Halo CE for switch

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NDSAK2

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Built by @thelinkin3000
2026101102270400-A9B0032CC553826380AC243559DEF3F2.jpg

Features
- Switch style button layout (A-select/B-back) & matching in game graphics.
-single player & split screen campaign and multiplayer
-cross platform LAN multiplayer
-online multiplayer, including hosting, with upnp *⁴
- save replays of online mp games and view in the replay theater
-online co-op. Very beta. YMMV
-voice chat with wired headsets
-custom PC map support
-mod support
-gyro controls, with a zoom only option
-threaded deko3d renderer with shader cache
-60 fps for singleplayer & mp *¹
-higher rendering resolutions (480,720,900,1080)*²
-dynamic resolution scaling *³
-auto-update from GitHub

Downloads on GitHub
https://github.com/thelinkin3000/halo-ce-universal/releases
Download halo-switch-release.zip and put the files in /switch/halo

Requires a Halo CE Xbox iso at '/switch/halo/halo.iso'. On first launch it will extract the needed files to the maps folder, with a progress bar.

Custom single player & multiplayer maps
Create a custom_maps folder beside the halo.nro, and put your PC Halo maps there. Sub-folders are supported for organizing.

Mod Support
Mods go in a folder named 'mods' beside the nro, unzipped into their own folder. Check the openCE discord for available mods. I can definitely recommend the uncompressed audio & uncompressed texture mods. They improve the look & sound of the game while retaining the original artwork, without affecting performance. Other mods are at your own discretion.

Debug Console Overlay
Cheats & console commands now supported in game via an overlay menu, accessed by L+R+dpad down


Gameplay Vids

Multiplayer





Online co-op




Alternate Menu

DL here. Instructions included in zip.
https://files.catbox.moe/m4ono4.zip

*¹ (this is limited by game size somewhat. Multiplayer up to ~48 players runs well & co-op games are highly dependent on the host machine)
*² it should run 60fps in most spots at stock speeds for SP & MP. Larger MP games may drop the fps, so if you plan on lots of online play, a 1581 MHz OC of CPU should be enough.
*³ off by default, enable in video options. Scales the internal rendering resolution depending on GPU load.
*⁴ currently in testing. A limit of 48 players so far, with more optimizations to be done .
 
Last edited by NDSAK2,
When I run it with pre-extracted maps or a .xiso it leads to a selection menu. Campaign just causes the app to close. Can't get in-game at all.
 
When I run it with pre-extracted maps or a .xiso it leads to a selection menu. Campaign just causes the app to close. Can't get in-game at all.
The dev is active in the open-ce discord @thelinkin3000, the invite is linked in his GitHub. He would like more Switch testers, if you're into that sort of thing, I think I'm the only one at the moment. He indicated he would be working further on the port this weekend.

The only thing I can think of is to make sure the folder is '/switch/halo' exactly, I initially had it named something else that lead to crashes.
 
When I run it with pre-extracted maps or a .xiso it leads to a selection menu. Campaign just causes the app to close. Can't get in-game at all.
make sure adress space is 36bit and cpu cores is 3 (default), make sure ur iso is in the folder, rename halo release folder to just halo, and if the maps are not extracting extract it yourself and place the folder in "halo" folder; these are the main reasons i found it would crash
 
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make sure adress space is 36bit and cpu cores is 3 (default), make sure ur iso is in the folder, rename halo release folder to just halo, and if the maps are not extracting extract it yourself and place the folder in "halo" folder; these are the main reasons i found it would crash
I'm new to switch modding but I've never heard of adjusting address space or cores in this context. Where do I do that? I've tried using the extracted maps with the same result, like it can't see them. folders are named exactly according to their readme.
 
I'm new to switch modding but I've never heard of adjusting address space or cores in this context. Where do I do that? I've tried using the extracted maps with the same result, like it can't see them. folders are named exactly according to their readme.
The address space & cores are options when making a menu forwarder with sphaira. In not sure why it's failing. Are you on the latest update build 39? Any build after 38 will give you the option to auto update now.
 
The dev is active in the open-ce discord @thelinkin3000, the invite is linked in his GitHub. He would like more Switch testers, if you're into that sort of thing, I think I'm the only one at the moment. He indicated he would be working further on the port this weekend.

The only thing I can think of is to make sure the folder is '/switch/halo' exactly, I initially had it named something else that lead to crashes.
I've joined and I @ them
Post automatically merged:

The address space & cores are options when making a menu forwarder with sphaira. In not sure why it's failing. Are you on the latest update build 39? Any build after 38 will give you the option to auto update now.
I'm on Build 39 with the same results and I don't get it.
 
AFAIK any Xbox Halo CE iso should work, PAL or NTSC. The initial extraction takes a while on the Switch, so I'd personally recommend preparing the maps using a PC version, then copying the maps folder to your SD card .
Ok, got it

Thank ye

(The iso is also bigger than 4GB and my SD is formatted to FAT32 so extraction is required either way heh heh)
 
The latest Halo CE update features some nice changes.

- auto update
- deko3d renderer
- shader cache
- online server browser

Optimization is still ongoing. For single player there is still a long load time between levels with no user feedback, though the lag during checkpoints is much better. MP runs pretty well with player counts under ~24.
Post automatically merged:

Online multiplayer co-op is a go! Performance has seen a big boost, this was with 16 players in the lobby.
 

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Last edited by NDSAK2,
Can someone tag me when local co op works at a stable framerate
We made improvements on the way shaders are stored and loaded from the sd card.
While I haven't had the chance to take a look into split screen campaign fps, wanna give it a go?

A Switch lite now handles slayer multiplayer matches as well or better than the steam deck in our quick tests.
 
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Damn this is sick, runs awesome and had a game of multiplayer online is sweet. Man bring me left for dead 2 and ill lose my mind
 
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wow, i am really impressed. i had the og xbox and i still have the gamedisc in my bedroom.. golden times, brothers and sisters.. golden times that we are living in..

until teh holy AI will all eat us alive haha
 

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