Super Mario 64 Online

SM64O, the first online hack!
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SM64O v9.53_03b Update!

Tarek701 | September 30, 2011

Since the old Version system was stupid. How SM64O’s Version System works now: <MainVersion> <AnotherVersion> <PatchNumber>

I added a new Patch with some features:

  • You can now recompile parts of the game.
  • Added Skill: Farming, Stealing and Construction

Also to recompile Parts of the Game you have to know C and maybe a bit ASM. You can only recompile things that are object oriented or Mario’s Animations not more.

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SM64O Classic v9.53b Started!

Tarek701 | September 24, 2011

Some Hours later, i think this should be started.

Features:

  • The Repeaters
  • A new Skill: Smithing. It should self-explain.
  • Mining(Skill) to get the right material’s for smithing.

Try it out, it should be interessting.

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SM64O v9.53b Suggestions + Welcome back, Users!

Tarek701 | September 24, 2011

First of all, yesterday i found out a lot of People didn’t found SM64O anymore. I just brought them back here thanks to redirecting websites. Now more than 200.000 Users are invading SM64O Classic again, WELCOME BACK!

===========================

The Other News are i have great things to announce, since SM64O Classic needs a bit more power-up the Suggestions for Beta begins.

So, many know Minecraft and “Repeater” should be added too. Since the Idea isn’t bad.

  • A complete Repeater System will be added, like in Minecraft.
  • I will add some more realistic effects.

You actually should now stay up for the repeater’s. combined with the Events, the Mario Villains will have an advanced technology and will be able to do a lot more.

Also the Variables will be handled out better, before you could only store 32-bit variables. Since it was quick, but stupid i removed that. You can now save Variables from -129032000 until 129032000 if numbers and you can use word’s that are 23293929 Characters long(for each variable! remember that).

Also, i heard People don’t know C# and wanna use ASM. I answered a lot of times: “NO!” But they asked again and again -.- Until, now everyone brought me to this, i will bring back ASM again! But C# will still stay and be the default.

For those who don’t know what it is:

802E5780 lui a2, 0×1300
802E5784 addiu a2, a2, 0×3068    Yellow coin behaviour
802E5788 lw a0, 0×0020(sp)    Get pointer to parent object
802E578C jal 0x8029EDCC    Spawn object
802E5790 addiu a1, r0, 0×0074    Yellow coin GFX ID

 

The behaviour value of the yellow coin (0×13003068) to be spawned is loaded into register a2. The spawn function also needs two other parameters, one of which is a pointer to the parent object (the object whose behaviour spawns the object so that it can be positioned accordingly), which is what a0 is used for (the value was previously saved to the stack and is then retrieved). Lastly, the yellow coin GFX ID (0×0074) is loaded into a1 (note the use of r0, i.e. a1=0+0×0074), but the instruction is after the jal. Thanks to the delay slot, however, register a1 will contain the GFX ID value and then the spawn function will be called.

After the spawn function has finished, the MIPS processor will continue executing from address 0x802E5794. The addiu a1, r0, 0×0074 could have been placed before the jal but a nop (do nothing) would have to be placed after the jal, that is, in the delay slot.

I think that should explain it, but remember:

Because i changed something in the Source Code the ASM Hack’s could crash. That’s because the MIPS Processor couldn’t handle such script’s that time. That’s why i presenting again the modified PJ641.6 emulator: “PJ64 MEGA 1.0″(or Project 64 Mega 1.0). The Mega edition will still emulate the MIPS Processor but the emulation will make it advanced, that means the MIPS Processor could have then(in emulated way): 128-bit(like the GameCube’s Processor). But i can’t just code a new Processor in emulated way. And if i change things like 64-bit to 128-bit will completly destroy the ASM Code. So we still stay at 64-bit, but i will 100% work around at that emulated processor to make that ASM Code to work flawless again.

Also, the repeater technology will be explained now:

Before, everything was easy… Just getting Wrench changing the Object’s Events:

OnActivate -> Client -> Centerprint -> “Hi, I am John.”

Very easy or? but then everything changed. Repeaters are advanced and combined with Event’s you could create epic things.

Dream it: “Animated Objects? That move around or builds theirself?” that would be a cool thing. But the problem is you can’t do it really easy, except the animation part(we could add a special event for it).

People will need a Script that is based on MIPS Processor ASM and on my scripting syntax. Let’s begin. The easy thing:

0x702C4924 lui v0,0Cx8030 — This thing loads the repeater function. At this part MIPS ASM is gone.

{ Object.exits = true then

JAL

}

This is the easy syntax you use. Just use Wrench and click the Repeater and that GUI opens. You can read the rest in the Manual(that will soon appear). Instead of that you can use C#.

================================

But i will also add a lot of other things to SM64O Classic. Currently you should look out for the repeaters. BTW i also will soon increase the Bound Limits of Level Insertion.

 

 

ALSO Very Big News:

I released the new Level Importer(v16) with the new Level Preview. I am hoping everyone likes it.

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SM64O v9.50 – Patch 0x2224AC + some news…

Tarek701 | September 23, 2011

I released today a Patch for the current SM64O v9.50.

What’s new?

  • AES 256-bit has been removed. MD5 is now the new default. Don’t forgot: It is undecryptable.
  • The Dynamic Lighting has been fixed in some ways.

The other news:

I’m currently staying at SM64O v9.50. There are way less Bugs anymore, and currently i have no idea what i should add to SM64O.

Maybe advanced GUI functions, but more isn’t really added in, i could also just create a Patch.

The concept isn’t done yet.

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SM64O v9.50 FINALLY RELEASED!!! WAIT 3-4 HOURS for UPDATE!

Tarek701 | September 18, 2011

So here it is, it is done but will be available on Auto-Updater in 3-4 Hour’s. Just wait…

What is new?

That’s what you maybe asking:

  • I fixed a lot of the original game’s glitches.

Additions and removings:

  • I added all feature’s into the Source Code of SM64.
  • I’ve coded Dynamic Light
  • I coded IOS_Sky. It is only available in Upgraded Server’s.
  • I’ve added a lot of new Variable Replacer’s to change the position of sun, ambient etc.

cache.db has also only Level 5 available. That means no Stealing anymore YAHOO!

Flaw’s Intelligent Firewall + Anti-Hack v4.8

Flaw has created in the time a new Firewall and Anti-Hack v4.8. The problem’s were People had the control over ASM Hacking.

Since Anti-Hack v4.8 removes the ASM Stuff if the Server run’s. Only the Host can change the Background Code.

I worked long on it to find out the principes of how Hacker’s do hack. I did go undercover and tried to join severall Hacker Group’s of SM64O.

Since i found it out, i revoked all their Key’s and patched the Hack’s.

So to Hackers:

In exact 3-4 Hour’s Hackers will be not able to hack anymore, due to the update. So Hackers get ready to get your key revoked and not be able to Hack anymore. Also in 3-4 Hours a lot of Hackers i did found will be revoked too.

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SM64O v9.50b – Progress Report 3

Tarek701 | September 13, 2011

I worked out with the structure of the Model importing format.

Since for every thing was a limit i decided to work this out.

Think of:

If you make glitched Model’s, in-game it results horribly or if you make some special edge it result’s like shit.

I fixed that and worked now a much higher Support for the Model Format’s.

Also:

cache.db Level Explaintation
Since People have complained about this i’m explaining it:

Level 0 – Worsest Option ever, Since everything is text-based and can be easily copied.

Level 1 – Minimum Safety, some part’s are machine code other part’s are text-based.

Level 2 – Standard, most code is machine binary.

Level 3 – Better as Standard, more code as Standard is machine binary.

Level 4 – Maximum Safety, Everything is completly in Machine Code except the function part’s, if you also wanna this machine code, then select Level 4 Extra’s and enable function’s also be compiled.

Level 5 – Admin Option, cannot be selected of normal User’s. This Level encodes everything into AES-256 bit. This Option will be later the only option and will be default and can’t be deselected anymore. Since Safety is more important.

Also, before People could save other Object Build’s this will be also prevented with some coding. Level 5 will be later the only level and cannot be deselected. During the Beta there will be the 4 standard Level’s and for Admin’s the fifth Level too.

 

This is just to know, it’s copy pasted from the forum’s to here.

Soon there will be only Level 5 selectable for everyone. Since the Idea with AES-256 bit is very good.

SM64O v9.50 will be done on (maybe) 9/18/11. If not then 2 days later.

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SM64O v9.50b Progress Report 2

Tarek701 | September 12, 2011

So i worked again a bit on SM64O.

So what i have for now:

  • I’ve added now epic Physic’s.
  • I’ve added Dynamic Lighting.
  • I’ve added perfect rendering, so some stupid edged renders should be gone.
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SM64O v9.50b Progress Report

Tarek701 | September 10, 2011

Well, I worked again on the .z64 format.

List what is now added:

  • Vehicle Support
  • All other features impletended
  • New .z64 Format
  • Support for the Alphabetics: “ä” , “ü” , “ö” and “ß”
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SM64O v9.50b Beta is HERE!

Tarek701 | September 10, 2011

Hi People!

Today the Beta is of SM64O v9.50b is here! Test the new .z64 format. It’s better than ever!

Have fun testing!

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SM64O v9.50b Beta begins in 3 days!

Tarek701 | September 7, 2011

Soon it will be here, the Beta Version of the v9.50. But before i have to fix some things.

Be happy and wait for it.

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« Previous Entries

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
  • FlexROM III – Set up your own SM64 Server in HIGH-SPEED!
  • SM64O M:X r201 RELEASED!

Recent Comments

  • Messiaen on SM64O C:X 2.0b r1323 – Development Progress
  • Messiaen on SM64O C:X 2.0b r1323 – Development Progress
  • DarkMario8847 on SM64O C:X 2.0b r1323 – Development Progress
  • Killer23323 on SM64O C:X 2.0b r1323 – Development Progress
  • Citrine on SM64O C:X 2.0b r1323 – Development Progress

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