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Ares emulatorPATCH 2026.10.18

How to Play the Fan-Made Halo N64 Port on a PC with an N64 Emulator

By VGSources Team 14 min read

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To play Halo 64 on a PC, you must build its Nintendo 64 ROM from Halo: Combat Evolved data you legally own, then open that ROM in an N64 emulator. The project’s documented and tested target is ares v148: enable the Nintendo 64 Expansion Pak setting, load the generated .z64 file, and connect controllers for local multiplayer.

The easiest build route is Halo64RomBuilder.exe on Windows. Linux users, and Windows users comfortable with WSL, can build from source. The finished multiplayer port contains all 13 multiplayer maps, one-to-four-player split screen, bots and Firefight, but it has no online networking.

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What Halo 64 actually is

Halo 64 is a fan-made adaptation of Halo: Combat Evolved multiplayer for Nintendo 64 hardware and emulators. The project uses decompiled game code compiled for the N64’s VR4300 processor, alongside a new renderer, menus, HUD and sound system. Its playable multiplayer cartridge is designed around local sessions rather than a full remake of the Xbox release.

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  • All 13 multiplayer maps are included.
  • Split-screen play supports one to four players.
  • Bots can fill matches, with up to eight bots and four skill levels.
  • Supported modes include Slayer, Capture the Flag, King of the Hill, Oddball, Race and related team variants.
  • Firefight is included.

The repository also describes a separate campaign cartridge, but that campaign is incomplete. If your goal is a working game session today, build and load the multiplayer cartridge.

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Which cartridge should you build?

Choose the multiplayer cartridge unless you specifically want to experiment with the unfinished campaign build. The multiplayer output is the part documented around the 13 maps, split-screen matches, bots and Firefight. Building the campaign file does not add campaign content to the multiplayer ROM, and an incomplete campaign result is not a sign that the multiplayer build is broken.

Legal and technical prerequisites

You need data from your own legally obtained Xbox copy of Halo: Combat Evolved. The project does not distribute the retail game’s assets. Its README explains that the build converts maps from your copy and warns you to keep the resulting ROM private. Do not download or share a ROM made from somebody else’s game data.

The project is a fan effort and is not affiliated with Microsoft, Bungie or 343 Industries. Your responsibility is to use only discs, disc images and extracted files you are entitled to use in your region.

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Files you can provide to the builder

  • An original-Xbox Halo: Combat Evolved disc image in .iso format, either trimmed or complete.
  • A folder containing the extracted Xbox maps, when using the source build.

You do not need an Xbox emulator. The conversion happens during the ROM-building process, after which an N64 emulator runs the generated cartridge image.

Check your folders before starting

Put the ISO or extracted maps somewhere you can read consistently, and choose an output folder with room for temporary files. A common mistake is selecting a parent directory that contains no maps; the builder cannot convert an empty folder. If you are using the source workflow, the expected destination is build/xbox/disc/maps, not an arbitrary folder elsewhere in the repository.

Build the ROM on Windows with Halo64RomBuilder

For most PC users, the Windows builder is the shortest path from legally owned game data to a bootable ROM. The builder requires approximately 3 GB of free memory and about 3 GB of working disk space while it converts the data.

  1. Prepare your source. Have your legally obtained Xbox disc image ready, or prepare the maps folder expected by the builder. Keep the source on a drive with enough free space for temporary files.
  2. Start Halo64RomBuilder.exe. The project’s Windows build tool accepts either the original-Xbox .iso (trimmed or whole) or the extracted maps folder.
  3. Choose the cartridge. Select the multiplayer cartridge for the playable multiplayer port. You can also select the campaign cartridge, but the campaign build is incomplete.
  4. Select an output directory. Use a location you can find easily and confirm that it has room for the generated ROM and temporary conversion data.
  5. Run the build. The tool converts the maps and writes the output files when it finishes.

The documented output names are halo-n64.z64 for the multiplayer cartridge and halo-campaign.z64 for the campaign cartridge. Keep the multiplayer file private and do not upload it to a ROM site, file host or public repository.

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What the Windows memory and disk figures mean

The approximately 3 GB figures are working requirements for the conversion process, not the size of the finished game. Leave additional headroom for Windows, the source ISO and the output file. If the builder stops while Windows is under heavy load, closing other applications is a better first test than changing emulator settings; the emulator has not been involved yet.

If the Windows build fails

  • Close memory-heavy applications first. The conversion can need roughly 3 GB of available memory in addition to what Windows is already using.
  • Check that the ISO is readable and that the maps folder contains the extracted map data rather than an empty parent directory.
  • Verify the output drive has at least the documented 3 GB of working space, plus room for the source image.
  • Build the multiplayer cartridge first if you only want local matches; an incomplete campaign build is not evidence that the multiplayer conversion failed.
  • Use a simple output path you can write to, then confirm the expected .z64 file exists before opening an emulator.

Build from Linux or Windows WSL

The source-build instructions support Linux and Windows Subsystem for Linux (WSL). WSL is useful when you want to follow the project’s native toolchain while still launching the finished ROM from Windows.

Set up WSL correctly

  1. Install WSL with an Ubuntu distribution if you are on Windows.
  2. Keep the repository inside WSL’s Linux filesystem, such as your Linux home directory, rather than under /mnt/c or another mounted Windows path. The project documentation notes that this is substantially faster for the build.
  3. Install Git, Python 3, Pillow, Ninja and the required compiler/build tools.
  4. Complete the project’s documented setup for libdragon, tiny3d and Invader before starting the Halo conversion.

Those libraries are part of the N64 source toolchain, so skipping one of them can produce configuration or linker errors before the game code is compiled.

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Place the Xbox maps and build

  1. Extract the maps from your legally owned Xbox copy.
  2. Inside the repository, place the extracted map files in build/xbox/disc/maps.
  3. Run the build commands documented by the project for the configured libdragon, tiny3d and Invader environment.
  4. When the build completes, find the multiplayer ROM at build/n64/halo.z64.
  5. If you plan to use a Windows emulator, copy halo.z64 from the WSL filesystem to a Windows-accessible folder.

Map conversion under WSL can require roughly 8 GB of memory. If WSL terminates the process, increase the memory available to WSL in your .wslconfig file and rerun the conversion. A process killed during conversion usually indicates a memory limit rather than a bad map.

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WSL-specific pitfalls

Do not diagnose a process killed during map conversion as an emulator failure: ares or Project64 has not launched at that point. First check WSL’s memory allocation and the location of the repository. Keeping source files under the Linux filesystem avoids the slower mounted-drive path and reduces the chance that a long conversion appears frozen. Once build/n64/halo.z64 exists, copy that file to a normal Windows folder if the emulator runs on Windows.

Run Halo 64 in ares

ares v148 is the emulator named and tested by the project. The ROM requires the Nintendo 64 Expansion Pak setting, which represents the console’s 8 MB memory configuration. Without that setting, the game may refuse to boot or behave incorrectly.

Windows command prompt

Open a command prompt in the folder containing ares and your ROM, then run:

ares.exe --system "Nintendo 64" --setting Nintendo64/ExpansionPak=true halo.z64

If you built with the Windows tool, substitute the actual multiplayer filename, halo-n64.z64, or use the path to the file you selected. The command shown in the project documentation uses halo.z64, the name produced by the source build.

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Linux Flatpak

From a terminal, launch the source-build output with:

flatpak run dev.ares.ares --system "Nintendo 64" --setting Nintendo64/ExpansionPak=true build/n64/halo.z64

You can also set the Expansion Pak option through ares’s Nintendo 64 settings before opening the ROM. Make sure the setting is enabled for this cartridge, not merely for another game profile.

Confirm the right file and system

Load the multiplayer .z64 output as a Nintendo 64 game. The Windows builder normally produces halo-n64.z64; the source build produces build/n64/halo.z64. If ares opens a different file or identifies the system incorrectly, close it and select the generated multiplayer image explicitly rather than a temporary build artifact or the unfinished campaign output.

Save-file location

ares stores the cartridge EEPROM save file beside the ROM. Keep the ROM in a folder where the emulator has permission to create files, and back up the adjacent save file if you want to preserve settings or progress between installations. When moving the ROM, move the EEPROM file with it; copying only the .z64 can make existing save data appear to be missing.

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ares versus Project64

Project64 is a general Windows N64 emulator and a practical alternative when ares is inconvenient. The project’s own documentation, however, names ares v148 as its development and test target. Start with ares when diagnosing a boot, graphics or controller problem; use Project64 after confirming that your ROM and Expansion Pak configuration are correct.

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Comparison point ares Project64
Status for Halo 64 Documented and tested target in the project README General Windows alternative; may require compatibility troubleshooting
Expansion Pak configuration Explicit setting: Nintendo64/ExpansionPak=true Use the emulator’s configurable Nintendo 64 settings and verify that Expansion Pak memory is enabled
Opening the ROM Command-line examples are provided for Windows and Linux Flatpak Open the ROM through File > Open ROM
Controller handling N64 input mapping and rumble pass-through to compatible PC gamepad motors Configurable N64 emulation controls through its Windows interface

When switching emulators, keep the same generated .z64 file. Do not rebuild from a different source image until you have ruled out an emulator setting or controller-mapping issue. If Project64 behaves differently, first compare its memory setting and controller bindings with the known-good ares configuration.

Controls and controller setup

The default control scheme follows an N64 layout. A USB N64-style controller is optional, but its stick, C buttons, trigger and face buttons map naturally to the documented controls.

Input Default action
Analog stick Look and turn
C buttons Move up and down; strafe left and right
Z Fire
R Throw a grenade
A Jump
B Reload or perform an action such as picking up an item or entering a vehicle
L Melee
D-pad up, down, left and right Switch weapons, crouch, zoom and switch grenades
START Pause and display the scoreboard

Alternative schemes

The port includes bumper-jumper, GoldenEye and north control schemes. You can invert the look axis and adjust stick and C-button look speeds. ares can pass rumble to a PC gamepad with vibration motors when the controller and operating-system mapping support it.

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Map every N64 input before inviting other players. In particular, verify the C buttons separately: they handle both vertical movement and strafing, so an incomplete mapping can feel like a gameplay bug. Test Z for firing, R for grenades and START for the scoreboard in a short match before changing sensitivity.

What you can play locally

Once the multiplayer cartridge boots, select a map and mode for a local session. One to four people can play on the same PC through split screen. If fewer than four humans are available, bots can fill the remaining slots, with a maximum of eight bots and four skill levels.

Slayer and its team variants cover straightforward combat. Capture the Flag, King of the Hill, Oddball and Race provide objective-based alternatives, and Firefight offers a cooperative-style battle against waves. The port is designed around these local scenarios rather than persistent services or matchmaking.

Performance is not identical across every combination. A one-player match on a simple map is a lighter test than four simultaneous views with a full bot roster. Start with a small local match, confirm that controls and saving work, then add players or bots so you can tell whether a change affects rendering, AI load or controller setup.

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There is no online multiplayer

The project README explicitly states: “No networking.” The emulator cannot turn the current cartridge into an online game, and opening ports or forwarding traffic will not add a network mode that the port does not implement. For multiplayer, use the supported local split-screen setup and connect up to four controllers.

Performance settings and diagnosis

Performance varies with the map, the number of rendered views and the number of bots. Four-player split screen can be more demanding than a one-player match because the game renders multiple viewpoints at once.

The port exposes settings for resolution, animation rate, particles, view-model detail and terrain detail. It also includes an FPS counter. Use the counter while changing one setting at a time so you can identify whether resolution, effects, geometry or the number of active views is responsible for a slowdown.

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  • Reduce resolution first when every map runs slowly.
  • Lower particle or terrain detail when effects-heavy areas cause drops.
  • Reduce bot count or the number of split-screen views when a match becomes unstable only with a full roster.
  • Check the FPS counter after each change instead of judging performance from a single brief stutter.
  • Return to the original setting if a change does not improve the counter; avoid changing several options at once, because that hides which control mattered.
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Troubleshooting checklist

The emulator says the game needs more memory or shows a blank screen

Enable the Nintendo 64 Expansion Pak setting. In ares, use Nintendo64/ExpansionPak=true exactly as shown in the documented launch examples. The game expects the 8 MB configuration.

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The ROM does not appear in the emulator

Confirm that the file ends in .z64 and that you are opening the generated multiplayer file, not a temporary build artifact. For the Windows builder this is normally halo-n64.z64; for the source build it is build/n64/halo.z64.

The Windows builder exits or cannot write output

Check the three practical requirements independently: readable ISO or populated maps folder, about 3 GB of available working disk space, and roughly 3 GB of available memory. Use an output directory you can write to, close other memory-heavy programs and try the multiplayer cartridge before the incomplete campaign option.

The WSL build is killed partway through conversion

Give WSL more memory through .wslconfig. The source documentation warns that map conversion can need about 8 GB. Also keep the repository in WSL’s Linux filesystem rather than a mounted Windows directory.

The game runs but controls feel wrong

Recheck the emulator’s N64 controller mapping, then select the control scheme that matches your device. The port supports bumper-jumper, GoldenEye and north layouts, plus inverted look and separate stick/C-button sensitivity controls.

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Rumble does not work

Rumble requires a compatible controller and ares pass-through support. Verify that the PC gamepad exposes vibration motors to the operating system and that rumble is enabled in the emulator.

Save data is missing after moving the ROM

Look beside the ROM for ares’s cartridge EEPROM save file. Moving only the .z64 file to a new folder can leave the save behind; move the adjacent EEPROM file with it when preserving data.

Project64 boots differently from ares

Return to ares v148 for a baseline because it is the documented and tested target. If you continue with Project64, verify its Nintendo 64 Expansion Pak option, reopen the same .z64 file and remap the controller before concluding that the ROM itself is defective.

Recommended first session

  1. Build the multiplayer cartridge from your own Xbox data with the Windows builder, or complete the Linux/WSL source build.
  2. Keep the resulting .z64 file in a writable folder and retain the adjacent EEPROM file after the first launch.
  3. Launch it in ares v148 with the Nintendo 64 Expansion Pak enabled.
  4. Map one to four controllers and choose a familiar control scheme.
  5. Start with one map, one or two players and a small bot count, then increase views and bots while watching the FPS counter.
  6. Use local modes such as Slayer, Capture the Flag, King of the Hill, Oddball, Race or Firefight; online play is not available.
  7. Keep the generated ROM private and do not present the fan project as an official Microsoft, Bungie or 343 Industries release.

Frequently Asked Questions

How do I play Halo 64 on a PC?

Use your own legally obtained Xbox Halo: Combat Evolved data to build the multiplayer .z64 ROM with Halo64RomBuilder on Windows or the documented Linux/WSL toolchain. Open that ROM in ares v148 with Nintendo64/ExpansionPak enabled.

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What emulator runs the Halo N64 port?

ares v148 is the project’s documented and tested emulator. Project64 is a general Windows alternative, but it may need compatibility troubleshooting and its Expansion Pak setting must be enabled.

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Where do I put the Halo ROM?

Place the generated multiplayer ROM in a folder your emulator can read. The Windows builder normally writes halo-n64.z64; the source build writes build/n64/halo.z64. Keep the folder writable so ares can create its EEPROM save file beside the ROM.

Do I need the Expansion Pak setting?

Yes. Enable the Nintendo 64 Expansion Pak option, representing 8 MB of memory. In ares the command-line setting is Nintendo64/ExpansionPak=true.

Can I use a trimmed Xbox ISO?

Yes. The Windows builder accepts an original-Xbox Halo: Combat Evolved disc image in .iso format, whether trimmed or whole.

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How much memory does the build need?

The Windows builder needs approximately 3 GB of free memory and about 3 GB of working disk space. Map conversion in Linux or WSL can require roughly 8 GB of memory; increase WSL’s allocation through .wslconfig if the process is killed.

Can I play Halo 64 online?

No. The project explicitly states that it has no networking. Its multiplayer is local split screen for one to four players, with bots available when you need additional opponents.

How many maps, bots and game modes are included?

The multiplayer cartridge includes all 13 multiplayer maps, up to eight bots across four skill levels, Slayer, Capture the Flag, King of the Hill, Oddball, Race and related team variants, plus Firefight.

Why is my campaign ROM incomplete?

The project describes the campaign cartridge as incomplete. Build the multiplayer cartridge for the supported local multiplayer experience; an unfinished campaign output does not indicate that multiplayer conversion failed.

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Where are my ares saves?

ares keeps the cartridge EEPROM save file beside the ROM. Move that adjacent file with the .z64 when relocating the game, or the emulator may appear to have lost your data.

The Bottom Line

Build the multiplayer .z64 from Halo data you legally own, keep the generated ROM private, and run it in ares v148 with the 8 MB Nintendo 64 Expansion Pak enabled. You get 13 maps, local one-to-four-player split screen, bots and Firefight; online networking is not part of the port.

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Ares emulatorFan ProjectsHalo-64Nintendo 64 emulationPC gaming

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