Android and Quest use the same multiplayer code and protocol.
  • The OpenCE in-game menu includes server browsing and PvP/campaign hosting. Population sorting, native LAN/public discovery, direct invitations, and OpenCE co-op remain available.
  • Retained fixes include server-row pointer selection, CE map/cache validation, co-op camera safeguards, VR scope diagnostics/alignment, and the established Android touch behavior and VR settings design.
  • The launcher manages multiple imported game-data sets, updater checks, controller/touch settings, help, saved invites and per-launch logs.

3. Controls / Inputs

Quest Touch controllers

Right-handed defaults are listed; Controls → Handedness and VR Settings → Buttons can change supported mappings.

Input Action
Left stick Move/strafe
Right stick Smooth or snap turn; hold down to crouch by default
Weapon-hand trigger / off-hand trigger Fire / zoom
Right A / Right B Jump or confirm / reload or use
Left Y / Left X Switch weapon / throw grenade; hold X to switch grenade type
Weapon-hand grip Hold or transfer a physical weapon; locked mode uses holster interactions
Off-hand grip near weapon support point Lock the support hand when enabled
Left stick click Toggle reticle visibility (starts visible)
Right stick click Native melee
Both stick clicks Recenter during gameplay
Left menu button Pause/menu
Off hand near the left side of the head Toggle flashlight when the gesture is enabled; reach is adjustable
Gun hand at its own temple Toggle HUD when enabled
A while spectating / in a skippable co-op scene Cycle teammate / vote to skip

The native VR pointer selects menu items with the trigger; thumbstick/D-pad navigation is also available. Left-handed mode mirrors supported controls. To restore crouch to left-stick click, open VR menu → Controls → Page 2 → L Stick Click → Crouch. Reassign the reticle in Buttons if needed.

Flat Android controller and touch

Common Xbox-style USB/Bluetooth gamepads use Android input through SDL3: left stick moves, right stick aims, RT fires, LT throws grenades, A jumps, B melees/cancels, X reloads/uses, Y switches weapons, LB toggles flashlight, RB switches grenade type, stick clicks crouch/zoom and Start pauses. D-pad/left-stick navigation and A/B confirmation/back are supported in launcher dialogs. Button labels can vary by controller; optional face-button swap is in Controller & touch settings.

Touch controls remain available: use MOVE + swipe to move and aim, or drag FIRE to move, aim and fire together. Tap HUD to reposition/resize controls or adjust opacity, color and response. Touch visibility can be Auto, Always show or Always hide. Optional gyro aim is off by default and supports sensitivity and inversion settings. See Android gamepad and touch controls.

4. VR Features and Settings

  • Standalone OpenXR headset/controller tracking, room-scale movement, recentering, smooth/snap turns, native aiming and weapon-aligned scopes.
  • Safe geometry is the default on Quest and Android for compatibility. Safe mode can cost performance; restart after changing the geometry setting.
  • Legs + Arms is the default body representation. Full Body, Arms + Hands and Hands Only are available. Procedural IK estimates untracked joints; finger poses use controller sensors, not optical finger tracking. Hand/world contact and approximate held-weapon contact are supported.
  • Weapon options include anchored alignment, physical/locked handling, protection until the first grip, configurable support-hand lock, holsters, per-gun aim and native animation handoff for reloads and other actions.
  • HUD options include an optional wrist HUD and adjustable head gestures. The flashlight gesture remains separately configurable.
  • Vehicle defaults are Third Person + Right Hand steering. Steering can use the right hand, left hand, head or stick. First-person vehicle view and its per-vehicle seat adjustments are available but remain experimental and are not recommended yet.
  • Comfort, graphics, refresh requests, FOV, body/hand, weapon, scope, HUD and vehicle options are available in the VR settings pages. Higher render resolutions can reduce performance.

5. Android / Mobile Features and Settings

  • Flat Android play with the existing editable touch HUD, multitouch movement/aim, swipe aim and fire-drag controls.
  • Optional gyro aiming; Android-native/SDL3 gamepad support for common XInput-style and other controllers, hot-plugging/reconnect, analog triggers, dead zones, response, optional face-button swap and vibration where supported.
  • Automatic touch hiding when a supported controller is ready, with manual Always show and Always hide choices. Auto restores touch input after controller disconnect.
  • The launcher has Game files & versions, Versions & updates, Controller & touch settings, help and logs. It checks compatible project updates and offers official upstream downloads separately; upstream files do not blindly replace the integrated VR/co-op runtime.
  • A detailed log is generated after each launch under Download/HaloCE when Android permits, with app-private fallback storage.

6. Multiplayer / Co-op / Server Compatibility

All peers must use OpenCE network version 23 and compatible game content. The older public v1.0.12 release uses network 21; network-21 and network-22 peers cannot join network-23 sessions. A browser listing is not a relay or a guarantee that a host is reachable. NAT/firewall restrictions, passwords, full/closed lobbies, missing or modified maps, and game-data differences can prevent a join.

Join a game

Open Play → Multiplayer → Join Game → Server Browser, refresh the listings, select a compatible server and join. Use the LAN list for nearby hosts. Direct invites can be pasted through the in-game invite flow. The server browser is in the game; the launcher retains help and saved-invite access, not the old host/browser workflow.

Host PvP

Choose Play → Multiplayer → Create Game → Internet or LAN → Multiplayer, select a map and game type, configure Server Setup, then start the lobby. Make the server public for listing or share an invite for a private session.

Host campaign co-op

Choose Play → Multiplayer → Create Game → Internet or LAN → Singleplayer, select mission and difficulty, set the player limit and other Server Setup options, then start the lobby and invite players or make it public. Joining in-progress missions and the native OpenCE campaign flow are supported. Player-limit choices reach 128, but this is an engine option, not a tested performance target; begin with a small group. Every player needs matching network 23 and compatible campaign maps/resources.

7. Game Revision / Version Compatibility

Use launcher Game files & versions to import, scan and switch among supported Xbox game-data sets. The port recognizes Xbox cache format 5 build identifiers including PAL 01.01.14.2342 and NTSC 01.10.12.2276 / 01.08.15.1749. The launcher identifies observed cache builds and file fingerprints; filenames alone do not establish Original/Rev 1/Rev 2, and the manager does not claim full-disc integrity. Server advertisements do not provide authoritative revision hashes, so automatic per-server revision matching is not guaranteed.

Different ISO/XISO revisions or modified map files can explain some server incompatibilities. Network version, missing maps/resources, server state and NAT can also be the cause. Retail Halo PC/Custom Edition, MCC and original Xbox multiplayer use different networking protocols.

SPV1 remains experimental and unverified. Its ten listed maps are roughly 157–253 MiB, above the sometimes-quoted 128 MiB figure. The current Custom Edition reader has a 384 MiB ordinary limit (576 MiB with OpenSauce upgrades), so size alone does not rule these files out. That does not establish protected-map conversion, resource compatibility or a working campaign; those still require testing.

8. Known Issues / Important Notes

  • No Android or Quest device session on this exact 1.0.16 APK pai...
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Halo CE Quest VR + Android 1.0.12

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@moistman42069 moistman42069 released this 07 Oct 09:10

Halo CE Quest VR + Android 1.0.12 — Release Notes

WARNING: TURRETS CURRENTLY ARE NOT WORKING IN THIS BUILD FOR SOME. NEXT RELEASE WILL FIX

1. Installation

Choose the APK for your device. Both are version 1.0.12 / code 38, ARM64, and require Android 9 / API 28 or newer.

Device Download
Android phone/tablet — flat play HaloCE-Android-1.0.12.apk
Meta Quest — standalone VR HaloCE-Quest-1.0.12.apk

Quest installation requires Developer Mode and sideloading; open the installed app from Unknown Sources. On Android, allow APK installation from the selected source if prompted. Install over the existing project app using its established signing certificate. Do not uninstall or clear app data; back up game data and saves first. The project does not distribute Halo game files. Import your own legally obtained Xbox Halo CE ISO/XISO or extracted data in launcher Game files & versions; see the game-data guide.

2. New Features / Major Changes

  • VR menu profile controls: Quest A, X and Y now match the on-screen Xbox button labels; X deletes the selected profile, A selects, Y continues to act as Y, and B backs out once. This applies in menus only; gameplay bindings are unchanged (X still throws a grenade).
  • Campaign co-op server name: the Host campaign dialog can set a remembered name of up to 15 printable ASCII characters. Leave it empty to use the device name. It appears in the lobby and server browsers. No network protocol change.
  • This is a small update on v1.0.11: the network remains OpenCE Build 144 / version 21, and the prior VR, Android, multiplayer and co-op features are retained.
  • OpenCE Build 144 / network version 21: unchanged from v1.0.11. This release and v1.0.11 can join matching network-21 games; v1.0.10/network-20 sessions are incompatible.
  • Campaign co-op updates: includes upstream replication and transition fixes for bodies settling on remote screens, killing blows, team BSP/gate transitions, respawning near a teammate, and co-op garbage throttling. Lobby options remain 2–128 (default 4); the maximum is not a tested Quest/phone performance target.
  • HUD head tap fixed: hold the gun hand beside its own temple briefly to hide or restore the HUD; a short haptic confirms the action. A hand passing by or reaching for the shoulder holster no longer toggles it accidentally.
  • VR HUD controls: menu rows can show/hide the HUD, disable/configure Head Tap, and move/resize/reset the Wrist HUD. The Wrist HUD now sits on the wrist rather than the back of the hand.
  • Two-hand movement fix: when Move With is set to a hand and both hands hold the weapon, forward movement follows the gun's direction instead of gradually turning into a strafe. Move With: Head remains the default.
  • Graphics options: adds FOV: Glasses 70×66 and resolution steps through 200%. 125% Q3 approximates Quest 3 panel resolution. Auto and resolution settings through 100% keep the existing recommended eye images; higher settings render more detail and may cost performance.
  • Pull request #1: includes the glasses FOV and higher-resolution work, with Quest eye-size and layout fixes. Contributor credit is in section 9.

3. Controls / Inputs

Quest Touch controllers

Standard right-handed controls are shown. Controls → Handedness mirrors supported controls. VR Settings → BUTTONS remaps actions.

Input Action
Left stick Move / strafe
Right stick Smooth/snap turn; hold straight down to crouch on foot
Weapon-hand trigger / other-hand trigger Fire / zoom
Right A / right B Jump or confirm / reload or use
Left Y / left X Switch weapon / throw grenade; hold X to change grenade type
Weapon-hand grip Hold, switch or holster according to Weapons mode
Other-hand grip near support point Attach support hand according to Two Hands setting
Left stick click Hide/show reticle; it starts visible each game start
Right stick click Native melee
Both stick clicks Recenter during gameplay
Left menu button Pause/menu
Off-hand near head Flashlight gesture when enabled
Gun hand held at its own temple Toggle HUD after the hold/haptic when enabled
Dead-player co-op view A cycles the teammate being watched
Skippable co-op cutscene A votes to skip; host counts votes

In VR menus, A, X and Y now perform their matching on-screen actions: X deletes the selected profile, A selects, and Y remains Y. B backs out once. This menu mapping does not change gameplay controls; X still throws a grenade in play.

Crouch moved from the older left-stick-click binding to holding the right stick down. To restore the old binding, open VR menu → Controls → Page 2 → L Stick Click → Crouch. Left stick click then crouches instead of toggling the reticle; assign Reticle to another button on the Buttons page if desired. In co-op, pause does not stop the shared game.

Flat Android gamepad and keyboard

The default profile uses common Xbox-style positions; Halo's native controller layout options remain available.

Input Default action
Left / right stick Move / aim
RT / LT Fire / throw selected grenade
A / B Jump-confirm / melee-cancel
X / Y Reload/use / switch weapon
LB / RB Flashlight / switch grenade type
Left / right stick click Crouch / zoom
Start / Back or View Pause / Halo Back or score display
D-pad or left stick Menu navigation
Co-op spectating / cutscene A cycles teammates / votes to skip
Keyboard Space votes to skip a skippable co-op cutscene

Android touch and gyro

Use MOVE + swipe to move and aim, or drag from FIRE to combine movement, aiming and firing. Tap HUD in-game to edit control position, size, opacity, color and response. Gyro aim is off by default; enable it under HUD → Options → Gyro Aim or launcher Controller & touch settings, then choose Always or only while touching LOOK/FIRE and set sensitivity/inversion.

4. VR Features and Settings

  • Standalone OpenXR rendering, tracked headset/controllers, room-scale movement, recentering, smooth/snap turning, hand/head aim and weapon-aligned scopes.
  • Legs + Arms remains the default body representation. Full Body, Arms + Hands, Hands Only and other modes are available. Procedural IK estimates untracked joints; finger poses use controller touch/trigger sensors, not optical finger tracking. Hand/world contact, approximate held-weapon contact and haptics are supported.
  • Wrist HUD: optional and off by default. It places health/shields, ammo, grenades and the motion tracker on the back of the off-hand wrist. HUD → Wrist HUD enables it. Wrist Along, Across and Height move it in 1 cm steps (±20 cm); Wrist Size scales it from 50–200%; Reset Wrist restores defaults. Turn the wrist toward your face to read it. The forward HUD returns in vehicles or if off-hand tracking is lost; the panel hides while both hands hold the gun or a menu is open.
  • HUD menu: HUD: Shown/Hidden changes the HUD for the current session. Head Tap turns the gesture off or adjusts how near the hand must be (6–15 cm, 10 cm default). Hold the gun hand by its own temple briefly to toggle; a haptic confirms. The flashlight head gesture remains separately adjustable.
  • Move With: Head remains the default; Left Hand and Right Hand are alternatives. When both hands grip a weapon, movement follows the gun's direction.
  • Gun handling includes controller-anchored placement, per-weapon aim tuning, physical/locked holding, first-grip protection, two-hand support grip (Auto Lock / Squeeze / Off), holsters and native reload/grenade animation handoff. Impact/swing melee options remain; online melee retains native events as required.
  • VR Safe geometry remains enabled by default for compatibility. Comfort options include smooth/snap turn, turn speed, snap angle and vignette.
  • Vehicle default is Third Person + Right Hand steering. Steering can use the left hand, head or stick. First-person vehicle mode remains experimental and is not recommended; supported seats have adjustable offsets.
  • FOV: Glasses 70×66 draws a narrower 70°×66° view with black around it, simulating lower-FOV glasses. Resolution ranges through 200%; 125% Q3 approximates Quest 3 panels. Keep Full/Auto or values through 100% for v1.0.10's recommended eye sizes; higher values may reduce performance.
  • Opening gaze calibration follows the tracked headset direction, not eye tracking. VR avatar presentation is available between compatible project peers; other OpenCE players see the regular Halo character.

5. Android / Mobile Features and Settings

  • Flat-play APK with multitouch movement, swipe aiming, fire-drag and an editable touch HUD.
  • Optional gyro aiming: Off, Always or only while touching LOOK/FIRE, with horizontal/vertical sensitivity and inversion.
  • Common USB/Bluetooth Xbox-style gamepads use Android input and SDL3. Hot-plug/reconnect, analog and supported digital triggers, dead zones, response, face-button swap and vibration where supported are included.
  • Launcher Controller & touch settings adjusts dead zones/response, trigger threshold, vibration, face-button swap, touch visibility and gyro. Touch policy is Auto, Always show or Always hide; Auto restores touch after a supported controller disconnects.
  • Each launch writes a detailed log under Download/HaloCE when Android permits, with app-private storage...
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Halo CE Quest VR + Android 1.0.11

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@moistman42069 moistman42069 released this 07 Oct 08:22

Halo CE Quest VR + Android 1.0.11 — Release Notes

1. Installation

Choose the APK for your device. Both are version 1.0.11 / code 37, ARM64, and require Android 9 / API 28 or newer.

Device Download
Android phone/tablet — flat play HaloCE-Android-1.0.11.apk
Meta Quest — standalone VR HaloCE-Quest-1.0.11.apk

Quest installation requires Developer Mode and sideloading; open the installed app from Unknown Sources. On Android, allow APK installation from the selected source if prompted. Install over the existing project app using its established signing certificate. Do not uninstall or clear app data; back up game data and saves first. The project does not distribute Halo game files. Import your own legally obtained Xbox Halo CE ISO/XISO or extracted data in launcher Game files & versions; see the game-data guide.

2. New Features / Major Changes

  • OpenCE Build 144 / network version 21: the current upstream networking and co-op implementation is integrated. OpenCE moved to network 21 in Build 141; this release can join matching network-21 games. It cannot join v1.0.10 / network-20 sessions.
  • Campaign co-op updates: includes upstream replication and transition fixes for bodies settling on remote screens, killing blows, team BSP/gate transitions, respawning near a teammate, and co-op garbage throttling. Lobby options remain 2–128 (default 4); the maximum is not a tested Quest/phone performance target.
  • HUD head tap fixed: hold the gun hand beside its own temple briefly to hide or restore the HUD; a short haptic confirms the action. A hand passing by or reaching for the shoulder holster no longer toggles it accidentally.
  • VR HUD controls: menu rows can show/hide the HUD, disable/configure Head Tap, and move/resize/reset the Wrist HUD. The Wrist HUD now sits on the wrist rather than the back of the hand.
  • Two-hand movement fix: when Move With is set to a hand and both hands hold the weapon, forward movement follows the gun's direction instead of gradually turning into a strafe. Move With: Head remains the default.
  • Graphics options: adds FOV: Glasses 70×66 and resolution steps through 200%. 125% Q3 approximates Quest 3 panel resolution. Auto and resolution settings through 100% keep the existing recommended eye images; higher settings render more detail and may cost performance.
  • Pull request #1: includes the glasses FOV and higher-resolution work, with Quest eye-size and layout fixes. Contributor credit is in section 9.

3. Controls / Inputs

Quest Touch controllers

Standard right-handed controls are shown. Controls → Handedness mirrors supported controls. VR Settings → BUTTONS remaps actions.

Input Action
Left stick Move / strafe
Right stick Smooth/snap turn; hold straight down to crouch on foot
Weapon-hand trigger / other-hand trigger Fire / zoom
Right A / right B Jump or confirm / reload or use
Left Y / left X Switch weapon / throw grenade; hold X to change grenade type
Weapon-hand grip Hold, switch or holster according to Weapons mode
Other-hand grip near support point Attach support hand according to Two Hands setting
Left stick click Hide/show reticle; it starts visible each game start
Right stick click Native melee
Both stick clicks Recenter during gameplay
Left menu button Pause/menu
Off-hand near head Flashlight gesture when enabled
Gun hand held at its own temple Toggle HUD after the hold/haptic when enabled
Dead-player co-op view A cycles the teammate being watched
Skippable co-op cutscene A votes to skip; host counts votes

Crouch moved from the older left-stick-click binding to holding the right stick down. To restore the old binding, open VR menu → Controls → Page 2 → L Stick Click → Crouch. Left stick click then crouches instead of toggling the reticle; assign Reticle to another button on the Buttons page if desired. In co-op, pause does not stop the shared game.

Flat Android gamepad and keyboard

The default profile uses common Xbox-style positions; Halo's native controller layout options remain available.

Input Default action
Left / right stick Move / aim
RT / LT Fire / throw selected grenade
A / B Jump-confirm / melee-cancel
X / Y Reload/use / switch weapon
LB / RB Flashlight / switch grenade type
Left / right stick click Crouch / zoom
Start / Back or View Pause / Halo Back or score display
D-pad or left stick Menu navigation
Co-op spectating / cutscene A cycles teammates / votes to skip
Keyboard Space votes to skip a skippable co-op cutscene

Android touch and gyro

Use MOVE + swipe to move and aim, or drag from FIRE to combine movement, aiming and firing. Tap HUD in-game to edit control position, size, opacity, color and response. Gyro aim is off by default; enable it under HUD → Options → Gyro Aim or launcher Controller & touch settings, then choose Always or only while touching LOOK/FIRE and set sensitivity/inversion.

4. VR Features and Settings

  • Standalone OpenXR rendering, tracked headset/controllers, room-scale movement, recentering, smooth/snap turning, hand/head aim and weapon-aligned scopes.
  • Legs + Arms remains the default body representation. Full Body, Arms + Hands, Hands Only and other modes are available. Procedural IK estimates untracked joints; finger poses use controller touch/trigger sensors, not optical finger tracking. Hand/world contact, approximate held-weapon contact and haptics are supported.
  • Wrist HUD: optional and off by default. It places health/shields, ammo, grenades and the motion tracker on the back of the off-hand wrist. HUD → Wrist HUD enables it. Wrist Along, Across and Height move it in 1 cm steps (±20 cm); Wrist Size scales it from 50–200%; Reset Wrist restores defaults. Turn the wrist toward your face to read it. The forward HUD returns in vehicles or if off-hand tracking is lost; the panel hides while both hands hold the gun or a menu is open.
  • HUD menu: HUD: Shown/Hidden changes the HUD for the current session. Head Tap turns the gesture off or adjusts how near the hand must be (6–15 cm, 10 cm default). Hold the gun hand by its own temple briefly to toggle; a haptic confirms. The flashlight head gesture remains separately adjustable.
  • Move With: Head remains the default; Left Hand and Right Hand are alternatives. When both hands grip a weapon, movement follows the gun's direction.
  • Gun handling includes controller-anchored placement, per-weapon aim tuning, physical/locked holding, first-grip protection, two-hand support grip (Auto Lock / Squeeze / Off), holsters and native reload/grenade animation handoff. Impact/swing melee options remain; online melee retains native events as required.
  • VR Safe geometry remains enabled by default for compatibility. Comfort options include smooth/snap turn, turn speed, snap angle and vignette.
  • Vehicle default is Third Person + Right Hand steering. Steering can use the left hand, head or stick. First-person vehicle mode remains experimental and is not recommended; supported seats have adjustable offsets.
  • FOV: Glasses 70×66 draws a narrower 70°×66° view with black around it, simulating lower-FOV glasses. Resolution ranges through 200%; 125% Q3 approximates Quest 3 panels. Keep Full/Auto or values through 100% for v1.0.10's recommended eye sizes; higher values may reduce performance.
  • Opening gaze calibration follows the tracked headset direction, not eye tracking. VR avatar presentation is available between compatible project peers; other OpenCE players see the regular Halo character.

5. Android / Mobile Features and Settings

  • Flat-play APK with multitouch movement, swipe aiming, fire-drag and an editable touch HUD.
  • Optional gyro aiming: Off, Always or only while touching LOOK/FIRE, with horizontal/vertical sensitivity and inversion.
  • Common USB/Bluetooth Xbox-style gamepads use Android input and SDL3. Hot-plug/reconnect, analog and supported digital triggers, dead zones, response, face-button swap and vibration where supported are included.
  • Launcher Controller & touch settings adjusts dead zones/response, trigger threshold, vibration, face-button swap, touch visibility and gyro. Touch policy is Auto, Always show or Always hide; Auto restores touch after a supported controller disconnects.
  • Each launch writes a detailed log under Download/HaloCE when Android permits, with app-private storage as fallback. Review logs for private information before sharing.
  • See the Android gamepad guide and touch/HUD guide for adjustment steps.

6. Multiplayer / Co-op / Server Compatibility

Network version and servers

This release uses OpenCE Build 144, network version 21. All peers must use exactly matching network version 21, compatible maps and game data. OpenCE Build 141 and newer use network 21; v1.0.10 / Build 138 uses network 20 and cannot join these sessions. Network versions before or after 21 are not accepted by this build. Retail Halo PC/Custom Edition, original Xbox and MCC use different network protocols.

Browse in-game through Multiplayer → System Link → Refresh for signed OpenCE public listings and LAN sessions, sorted by population. The launcher also has multiplayer and campaign co-op browsers backed b...

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Halo CE Quest VR + Android 1.0.10

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@moistman42069 moistman42069 released this 06 Oct 15:27

Halo CE Quest VR + Android 1.0.10 — Release Notes

Input note (Quest VR): The reticle starts visible each time the game starts. Click the left stick to hide it, then click again to show it. Crouch defaults to holding the right stick down; this moved from the old left-stick-click binding. To put crouch back on the old binding, open VR menu → Controls → Page 2 and set L Stick Click to Crouch. The left stick click then crouches instead of toggling the reticle; assign Reticle to another button on the Buttons page if you want a reticle toggle.

1. Installation

Download the APK for your device. Both packages are version 1.0.10 / code 36, ARM64, and require Android 9/API 28 or newer.

Device Download
Android phone/tablet — flat play HaloCE-Android-1.0.10.apk
Meta Quest — standalone VR HaloCE-Quest-1.0.10.apk

Quest installation requires Developer Mode and sideloading; launch the app from Unknown Sources. On Android, allow APK installation from the selected source if prompted. Install over an existing project build using its established signing key. Do not uninstall or clear app data; back up game data and saves first.

The project does not distribute Halo game files. In launcher Game files & versions, import your own legally obtained Xbox Halo CE ISO/XISO or select an extracted game-data folder, wait for validation, then choose Use. See Game files & versions.

2. New Features / Major Changes

Version 1.0.10 updates the co-op integration based on owner testing and adds optional gyro aiming for flat Android.

  • OpenCE-native network and co-op: retained OpenCE Build 138 network v20. The camera fault that caused a blue halt screen when joining a campaign already in progress is fixed; the watch-host camera stays upright.
  • Release build behavior: Android/Quest builds now use OpenCE's release configuration. Assertion-style checks that would halt a debug build are logged as release-build exceptions. If one appears in a log, please report it even if play continues.
  • Larger co-op lobby sizes: campaign hosting offers OpenCE's choices of 2, 4, 8, 12, 16, 24, 32, 48, 64, 96 and 128 players. Default is 4. These are supported engine/session options; 128-player performance is not verified on Quest or phone.
  • Android gyro aiming: optional, off by default. Turn the phone to aim; select Always or only while touching LOOK/FIRE; adjust horizontal/vertical sensitivity and inversion. Works with touch swipes and gamepad input.
  • VR and mobile options carried forward: the headset build includes the optional wrist HUD, configurable crouch/reticle and action bindings, flashlight/HUD gestures, finger and world/weapon contact, per-weapon aim tuning, close-contact movement, and adjustable vehicle views/seats. Android retains customizable touch and gamepad controls; see sections 4 and 5 below for practical details.
  • The build also retains the native in-game server browser and launcher server lists, VR-avatar sharing, game-revision manager/updater and detailed per-launch logs.

The OpenCE base is Build 138, network v20. This port adds Android/Quest VR and launcher integration.

3. Controls / Inputs

Quest Touch controllers

Standard right-handed controls are listed below; Controls → Handedness mirrors supported controls. VR Settings → BUTTONS allows action remapping.

Input Action
Left stick Move and strafe
Right stick Smooth/snap turn; push straight down to crouch on foot
Weapon-hand trigger / other-hand trigger Fire / zoom
Right A / right B Jump or confirm / reload or use
Left Y / left X Switch weapon / throw grenade; hold X to change grenade type
Weapon-hand grip Hold, switch or holster according to Weapons mode
Other-hand grip near weapon support point Attach support hand according to Two Hands setting
Left stick click Toggle reticle
Right stick click Native melee
Both stick clicks Recenter during gameplay
Left menu button Pause/menu
Dead-player co-op view Press A to cycle the teammate being watched
Skippable co-op cutscene Press A to vote to skip; the host counts votes
Off-hand near head Flashlight gesture when enabled
Gun hand at its own temple Toggle HUD when enabled

In co-op, the pause screen does not pause the shared world. A cutscene skip is a vote, not an immediate skip; the host acts when enough players vote.

Flat Android gamepad and keyboard

The Android gamepad profile uses common Xbox-style positions. Controls can also follow Halo's native controller layout options.

Input Default action
Left / right stick Move / aim
RT / LT Fire / throw selected grenade
A / B Jump-confirm / melee-cancel
X / Y Reload/use / switch weapon
LB / RB Flashlight / switch grenade type
Left / right stick click Crouch / zoom
Start / Back or View Pause / Halo Back or score display
D-pad or left stick Menu navigation
Dead-player co-op view A cycles the teammate being watched
Skippable co-op cutscene A votes to skip
Keyboard Space votes to skip a skippable co-op cutscene

Android gyro and touch

Open touch HUD → Options → Gyro Aim, or launcher Controller & touch settings. Gyro aim is Off by default. Select Always or Only while a finger is on LOOK or FIRE, then set horizontal/vertical sensitivity and inversion. A phone without a gyroscope remains fully usable with touch or a gamepad.

For touch gameplay, use MOVE and swipe aiming, or drag from FIRE to move, aim and shoot together. The HUD editor changes control position, size, opacity, color and response. Touch visibility can be Auto, Always show or Always hide.

Android control setup and adjustments

  1. Connect a USB or Bluetooth gamepad before play. The default Xbox-style layout is left stick move, right stick aim, RT fire, LT grenade, A jump, B melee, X reload/use, Y switch weapon, LB flashlight, RB grenade type, with stick clicks for crouch/zoom and Start for pause.
  2. Open launcher Controller & touch settings to adjust stick dead zones and response, trigger dead zone, vibration, face-button swap, touch visibility and gyro aim. Touch visibility can be Auto, Always show or Always hide; Auto hides the HUD for a supported connected controller and restores it after disconnect.
  3. To reposition touch controls, enter a game, tap HUD to open the editor, move or resize controls, adjust opacity/color/response, then save. Use MOVE + swipe to move and aim, or drag from FIRE to combine movement, aiming and firing.

See the detailed Android gamepad guide and touch/HUD guide for complete mappings and options.

4. VR Features and Settings

  • Standalone OpenXR stereo rendering, tracked headset/controllers, room-scale movement, recentering, smooth/snap turning, hand/head aim and weapon-aligned scopes.
  • Legs + Arms remains the default body representation, with room-scale leg following. Full body, Arms + Hands, Hands Only and other modes remain available. Body and hand modes include procedural IK for untracked joints. Smoothed finger poses use controller touch/trigger sensors, not optical finger tracking; hand/world contact, approximate held-weapon contact and haptics are supported.
  • Wrist HUD (optional, off by default): enable it under VR Settings → HUD + Reticle → Wrist HUD. Shields/health, ammo, grenades and the motion tracker move to a small panel on the back of the off-hand wrist; turn that wrist toward your face to read it. The panel hides while both hands hold the weapon or a menu is open. It falls back to the normal forward HUD in a vehicle or if the off-hand tracking is lost.
  • Head gestures: bring the off hand near your head to toggle the flashlight; bring the gun hand to its own temple to hide/show the main HUD. Head Gestures lets you adjust each gesture's distance or turn it off.
  • Gun handling includes controller-anchored placement, per-weapon aim tuning, physical/locked holding, first-grip protection, two-hand support grip (Auto Lock / Squeeze / Off), holsters and native reload/grenade animation handoff. VR Settings → BUTTONS remaps the main actions. Physical impact/swing melee options are also available; network play retains native melee events as needed.
  • Closer physical interaction: Close Contact reduces only the local offline VR collision capsule so you can reach nearer to objects and characters while solid world collisions remain. Physical crouch and optional Arm Run are available; Arm Run's sprint effect is offline only, while online movement speed remains stock.
  • VR Safe geometry remains enabled by default for compatibility; it may reduce performance. Flat Android continues to default to Normal geometry.
  • Comfort options include smooth/snap turn, turn speed, snap angle and vignette.
  • Vehicle defaults remain Third Person + Right Hand steering. Steering can use the left hand, head or stick instead. First-person vehicle mode is still experimental and not recommended; when used, seat height/forward/side offsets can be adjusted globally or for individual supported vehicles.
  • The opening gaze calibration uses tracked headset direction, not eye tracking.
  • Networked VR avatar presentation remains available to compatible 1.0.9/1...
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Halo CE Quest VR + Android 1.0.6

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@moistman42069 moistman42069 released this 05 Oct 12:52

Halo CE Quest VR + Android 1.0.6 — Release notes

1. Installation

Campaign co-op is still work in progress. It can crash in certain situations and may not be reliable yet. Please report failures with the build/device details and matching launch log.

Download the APK for your device first. v1.0.6 (test24b) uses Android version name 1.0.6 / code 32, ARM64, Android 9/API 28 or newer. Quest installation requires developer mode and sideloading; open the app from Unknown Sources. Android may ask to allow APK installation from your browser/file manager.

Device Download
Android phone/tablet — flat, touch or gamepad HaloCE-Android-1.0.6.apk
Meta Quest — immersive standalone VR HaloCE-Quest-1.0.6.apk

Install over the existing project app; the established signature and code 32 allow updating earlier project builds. Do not uninstall or clear app data. Back up maps, saves and settings first. Another fork signed with a different key cannot update in place. Supply your own legally obtained Xbox Halo CE data; no game maps are included. Import an ISO/XISO or extracted game data using launcher Game files & versions, wait for validation, then choose Use. Existing data under /sdcard/Documents/HaloCE/maps is recognized when ui.map is present; otherwise each edition uses its app-specific external files. VR and flat installations can coexist but have separate app data.

Support & Contact

For help, feedback, or bug reports, DM @MeWhenINameMyself on Discord or post in the Halo CE Decomp Discord server. When reporting an issue, include the app version, device/OS, game revision if relevant, and a matching launch log. Review logs for private details before posting.

2. New Features / Major Changes

This release carries forward the standalone Quest VR and flat Android ports, multiplayer browser and hosting, game-data manager, controller/touch support, and core VR body/weapon features. Campaign co-op works again: this build includes the campaign host-crash fix and the joining-client cutscene activation/animation fix. Version 1.0.6 adds configurable comfort turning and vignette, updated co-op host/join guidance and a clear notice that SPV1 support is not currently working.

  • In-game public server browser: Multiplayer > System Link combines signed OpenCE public listings and native LAN games, most populated first. Seven games per page, Previous/Next and Refresh. The launcher browser remains available.
  • Multiplayer crash guard: safely deactivates invalid automatic object replicas outside a valid visibility cluster instead of asserting after joining a populated match.
  • Updater correction: same-code public promotions and an older public build no longer trigger the reported inconsistent-edition error. Integrity, signature and downgrade checks remain.
  • Official upstream downloads: Versions & updates > Official upstream exports verified OpenCE ZIPs separately. They do not replace this mod's VR/co-op engine.
  • VR reticle alignment: the world-space target follows the native pre-spread firing ray, including the offline guarded hand origin and online native camera origin. Handedness, weapon alignment and native action handoff remain unchanged.
  • Safe geometry refinement: restoration of the renderer's vertex-array state after compositor work. The 1.0.1 ordered upload path caused the severe Quest slowdown; 1.0.2 restores the fenced streaming path. The reported intermittent left-eye corruption still needs device confirmation.
  • ISO/XISO import: handles deeply unbalanced valid directory trees and provides clearer damaged-image, incomplete-transfer and unsupported-container errors. Revisions still use actual cache build IDs/fingerprints, not guessed disc labels.
  • Clearer co-op instructions in the launcher and guide. Existing two-player campaign, body sharing, touch/gamepad, vehicle controls and per-launch logging remain.
  • Campaign co-op recovery: fixes the co-op host crash on campaign maps without multiplayer weapon definitions and makes joining clients follow the host's activating area and seat posture so cutscene characters animate instead of T-pose/slide. The launcher adds direct host/join steps and lists hosted co-op by default (you can turn listing off).
  • Quest comfort options: a dedicated COMFORT page selects smooth or snap turning, smooth turn speed (30–300°/s), snap angle (10–90°), vignette strength (Off/Low/Medium/High) and when it appears. Vignette is Off by default and hidden in menus, cutscenes and the 3D screen.
  • Quest button remapping: remap jump, action/reload, melee, crouch, weapon switch, grenade and grenade switch, with reset and conflict swapping. Grenade defaults to Left X; grip no longer throws it in Locked mode.
  • SPV1 status: launcher and guide say SPV1 support is not working yet and will be refined; the existing install/restore tools remain available.

3. Controls / Inputs

Quest Touch — default VR layout

Use Controls = VR and the standard native controller profile. Right is the default weapon hand. Controls → Handedness: Left mirrors the whole layout: gun, triggers, sticks (move on the right, turn on the left) and face buttons (jump on X, reload on Y, grenades on A, switch weapons on B); Mirror Controls Off keeps the standard buttons. VR Settings → BUTTONS remaps jump, action/reload, melee, crouch, switch weapon, grenade and switch grenade, with Reset Buttons.

Input Action
Left stick Move/strafe; relative to the selected head/hand orientation
Right stick Smooth or snap turn; vertical input also serves native look prompts
Weapon-hand trigger / other-hand trigger Fire / zoom
Right A / Right B Jump or confirm / reload-use; hold B for interaction prompts; B returns in pointer menus
Left Y Switch weapons
Left X Tap/release to throw a grenade; hold 0.4 seconds to switch grenade type (both weapon modes)
Weapon-hand grip, Physical Hold the gun; release after the first grip to drop/holster/transfer
Weapon-hand grip, Locked Switch weapon at a holster; nothing elsewhere
Other-hand grip near the support region Lock the support hand; release to detach
Left / right stick click Crouch / native melee
Both stick clicks together Recenter during gameplay
Tap the left side of your head with a controller hand Toggle the flashlight
Left menu button Pause/menu; online co-op continues running
Weapon pointer + trigger Select menu item; right B returns

Online holding differs: Weapons: Physical (the default) applies offline only, so multiplayer uses Locked holding unless you choose Physical + MP, with the Locked grenade inputs above. Body sharing remains available. A newly supplied weapon stays held until the first grip action in Physical mode. Two Hands defaults to Auto Lock: resting the off hand at the support grip locks it; pulling away releases (Squeeze restores the old way). Physical melee is off in network games unless Body → Melee is set to Impact + Online or Swing + Online; the melee button always works.

Flat Android — Xbox-style gamepad defaults

Input Action
Left / right stick Move / aim
RT / LT Fire / throw grenade
A / B Jump-confirm / melee-cancel
X Reload; hold for use, pickups and vehicle interaction
Y Switch weapons
LB / RB Flashlight / switch grenade type
Left / right stick click Crouch / zoom
Start-Menu / Back-View Pause / Halo Back input or multiplayer scores
D-pad or left stick in launcher Navigate; A confirms, B returns

PlayStation/Nintendo-style pads use equivalent button positions; an optional face-button swap is available. Native Halo Options retains alternate layouts, sensitivity and inverted aim. System file pickers/keyboards follow Android's own input support.

Flat touch

Use MOVE plus swipe aiming or FIRE-and-drag to move, fire and aim together. Labeled buttons provide jump, crouch, melee, reload/use, weapon/grenade switching, grenade, zoom, flashlight and menu navigation. Tap HUD during play to edit the layout. Editing does not pause an online match.

4. VR Features and Settings

  • Native standalone OpenXR: stereo rendering, tracked headset/controllers, hand or head aim, room-scale movement, recentering, smooth/snap turning and weapon-aligned scope.
  • Body modes: Legs + Arms is the default. Full, Arms + Hands, Hands Only, Floating (hands only), Float + Arms, Animated and Gun Only are the available body representations. The procedural IK rig infers torso/legs from headset/controllers, with room-scale foot following, bounded shoulders and smoothed elbows/wrist twist. Arm modes include IK, hidden and authored animation.
  • Hands and contact: controller-driven finger poses and smoothing, palm/finger/world contact, approximate held-weapon contact and haptics. These are controller sensors, not optical finger tracking or fully simulated rigid-body hands.
  • Weapons: deliberate support grip at a fixed anchor, optional Auto proximity grip or Off, physical/locked holding, first-grip protection, hand transfer and shoulder/hip holsters. Reload uses native animations and the button; physical magazine reloading is not implemented.
  • Movement and gestures: physical crouch; tap the left side of your head with a controller hand to toggle the flashlight; impact or swing melee; optional arm-run effort and up to 1.5× offline sprint. Online movement speed/collision remain stock; network clients use native swing melee.
  • Comfort: smooth or snap turning, 30–300°/s smooth speed, 10–90° snap angle, ...
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Halo CE Quest VR + Android 1.0.3

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@moistman42069 moistman42069 released this 04 Oct 20:46

Halo CE Quest VR + Android 1.0.3 - Release notes

Campaign co-op notice: Recent upstream decomp changes may have broken campaign co-op. A future upstream update is expected to fix this; co-op may not work reliably until that update is integrated.

1. Installation

Current release: v1.0.3, built from the test21b candidate. The exact signed APKs report internal version name 1.0.2 / version code 27; the assets and stable tag are named 1.0.3 as requested. Their established signing certificate lets them install over the previous v1.0.2/code-25 APKs. The older v1.0.2 release and the original test21b-tag release remain available. No APK contents were rebuilt or re-signed to change the internal version label. Test21b visual/input changes have not had a phone/headset session; review Known Issues and retain the previous APK for rollback.

Your device Download
Android phone/tablet — flat, touch or gamepad HaloCE-Android-1.0.3.apk
Meta Quest — immersive standalone VR HaloCE-Quest-1.0.3.apk
  1. Install the appropriate APK. On Quest, enable developer mode and sideload with SideQuest or your existing installer; open it from Unknown Sources. On Android, open the downloaded APK and allow installation from that source when prompted. Both require ARM64, Android 9/API 28 or newer and compatible graphics. Quest 3 is the reference headset; other devices are not equally verified.
  2. Updating this project? Install over it. Both APKs retain their package IDs and signing certificate. Do not uninstall or clear app data. Optional ADB command: adb install -r <apk-file>. Back up your maps, saves and settings first. Another fork using the same package ID but a different key cannot update in place.
  3. Supply your own legally obtained Xbox Halo: Combat Evolved data. No game maps are included. Copy your .iso/.xiso or extracted game folder to the device. MCC and retail PC installation files are not substitutes for the supported Xbox base data.
  4. Open the launcher → Game files & versions. Import an ISO/XISO or select an extracted maps folder/game root. Wait for validation, then select Use beside the imported set. Allow roughly 1.8 GB for the usual maps, plus the source image, saves and import space. Multiple sets require additional storage.
  5. Choose Play. Existing installations remain available as Existing game data. In VR, stand normally and press both stick clicks together to recenter. Open the campaign pause menu → VR Settings to customize your experience.

The launcher includes an offline Field guide with controls, settings and credits. This exact APK still bundles the previous code-25 guide text; use this release page for test21b-specific settings and controls. Existing Quest data under /sdcard/Documents/HaloCE/maps is recognized when ui.map is present; otherwise each app uses its own external-files storage. VR and flat can coexist and have separate app data.

Updating: install this APK over the existing app. Code 27 updates the previous public 1.0.2/code 25 build and prior codes without uninstalling or clearing data. Back up maps, saves and settings first. Android may ask you to confirm installation. After installing code 27, Android will not permit an in-place downgrade to code 25; uninstalling can delete app data. Keep a backup of the old APK and game data before updating.

2. New Features / Major Changes

This release carries forward the v1.0.2 project features and adds the test21 hands/body refinements. It preserves the restored fenced Safe geometry path from v1.0.2; the withdrawn v1.0.1 upload path is not present. Test21b changes are:

  • Floating mode now means hands only, with closed wrists; Float + Arms is a separate choice.

  • Body shoulders follow torso yaw across body modes, and the Full Body neck pivot is moved behind/below the headset to improve looking down. These visual changes are not headset-confirmed in this candidate. Legs + Arms remains the default.

  • Two Hands: Auto Lock is the new default: move the support hand to the foregrip to latch it, then pull it away to release. Squeeze and Off remain available. Existing old Grip defaults migrate once.

  • The two-hand solve retains the gun roll when the weapon was calibrated upright; controller Left/Right ? Flip Roll 180 remains the correction for a hand that is itself upside down.

  • The reticle uses the engine shot-convergence direction so it marks the native shot ray across weapons; fine per-gun Aim Up/Right adjustments remain available. The reticle/impact match still needs device confirmation.

  • Physical melee remains off by default online; the native melee button stays available. Impact + Online / Swing + Online opts into physical melee online. Multiplayer logs now report when a peer does not offer VR avatar movement.

  • Stick-click horn input now reads the individual controller stick-click states and logs the path for diagnosis; whether every vehicle receives the horn still needs headset confirmation.

  • In-game public server browser: Multiplayer > System Link combines signed OpenCE public listings and native LAN games, most populated first. Seven games per page, Previous/Next and Refresh. The launcher browser remains available.

  • Multiplayer crash guard: safely deactivates invalid automatic object replicas outside a valid visibility cluster instead of asserting after joining a populated match.

  • Updater correction: same-code public promotions and an older public build no longer trigger the reported inconsistent-edition error. Integrity, signature and downgrade checks remain.

  • Official upstream downloads: Versions & updates > Official upstream exports verified OpenCE ZIPs separately. They do not replace this mod's VR/co-op engine.

  • VR reticle alignment: the world-space target follows the native pre-spread firing ray, including the offline guarded hand origin and online native camera origin. Handedness, weapon alignment and native action handoff remain unchanged.

  • Safe geometry refinement: restoration of the renderer's vertex-array state after compositor work. The 1.0.1 ordered upload path caused the severe Quest slowdown; 1.0.2 restores the fenced streaming path. The reported intermittent left-eye corruption still needs device confirmation.

  • ISO/XISO import: handles deeply unbalanced valid directory trees and provides clearer damaged-image, incomplete-transfer and unsupported-container errors. Revisions still use actual cache build IDs/fingerprints, not guessed disc labels.

  • Clearer co-op instructions in the launcher and guide. Existing two-player campaign, body sharing, touch/gamepad, vehicle controls and per-launch logging remain.

3. Controls / Inputs

Quest Touch — default VR layout

Use Controls = VR and the standard native controller profile. Right is the default weapon hand. Controls → Handedness: Left mirrors the whole layout: gun, triggers, sticks (move on the right, turn on the left) and face buttons (jump on X, reload on Y, grenades on A, switch weapons on B); Mirror Controls Off keeps the standard buttons.

Input Action
Left stick Move/strafe; relative to the selected head/hand orientation
Right stick Smooth or snap turn; vertical input also serves native look prompts
Weapon-hand trigger / other-hand trigger Fire / zoom
Right A / Right B Jump or confirm / reload-use; hold B for interaction prompts; B returns in pointer menus
Left Y Switch weapons
Left X, Physical weapons Tap/release to throw a grenade; hold 0.4 seconds to switch grenade type
Left X, Locked weapons Switch grenade type
Weapon-hand grip, Physical Hold the gun; release after the first grip to drop/holster/transfer
Weapon-hand grip, Locked Throw grenade away from holsters; switch weapon at a holster
Other-hand grip near the support region Lock the support hand; release to detach
Left / right stick click Crouch / native melee
Both stick clicks together Recenter during gameplay
Left menu button Pause/menu; online co-op continues running
Weapon pointer + trigger Select menu item; right B returns

Online holding differs: Weapons: Physical (the default) applies offline only, so multiplayer uses Locked holding unless you choose Physical + MP, with the Locked grenade inputs above. Body sharing remains available. A newly supplied weapon stays held until the first grip action in Physical mode. In test21b, Two Hands defaults to Auto Lock: reach the support grip to lock and pull away to release; Squeeze and Off remain available.

Flat Android — Xbox-style gamepad defaults

Input Action
Left / right stick Move / aim
RT / LT Fire / throw grenade
A / B Jump-confirm / melee-cancel
X Reload; hold for use, pickups and vehicle interaction
Y Switch weapons
LB / RB Flashlight / switch grenade type
Left / right stick click Crouch / zoom
Start-Menu / Back-View Pause / Halo Back input or multiplayer scores
D-pad or left stick in launcher Navigate; A confirms, B returns

PlayStation/Nintendo-style pads use equivalent button positions; an optional face-button swap is available. Native Halo Options retains alternate layouts, sensitivity and inverted aim. System file pickers/keyboards follow Android's own input support.

Flat touch

Use MOVE plus swipe aiming or FIRE-and-drag to move, fire and aim together. Labeled buttons provide jump, crouch, melee, reload/use, weapon/grenade switching, grenade, zoom, flashlight and menu navigation. Tap HUD during play to edit the layout. Editing does not pause an online match.

4. VR Features ...

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Halo CE Quest VR + Android 1.0.2

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@moistman42069 moistman42069 released this 04 Oct 16:24

Halo CE Quest VR + Android 1.0.2 — Release notes

1. Installation

Current release: 1.0.2 / version code 25. This update restores the Quest Safe-geometry upload path changed in withdrawn 1.0.1, adds render-performance diagnostics, improves multiplayer join explanations and adds the in-game public PvP browser. It also includes controller-anchored weapon alignment, left-handed controls and simpler VR settings from test20d. Version 1.0.1 was withdrawn for severe Quest performance regression. This release installs over it using the established signing certificate; earlier releases remain available.

Your device Download
Android phone/tablet — flat, touch or gamepad HaloCE-Android-1.0.2.apk
Meta Quest — immersive standalone VR HaloCE-Quest-1.0.2.apk
  1. Install the appropriate APK. On Quest, enable developer mode and sideload with SideQuest or your existing installer; open it from Unknown Sources. On Android, open the downloaded APK and allow installation from that source when prompted. Both require ARM64, Android 9/API 28 or newer and compatible graphics. Quest 3 is the reference headset; other devices are not equally verified.
  2. Updating this project? Install over it. Both APKs retain their package IDs and signing certificate. Do not uninstall or clear app data. Optional ADB command: adb install -r <apk-file>. Back up your maps, saves and settings first. Another fork using the same package ID but a different key cannot update in place.
  3. Supply your own legally obtained Xbox Halo: Combat Evolved data. No game maps are included. Copy your .iso/.xiso or extracted game folder to the device. MCC and retail PC installation files are not substitutes for the supported Xbox base data.
  4. Open the launcher → Game files & versions. Import an ISO/XISO or select an extracted maps folder/game root. Wait for validation, then select Use beside the imported set. Allow roughly 1.8 GB for the usual maps, plus the source image, saves and import space. Multiple sets require additional storage.
  5. Choose Play. Existing installations remain available as Existing game data. In VR, stand normally and press both stick clicks together to recenter. Open the campaign pause menu → VR Settings to customize your experience.

The launcher includes an offline Field guide with controls, settings and credits. Existing Quest data under /sdcard/Documents/HaloCE/maps is recognized when ui.map is present; otherwise each app uses its own external-files storage. VR and flat can coexist and have separate app data.

Updating: install this APK over the existing app. Code 25 supports updating public 1.0 (code 19), withdrawn 1.0.1 (code 20) and test20 through code 24. Do not uninstall or clear data; back up maps, saves and settings first. Android may ask you to confirm installation.

2. New Features / Major Changes

This release carries forward the project features and adds performance recovery, diagnostics, Quest/Android network parity checks, join-stage feedback and a per-frame VR crosshair update. The v1.0.1 release was withdrawn; its inefficient Safe streaming upload path is not used here.

  • In-game public server browser: Multiplayer > System Link combines signed OpenCE public listings and native LAN games, most populated first. Seven games per page, Previous/Next and Refresh. The launcher browser remains available.
  • Multiplayer crash guard: safely deactivates invalid automatic object replicas outside a valid visibility cluster instead of asserting after joining a populated match.
  • Updater correction: same-code public promotions and an older public build no longer trigger the reported inconsistent-edition error. Integrity, signature and downgrade checks remain.
  • Official upstream downloads: Versions & updates > Official upstream exports verified OpenCE ZIPs separately. They do not replace this mod's VR/co-op engine.
  • VR reticle alignment: the world-space target follows the native pre-spread firing ray, including the offline guarded hand origin and online native camera origin. Handedness, weapon alignment and native action handoff remain unchanged.
  • Safe geometry refinement: restoration of the renderer's vertex-array state after compositor work. The 1.0.1 ordered upload path caused the severe Quest slowdown; 1.0.2 restores the fenced streaming path. The reported intermittent left-eye corruption still needs device confirmation.
  • ISO/XISO import: handles deeply unbalanced valid directory trees and provides clearer damaged-image, incomplete-transfer and unsupported-container errors. Revisions still use actual cache build IDs/fingerprints, not guessed disc labels.
  • Clearer co-op instructions in the launcher and guide. Existing two-player campaign, body sharing, touch/gamepad, vehicle controls and per-launch logging remain.

3. Controls / Inputs

Quest Touch — default VR layout

Use Controls = VR and the standard native controller profile. Right is the default weapon hand. Controls → Handedness: Left mirrors the whole layout: gun, triggers, sticks (move on the right, turn on the left) and face buttons (jump on X, reload on Y, grenades on A, switch weapons on B); Mirror Controls Off keeps the standard buttons.

Input Action
Left stick Move/strafe; relative to the selected head/hand orientation
Right stick Smooth or snap turn; vertical input also serves native look prompts
Weapon-hand trigger / other-hand trigger Fire / zoom
Right A / Right B Jump or confirm / reload-use; hold B for interaction prompts; B returns in pointer menus
Left Y Switch weapons
Left X, Physical weapons Tap/release to throw a grenade; hold 0.4 seconds to switch grenade type
Left X, Locked weapons Switch grenade type
Weapon-hand grip, Physical Hold the gun; release after the first grip to drop/holster/transfer
Weapon-hand grip, Locked Throw grenade away from holsters; switch weapon at a holster
Other-hand grip near the support region Lock the support hand; release to detach
Left / right stick click Crouch / native melee
Both stick clicks together Recenter during gameplay
Left menu button Pause/menu; online co-op continues running
Weapon pointer + trigger Select menu item; right B returns

Online holding differs: Weapons: Physical (the default) applies offline only, so multiplayer uses Locked holding unless you choose Physical + MP, with the Locked grenade inputs above. Body sharing remains available. A newly supplied weapon stays held until the first grip action in Physical mode. Two Hands defaults to Grip: proximity alone does not attach it.

Flat Android — Xbox-style gamepad defaults

Input Action
Left / right stick Move / aim
RT / LT Fire / throw grenade
A / B Jump-confirm / melee-cancel
X Reload; hold for use, pickups and vehicle interaction
Y Switch weapons
LB / RB Flashlight / switch grenade type
Left / right stick click Crouch / zoom
Start-Menu / Back-View Pause / Halo Back input or multiplayer scores
D-pad or left stick in launcher Navigate; A confirms, B returns

PlayStation/Nintendo-style pads use equivalent button positions; an optional face-button swap is available. Native Halo Options retains alternate layouts, sensitivity and inverted aim. System file pickers/keyboards follow Android's own input support.

Flat touch

Use MOVE plus swipe aiming or FIRE-and-drag to move, fire and aim together. Labeled buttons provide jump, crouch, melee, reload/use, weapon/grenade switching, grenade, zoom, flashlight and menu navigation. Tap HUD during play to edit the layout. Editing does not pause an online match.

4. VR Features and Settings

  • Native standalone OpenXR: stereo rendering, tracked headset/controllers, hand or head aim, room-scale movement, recentering, smooth/snap turning and weapon-aligned scope.
  • Body modes: Legs + Arms is the default. Full, Arms + Hands and Hands Only are also available. The procedural IK rig infers torso/legs from headset/controllers, with room-scale foot following, bounded shoulders and smoothed elbows/wrist twist. Arm modes include IK, hidden and authored animation.
  • Hands and contact: controller-driven finger poses and smoothing, palm/finger/world contact, approximate held-weapon contact and haptics. These are controller sensors, not optical finger tracking or fully simulated rigid-body hands.
  • Weapons: deliberate support grip at a fixed anchor, optional Auto proximity grip or Off, physical/locked holding, first-grip protection, hand transfer and shoulder/hip holsters. Reload uses native animations and the button; physical magazine reloading is not implemented.
  • Movement and gestures: physical crouch, off-hand-near-head flashlight, impact or swing melee, optional arm-run effort and up to 1.5× offline sprint. Online movement speed/collision remain stock; network clients use native swing melee.
  • Vehicles: third-person chase and right-controller steering default. VR Settings > Vehicles selects Third Person / First Person and Right Hand / Left Hand / Head / Stick steering. Left stick supplies movement/throttle; the selected physical controller points the driving direction independently of weapon handedness or support grip. Tracking loss holds native facing. Gunners retain head aiming.
  • First-person seats: level horizon with head leaning; Up, Forward and Right adjustments in 1 cm steps, ±50 cm. Global offsets plus Warthog, Ghost, Banshee, Scorpion and Pelican profiles; custom vehicles use global values. Combined offsets clamp to ±50...
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