Super Mario 64 Online

SM64O, the first online hack!
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SM64O C:X 1.0b Beta RELEASED! + Update about buying SM64O

Tarek701 | April 2, 2012

Yes, the long awaited beta of SM64O is here! This time for real!

How do i get the beta now?

This is the next part of the news:

I decided to change the buy system of SM64O. Well, the point is i and Nintendo had a deal about the money. The license was: I get half of the payed money and Nintendo get the half of the payed money. Now this will be CHANGED!

I already submitted a license change to Nintendo. Following parts will be replaced:

Old one:

“This modification of Super Mario 64 will be sold for 19,95$, which the owner of the modification and the original creators the Nintendo Team gets the half of the money. Users who bought that ROM doesn’t need a original Catridge by Nintendo.”

New one:

“This modification of Super Mario 64 is FREE, as long you have a original US Catridge of Super Mario 64. You need the serial-number of your catridge and a legal and original Nintendo 64 console. There is also a serial-number on it. Please let it authenticate with our database, which is directly connected to nintendo’s homepage and get your SM64O Rom + Key etc.”

IMPORTANT!!!

By the way, only 31,250 beta keys are available today.

To get the beta, look for the page “SM64O C:X Beta”

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SM64O C:X 1.0b Beta – Coming tomerrow!

Tarek701 | April 1, 2012

Yes, tomerrow is the day where the SM64O C:X 1.0b gets released. Everyday i worked on it. Only this friday, i took a break from it. So, you know already what will await you, but i make a List:

  • Multiplayer Mode
  • New PJ64 1.4 (modified)
  • Key Activation system on PJ64 1.4 modified.
  • Super Debug
  • Chat
  • ICX-E9 testing, but on officiall release it will be retail.
  • Limited vehicle support.

And alot of more.

So stay tuned, because tomerrow you will be able to buy the beta keys. If you buy your beta key, then you will be able to use it on the officiall release too.

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SM64O C:X 1.0 – Development Progress

Tarek701 | March 18, 2012

Currently we’ve added:

  • Custom timer, which includes not only secounds and minutes… it includes now secounds, minutes and hours.
  • Added some default custom blocks where mario can stand on. I added: “Trap Block, works for Mario, Players, NPC’s and Enenemys” more later
  • Added default mario shop, you can use my code freely to create your own shop.
  • Added variable support(for REAL this time!)

 

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SM64O Classic OFFLINE!

Tarek701 | March 17, 2012

SM64O Classic is now offline. All servers are turned off and i payed already everything back. Some are still shocked because of the liar Tarek701 has spread. Yes, we all know that he did something bad, but seriously… It’s time for a new beginning. For the people who still don’t know: Tarek701 did changed the ROM file secretly in a .exe file, that’s maybe why it changed a lot and got a uber looking great graphics. He was really frustrated about his doing. So all SM64O Classic Server’s are down! Beta is coming soon!

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We need Developers! + FAQ Extension

Tarek701 | March 11, 2012

For the big work on SM64O C:X 1.0 we need more developers!

Developer list:

  1. Messiaen(me) – Coding the main part.
  2. Flaw – codes the modified Project 64 1.4
  3. Tarek701 – Multiplayer coding, vehicle coding.

Now we need your help! You have to be experienced in programming C or C++.

Now back to our FAQ to SM64O C:X 1.0

Q: If we release GameShark codes, then people are still able to find the ASM part and change it… Can you stop that?

A: Actually, no. But if we make a algorithm that converts your GameShark code into some special encoding, then we could do it. You would have the possibility to release it and people don’t know the address points. However, the most people doesn’t know really about N64′s ASM. We will work on it. I shall call it SM64Code (short: SC).

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SM64O C:X 1.0b Beta release date

Tarek701 | March 4, 2012

Yes, we just did set the beta release date. We will only allow up to 250 beta users.

The beta release will be on 4/02/12

The officiall release will be in mid-may 2012.

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SM64O C:X 1.0 – Development Progress + Future C coding

Tarek701 | March 3, 2012

So, here comes what we developed yet:

  • We added a chat
  • We added the Super Debug to edit Objects
  • Made a great looking SM64O Launcher.exe file, that has a chat room, master server etc. when joining a server you will download a .CACHE file which can’t be used to copy ROM’s. :D And guess? I added the SM64O Launcher.exe file to the PJ64 1.4 modified version… lol so there is no SM64O Launcher.exe anymore… look down!
  • Added easy vehicles, doesn’t work yet right.
  • Added ObjSpawn with default limit 500. You can set it, if you don’t use my ICX-E9 Emulator, to 2000 MAX. If you use my ICX-E9 Emu, then you can set the limit up to 290,000 or more. But the absolute Max is 340,000 Objects.
  • Added a Trust system… So if someone spawned a object and the ID doesn’t match with your’s, then you can’t modify it or do anything else to it until you request Trust by the user and he accepts it. You are also able to press ignore Requests if someone spams you Trusting requests.
  • There are Admin, Super Admin and Host now.
  • Added the modifed PJ64 1.4 now called SM64OCX_10.exe, which includes a Tool tab called: Multiplayer -> Server List and does the same like i described up there.
  • Added for the SM64OCX.exe a key activation system which connects to my database and checks if you are in our Database… Yet no one is .. Lol :D
  • Cheats only work in your own ROM. So cheats are disabled on other servers and can’t be used.
  • Added auto-updater. On startup it will check for the newest version instantly, if available it will download else you can’t play SM64O anymore… (Great way to kick the hacker’s ass)

Now, you may ask: How do we make future mods now? Easy. After SM64O C:X 1.0 gets released i’ll add a Package file, which includes a MIPS Compiler, the N64 Toolchain i found on the net and the MSYS Application to write later… make and voilá.

The installation works easy:

1 – Install MIPS and MSYS

2 – Extract the N64Toolchain

3 – Now open MSYS and CD to the N64toolchain folder.

4 – Now type in: “cd /c/yourFolder…/n64tree-win32/root/bin”

5 – then type in: “export PATH=$PATH:`pwd`

6 – Now it’s done, just download the important header files(which i will add later) and write your code, then write make in your project folder and it will get compiled to GameShark code.

It’s also important with the makefile. If your C file is called: Justice.c then you have to change the PRJNAME = … to PRJNAME = Justice

Yes, this may sound complicated… and yeah it is complicated, but there is still no other way yet, until im done with following:

Some others of my developing team are currently working on a new compile system C to GameShark for N64. So, you will just have to download the normal SM64 with all included and then you just press on the Tool Tab “Cheats” -> “Coding”  this opens a new Windows where you can type in your code now. It also includes Syntax Highlighting. After typing in you just press compile and your code gets compiled to GameShark code. Now use it in your Server and try it out. You can also press Patch to ROM, but this should be only made if the code really works. But there is still a reverting option.

As example here a C code:

#include “n64.h”
#include “explode.h”

void _start(void) {
asm volatile(“la $gp, _gp”);
PrintXY(160, 160, “Hello World”);
}

compiled, it looks like this:

81400000 27BD
81400002 FFE8
81400004 AFBF
81400006 0014
81400008 AFBE
8140000A 0010
8140000C 03A0
8140000E F021
81400010 3C1C
81400012 8040
81400014 279C
81400016 0050
81400018 2404
8140001A 00A0
8140001C 2405
8140001E 00A0
81400020 3C02
81400022 8040
81400024 0C0B
81400026 59B0
81400028 2446
8140002A 0040
8140002C 03C0
8140002E E821
81400030 8FBF
81400032 0014
81400034 8FBE
81400036 0010
81400038 03E0
8140003A 0008
8140003C 27BD
8140003E 0018
81400040 4865
81400042 6C6C
81400044 6F20
81400046 576F
81400048 726C
8140004A 6400
8140004C AAAA
8140004E AAAA

That was all, of this now the special round:

FAQ:

Q: When will be there an officiall beta of SM64O C:X 1.0?

A: I think it’s still not ready for a beta release yet.

 

Q: Will be there a ROM Memory Emulator which could emulate more than 9000MB?

A: Maybe, but yet we only need our own. But you are also able to buy an own ROM Memory Emulator and set it up.

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I’m back! + SM64O Classic v11 Development

Tarek701 | February 20, 2012

Howdy, It’s Tarek701 here!

After a long time period of nothing, i’ve returned back to SM64 Hacking and to my great community. As first, i have re-enabled the forums again, and the for free update has been removed. Why? Easy. I need the money and it can’t just be stopped. Flaw has already excused me for this.

So, now we come to the technical part. I do work soon on the new SM64O v11 and need now some ideas. The first idea i had was an good logo for our game. I always hated the nothing so we need a logo now. Artists are right on the way here! Also, a lot people do not believe in SM64O, because they say its impossible etc. This means i will upload more pictures, videos and sneak-peeks to show them the real SM64O Classic.

Here is a picture of some testing with Dialog GUI’s:

It’s still in the alpha stage, but sooner or later it will get a better look.

But actually? What is coming in SM64O Classic v11?

Well, i never told anyone of you, but we actually changed the whole engine of SM64… So it wasn’t the original SM64. It was more like the Source Engine. I decided to re-create SM64O Classic completly. Yes, this may sound horrible, but it is needed. I will begin to use the original SM64 Engine and creating the online-mode. Yes, first i will add Online-Mode to SM64O Classic v11 and much more. This will take some time to work on. First i have to extend the Multiplayer control. More will be coming…

What will happen now with all the good stuff?

Don’t worry, everyone will get their money back(to all who bought in the last 5 months). The ROM Memory Emulators will come back again, just with a one service. We will be using the “ICX-EXT POWER ENTERPRISE 9″ or short ICX-E9. This will emulate up to 10,000MB of ROM Memory. If you ask what benefits are there… well let me tell you:

  • The ROM itself isn’t 10,000MB big, don’t worry… It’s just emulated while you are playing, which is the best of this.
  • You can add a lot more Objects.
  • The ICX-E9 includes also a RAM Memory Emulator (more about it, down there).
  • Much bigger levels
  • Just costs you only 5,99$/month(up to 600MB), 14,99$/month(up to 2500MB) and 17,99$/month or 147$/year(up to 9000MB MAX!!)
  • Very less Lag…

What is a RAM Memory Emulator?

First let me tell you: a ROM Memory Emulator is a memory emulator, which emulates a size of your ROM which actually doesn’t exists. The benefit: It doesn’t actually increase your real ROM size, it increases while you play the ROM size over my ROM Memory Emulator up to 9000MB! This is great at all, but this doesn’t explain actually a RAM Memory Emulator… Ok, a RAM Memory Emulator is a way to handle bigger levels on your PC better. So this means, there is no exact amount of RAM Memory explained. If your PC is good enough, then it will handle this… But actually the best super-computer would still get lag in SM64 with over 20 Objects? Why? … Because the Game itself has too less RAM send… Yes, you could even give your SM64 over 200,000K RAM… It will not help. First, there is a engine limit, which prevents you to spawn over 30 Objects(easy fixable, using the same way like before, just better)… secound, the game itself has a RAM Limit… this means it will maybe not take more than 200K RAM when the game runs… This can be easily fixable… First we remove that limit, then we will give you the ability to use our RAM Memory Emulator, which will help to send some RAM memory to your SM64 without using your whole RAM of your PC.. Isn’t that great? Yes, it is! Now you may ask: “So the ICX-E9 is like a server?” The answer: Yes, it is. Because you store your SM64 ROM file on my ROM Memory Emulator.

How will ObjSpawn, Admin, Super Admin, Host and the Trust System work?

Well, the ObjSpawn function is already made by yoshielectron, so don’t worry about it. Then the Admin part is something new… first we have to add the online-mode to SM64, then we will add a trust system for your own spawned Objects. Also the Host will be able to set limits: Example: Enemey Limit, Object Limit(Non-enemeys, solid or invisible Objects) and Vehicle Limit(if this ever will work right)

What’s about the Vehicles in SM64?

The hardest part… we can’t exactly recreate it like in the Source Engine like SM64O… but we can create vehicles… making them a bit realistic would be possible, but then i can’t add anything more.

What’s about the Source Code?

Server will be down and there will be no Source Code anymore(the site is already disabled). I also closed my license agreements to SM64 Source code, which means to people who has it: Don’t compile it and release it to public, don’t sell it for money(NO ONE!). The Mod’s are having an end now. Yes, it must be. But as long the SM64O Classic v11 isn’t released yet, you can still create your Mods and sell them as long you want. The officiall release of SM64O Classic v11 or the new name: SM64O C:X v1.0 is long away.

What will happen with GUI, Master Server room etc.?

This will be also re-created in a more easier way:

We will first write a C# program, which is a .exe file and that file will include a GUI which contains the Server list. You can press on one of them, then you will download a .CACHE of the Hoster’s ROM and then play on it. This means: No one can steal anything. Not you or someone else.

What is going to happen with Object Modify?

Well, you remember.. You had an item called “Wrench”. You just pressed on a Object and where able to add some events to it. This will be either not possible anymore. Instead of that we will use the behavior functions short BeF’s. you look at the Object, then it will begin showing a Debug text, which allows you to select some Debug functions with other words editing, moving etc. also spawning music change everything you want…

What will happen with Chat and the modified PJ64?

We will use again the PJ64 1.6 modified version… and installing console into it. This console will help to write(as Host of your ROM) some commands to control your server. Also, my modified PJ 64 1.6 or SM64_PJ 1.0 will be the only way to play my SM64 C:X 1.0; Else, you can’t play online. Cheats will be also not possible, only for the Host. And the Fix for desynchronisiation will be fixed too. The Chat will be readded as Plugin of my Pj64 1.6 modified version. It can be enabled and disabled when pressing t(you can modify Chat Inputs all the time :P )

How do future users activate their accounts now? BTW, what’s about the existing one’s?

The main part will be to add in SM64_PJ 1.0 a key login field(windows not m64) which wants a key. You get this key auto send after buying SM64O Classic. The existing users will get send their new key… also i don’t care anymore about stolen keys… if you got a virus and someone stoled your key, then it’s your problem… a auto-system will revoke your key if it is in use of 3 different locations… this will prevent the “FREE KEYS FORR ALL’S!!” drama. Also my keys don’t have an algorithm that can be easily generated. This is impossible anyways and you don’t need to try it, if you do … look what happens :)

 

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SM64O Classic Updates

Flaw | January 15, 2012

Well, i wish everyone a happy new year. Updates are not coming yet, but some changes to Upgrading Server acts.

From now on, YOU DON’T HAVE TO PAY ANYMORE for the upgrading act. You can get as much datablocks you want. We use now a fully agreeable License that is fully payed and not in rates.

I wish you good luck, the little update should appear in 10 minutes.

Good luck!

No Updates are coming yet, im busy and i think everything is done in SM64O Classic.

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SM64O Classic v10 RELEASED!!

Flaw | December 26, 2011

So, there it is SM64O Classic v10 is FINALLY HERE!

Major Updates:

  • Dynamic building system.
  • Rotation now to every Axis. (x,y and z)
  • All graphic update stuff is removed and only available if you enable it(client-side)
  • PhysX Libary is also a part of the graphic update selection.
  • New chat layout and chatting system.
  • Dialog Layout update.
  • SGUI extended with new Objects(ButtonCtrl) etc.
  • Java 64 and the restly scripts gets converted into C(most) and then converted into ASM that will be directly patched to the ROM.

The Graphic Update will be OFF as Default. I will also not use it, because it is lagging as hell. PhysX is ON by default.

To modders:

please update your engines to SM64O Engine v3.1.5

Graphic Update Deletion

I will delete the Graphic Update. It’s useless. The Dynamic Light will be still available, but no Graphic update.

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Recent Posts

  • Regarding Net64+, Leaked SM64 source code, etc.
  • FlexROM III Updates – New devices came + |NEW| Requirements for FlexROM and changes ++ New Master Server Updates
  • SM64O M:X 0.8a (r329) RELEASED! + SM64O M:X 0.712 (r251) RELEASED ++ Forums Update
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  • SM64O M:X r201 RELEASED!

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