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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