JackTulli / halo-64
git clone https://github.com/JackTulli/halo-64.git
v0.4.0 · today
Halo: Combat Evolved multiplayer on the Nintendo 64: 4-player split screen, bots and Firefight. Built from the halo-ce-universal decompilation; needs your own copy of the Xbox game.
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LanguageC
LicenseCC0-1.0
Created2026-10-13 (7d ago)
Last pushtoday
Watchers6
OwnerUser
Links
README excerpt
# Halo 64: Halo CE multiplayer on the Nintendo 64 Halo: Combat Evolved's multiplayer on a Nintendo 64 with the Expansion Pak, split screen for up to four players, with bots and a Firefight mode. It is Halo's own game code (the decompiled source of the halo-ce-universal project: objects, physics, collision, weapons, game types, the HUD, first-person weapons, Halo's pathfinding) compiled for the N64's VR4300, with a new renderer, menu, HUD drawing and sound on libdragon and tiny3d, and the maps converted from the Xbox game's files. > **You need your own copy of the Xbox game.** The build converts its > maps; nothing from the retail game is in this repository. A ROM you build > contains data converted from the game: keep it to yourself. `port/n64/HISTORY.md` is the development log (what changed when, and why) and `port/n64/NOTES.md` the working notebook. ## Screenshots | | | |---|---| | | | | Blood Gulch, one player and seven bots | Battle Creek, four-player split screen | | | | | Hang 'em High, two players | Firefight: the Covenant in waves on Blood Gulch | (Taken in the ares emulator.) ## What's in it - **All 13 multiplayer maps**: Battle Creek, Sidewinder, Damnation, Rat Race, Prisoner, Hang 'em High, Chill Out, Derelict, Boarding Action, Blood Gulch, Wizard, Chiron TL-34 and Longest, with their vehicles, weapons, teleporters and water. - **1 to 4 players** in split screen, each on their own controller, each joining a team or playing free for all. - **Game types**: Slayer, Team Slayer, Slayer Pro and Team Slayer Pro (everyone starts with a pistol and an assault rifle), Capture the Flag, King of the Hill, Oddball and Race (each also as a team game), with the score to win chosen in the menu. - **Bots**: up to 15 AI players at four skill levels (easy to legendary), as many as fit beside the players in Halo's 16 (8 are slow; from 9 the menu warns that your console will burn). They fight, pick up better weapons, find their way with Halo's own pathfinding and play on teams. Each game they take names at random from a list of about 300 Mario, Zelda, GoldenEye and Rare N64 characters. - **A pause menu** (START): the game stops and a scoreboard shows every player and bot (up to 12) with score, kills and deaths, and a button back to the main menu. - **Firefight**: Grunts, Jackals and Elites attack in waves on the multiplayer maps; 1 to 4 players, shared lives, four difficulties. - **Halo's HUD** (shields, health, ammunition, motion sensor, messages, scores), Halo's weapon and vehicle sounds, the main menu's music, and the N64's own explosions and particles. - **A main menu at 640x480** (interlaced) over the scene behind Halo's own title, the ring in space, with the HALO 64 logo. - **Controls for each player**: six schemes (standard, bumper jumper, GoldenEye, north, Golden Style, D-pad move), toggle or hold crouch, inverted look, fire and grenade swapped, and separate look speeds for the stick and the C buttons. - **Rumble Pak**: Halo's