Super Mario 64 Online

SM64O, the first online hack!
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Super Mario 64 License COMPLETED! + SM64O Classic v10_01.1.8a Alpha AND + SM64O Classic v9.55_01 Patch!

Tarek701 | November 28, 2011

Please go to the EULA Page, to watch what has changed and is new. I will update the license by time of time.

BTW, SM64O Classic v10_01.1.8a Alpha is released for Kasta, DarkMario. Test it!

UPDATES:

  • Fixed a hard bug that was around since SM64O Classic Firmware 5.00
  • Adding a login field, from now on you have to register on forums to play SM64O Classic.

Its just Alpha, theres nothing great to test.

AND!!

SM64O Classic v9.55_01 Patch is here!

  • Login Field. Yes, same as alpha v10. From now on you have to register on forums.
  • Fixed Mirror Glitch.

What is my goal with the login field?

Since im getting really annoyed of ALOT people, i decided to make a login field connected to the forums and the game. So this means, if you get banned on forums, your key will be revoked. Also, if you provide a false key, you will see in-game that you cannot play SM64O Classic. You get an error: “Invalid key” to change your key, just PM me. I will not let everyone change their keys for free will. Also, False ID’s will also result in ban. Read the license for more information.

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SM64O Classic v10 suggestions + SourceCode v2.0.1 RELEASE!

Tarek701 | November 26, 2011

I got some suggestions from people what is going to be added in the next great version.

  • Dynamic movement add-on – a special feature that will allow moving the files in add-ons with easy scripts.
  • Creating default invisible objects, that will recieve connections and use them for real databases. Like: invisible object checks… your in database… welcome! If i find a way, I’ll will tell announce it to everyone.

more coming soon!

BTW, the new Source code is here!:

New?:

  • Added Source Code of SM64O Engine 3D.
  • Fixes
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SM64O Engine v3.1.4 Features

Tarek701 | November 26, 2011

I forgot to explain some new features in the new SM64O Engine. It allows now to use a DirectX programmed application + video defining support.

Great new Interface, and alot more Libarys in GUI functions.

Also, a awesome World Editor, to create Decals, lighting everything!

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SM64O Classic v9.55 RELEASED!!!

Tarek701 | November 20, 2011

YUS! It’s finally here! The big release you waited for, but the biggest one is coming in v10!

Thanks to Tarek701, Flaw and Kasta for helping me coding Java 64, Defining videos and the Dialog define functions.

Thanks to all beta testers for testing!

UPDATES:

  • SGUI ( the uber new awesome GUI, you saw in the Buy Page! )
  • SACS – Yes. Now hackers have no chances anymore.
  • Able to program in banks, in other words: Bank programming.
  • Making classes in Lua and AS is possible now. In Java 64 it is always possible :D
  • Java 64 Scripting support added. Modders can use it also for programming mods!
  • Defining videos is still not possible — sorry!
  • SM64′s XML Standard System. Allows you to use .xml files in SM64!
  • Extended MIO0 Compression format, you are able to lock your add-ons now, so your Source Code cannot be edited.
  • Extension pack for Dialogs. See up.
  • SAPO client information system. Sends information for clients and servers now dynamically. It also allows Modders now to start open connections that are safed via SSL Certificates.
  • Fixed Bugs:
    • Fixed not being able to connect to a server if you are missing a decal or item icon texture
    • Fixed “a bitmap was deleted during the course of gameplay” error
    • Removed “ERROR: Container::castRay() – invalid start/end points!” console spam
    • Fixed issue where console spam consumed excess memory on dedicated server
    • Changing your admin status while in a minigame no longer causes your name to turn black
    • /commands now support unlimted arguments
    • Improved error handling of paint color set
    • If the colorset.txt file is missing, a default will now be created
    • mClamp() and mClampF() console functions added
    • Command arguments are now echoed to console to aid in trouble shooting
    • Error message is displayed when key.dat file is not writable
    • Damage while crouching balance tweaks
    • Improved error checking on removeTaggedString() function
    • Loading bar text is now outlined
    • Fixed vehicle explosion not showing up in terrain repeats
    • Particle emitters now scale to fill the brick they are attached to
    • Improved error handling of old dso formats
    • Jeep run-you-over damage tweaked, now based on relative velocity
    • e(); function now works with add-ons directory (short hand partial name matching exec function)
    • Fixed erroneous “client has no brick group” error message
    • Musiclist.cs moved from base/data/sound/music to base/config/server
    • Error message displayed in console when you exceed the maximum number of datablocks
    • Fixed issue where banning people from the clear bricks menu did not save their name to the ban list
    • Fixed stack corruption bug around display initialization – may fix some alt-tab and startup crashes
    • Fixed scoping issues with bricks that would cause “did not find profile” error spam in console
    • Fixed scoping issues with lights that would cause excessive bandwidth use
      • Fixed jump-jet and leap-jet player types not working
      • Fixed music/sound download options not working correctly
      • removed “ar = |2x2f|” style console spam
      • Fixed projectile bounce event resetting projectile scale
      • /fetch, /find and F7 now work on players who are in the tank turret
      • Fixed some typos in the tutorial tips
      • Default physics vehicle limit lowered from 30 to 10
      • Fixed “X” button on addBanGui
      • You can no longer crawl upstream in the rapids water brick
      • Fixed texturing error on the side of some 25� crest bricks
      • Removed ancient torque binds from default binds (use rifle, wave, salute, etc)
      • Fixed console error in ShapeBase::getInventory
      • Fixed player cloning exploit related to addHealth and setHealth events
      • Magnitude limits are now enforced on the vector parameters of events
      • Fixed 25� crest bricks being 3 plates high instead of two plates high
      • Fixed “flying tank” exploit (sitting in turret and hitting tank with hammer)
      • Fixed freezing caused by setting extremely high player velocity
      • Fixed water brick wireframe not being visible when you first start a game
      • Fixed bricks having no collision after receiving multiple fakekill events
      • Improved color matching when loading bricks that were saved under an alternate color set
      • Fixed minigame->respawnAll and reset events not working as intended
      • Fixed switching seats while riding horse (and other oddities caused by tankpackage)
      • Respawn invulnerability increased from 1 second to 2.5 seconds
      • Chat is now completely invisible when chatlinetime is set to 0
      • Fixed mysterious “Authentication Failed ().” messages
      • “SoAndSo Spawned” messages arenow echoed to console as well as chat
      • Fixed looping sounds appearing in event playsound list
      • Brick weapon projectile no longer collides with players
      • Player list in admin gui can now be sorted
      • Print bricks now remember what print you last selected
      • 2D sound datablocks can no longer be selected for events
      • Error function now shows script backtrace (should aid in debugging)
      • Non-functional aiEditor removed from editor package
      • Netgraph polling is now canceled when you disconnect from a server
      • Fixed console error caused by calling /wand when you have no player object
      • Fixed various memory corruption issues (random crashing)
      • AddDamageType() now echos warning to chat if non-existant image is referenced
      • Fixed $pref::player::netname and other things being saved with avatar prefs (caused seemingly random authentication failures)
      • Fixed chat filter only censoring first instance of bad word
      • Music will no longer be loaded if it is in a subdirectory
      • Saying the same thing twice in a row now instantly activates flood protection
      • Clicking “cancel” on the initial keyboard/mouse configuration prompt no longer results in having no keys bound
      • Fixed bricks that are saved while they are blown up loading with no collision
      • Fixed chat scrolling errors after opening and closing the options menu
      • Minigame is now named after the player who created it by default
      • Fixed minigame list not being cleared on map change
      • Spawn height increased on slate maps
      • Enabled more particle emitters for use as brick emitters
      • Fixed bug where raycasting had to be enabled for onPlayerTouch to work
      • AdIded /clearspambricks function (removes any brick not on a baseplate)
      • Fixed being able to use unlisted datablocks in events by manually sending the event commands
      • Fixed particle emitters and items being removed when you kick someone
      • You can no longer build during mission cleanup phase (ie during map change)
      • Add-ons can no longer have []‘s in their name
      • Add-ons can no longer have +’s in their name
      • Add-ons can no longer begin with 1_ or end with _1
      • Add-ons can no longer end in “- copy”
      • Add-on naming checks extended to prints/decals/faces
      • Add health event will now display death message
      • Add-ons can now contain an optional namecheck.txt file to prevent renaming
      • Certain known bad add-ons will no longer execute (identified by CRC)
      • Add-ons can no longer contain the space character (this was necessary, old add-ons have been automatically re-named)
      • Music files can no longer contain spaces (default music files have been re-named)
      • Resource manager will no longer load files directly out of the root add-ons/ folder
      • Add-ons can no longer have “.zip” in their actual name (as in the case of an add on named “weapon_gun.zip.zip”)

    This was all, i hope you like it.

Just to know:
Becaue of the update, C# add-ons and all C add-ons don’t work anymore(Only if you use TSM). I really prefer Java 64 as the new method for add-on creation, since it is safer and you can create banks in it.

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SM64O Classic v9.55_5.1b Beta RELEASE! — Updated Release date! –

Tarek701 | November 20, 2011

So its here the 5.1b Beta of the SM64O Classic v9.55b Beta! (lol)

UPDATES:

  • You can now define videos in SGUI’s.
  • You are now able to use in-game Level editor. It allows you to edit in REAL-TIME the entire objects, datablocks and changing text etc.

So, the release date will be officially on:

21st November 2011

Yes, since it wasn’t that all much work, or in other words i moved the other work for the next version: SM64O Classic v10.

There i will add the bigger things, like the Dynamic movement add-on etc.

The beta will end tonight, then the systems will be auto-updated.

ALSO ATTENTION!!

THE OFFICIALL RELEASE OF SM64O Classic v9.55 WILL END THE ERA OF C#. YOU WILL NOT BE ABLE TO USE C# ADD-ONS OR PROGRAM ANY NEW! MODDERS ARE STILL ABLE TO! USE NOW FOR ADD-ON CREATION LUA OR JAVA 64!

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Tarek701 helping me for my projects! + SM64O Classic v9.55_05b Beta release -1- (DO NOT CREATE A MOD OF THIS! IT’S NOT STABLE YET!)

Tarek701 | November 18, 2011

I’ve tried all the time, to create the method to make video’s into SGUI’s or the event scripting in dialogs.

I decided to pack that event scripting into a default add-on that can’t be removed, edited.

The pack is actually a extension for dialogs.

The original dialogs contained:

  • Saving/Exit – Happened if you found a star or won a race against Koopa.
  • Star select.

the extension will contain:

  • Dialog talking – Like if you press this button, this happens etc.
  • Connect to INET – Connecting to internet, example for knowing a RSS Blog.
  • Command’s – A type of dialog where you can give in Lua, Java 64 or AS etc. scripts, that will directly be executed in-game. You should make it admin only.
  • GUI, in Dialogs – Think of it: PHP websites in Dialogs? Would be great or? with this it will be possible.

Also, the types can be used together.

I decided to release the next Beta again, so only high ranked beta testers will get this. All other beta testers have still to wait for the stable release.

UPDATES:

  • SGUI ( the uber new awesome GUI, you saw in the Buy Page! )
  • SACS – Yes. Now hackers have no chances anymore.
  • Able to program in banks, in other words: Bank programming.
  • Making classes in Lua and AS is possible now. In Java 64 it is always possible :D
  • Java 64 Scripting support added. Modders can use it also for programming mods!
  • Defining videos is still not possible — sorry!
  • SM64′s XML Standard System. Allows you to use .xml files in SM64!
  • Extended MIO0 Compression format, you are able to lock your add-ons now, so your Source Code cannot be edited.
  • Extension pack for Dialogs. See up.
  • SAPO client information system. Sends information for clients and servers now dynamically. It also allows Modders now to start open connections that are safed via SSL Certificates.
  • Fixed Bugs:
    • Fixed not being able to connect to a server if you are missing a decal or item icon texture
    • Fixed “a bitmap was deleted during the course of gameplay” error
    • Removed “ERROR: Container::castRay() – invalid start/end points!” console spam
    • Fixed issue where console spam consumed excess memory on dedicated server
    • Changing your admin status while in a minigame no longer causes your name to turn black
    • /commands now support unlimted arguments
    • Improved error handling of paint color set
    • If the colorset.txt file is missing, a default will now be created
    • mClamp() and mClampF() console functions added
    • Command arguments are now echoed to console to aid in trouble shooting
    • Error message is displayed when key.dat file is not writable
    • Damage while crouching balance tweaks
    • Improved error checking on removeTaggedString() function
    • Loading bar text is now outlined
    • Fixed vehicle explosion not showing up in terrain repeats
    • Particle emitters now scale to fill the brick they are attached to
    • Improved error handling of old dso formats
    • Jeep run-you-over damage tweaked, now based on relative velocity
    • e(); function now works with add-ons directory (short hand partial name matching exec function)
    • Fixed erroneous “client has no brick group” error message
    • Musiclist.cs moved from base/data/sound/music to base/config/server
    • Error message displayed in console when you exceed the maximum number of datablocks
    • Fixed issue where banning people from the clear bricks menu did not save their name to the ban list
    • Fixed stack corruption bug around display initialization – may fix some alt-tab and startup crashes
    • Fixed scoping issues with bricks that would cause “did not find profile” error spam in console
    • Fixed scoping issues with lights that would cause excessive bandwidth use

I also please every Modder:

DO NOT CREATE A MOD OF THIS! It’s still in Beta and a new mod isn’t needed. If i see Mod’s or any modification of SM64O Classic Beta then you will get no updates anymore for Source Code and Engine.

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SM64O Classic Forum “Points + SM64O Classic v9.55_5.1b maybe releasing!

Tarek701 | November 17, 2011

If you look now at the forum’s, you will see the new Points System. There you can buy some exciting things! Same goes for SM64O Classic v9.55_5.1b i will maybe release it and you need 1290.00$ for this(Not real dollar’s, actually points!). But the Point and shop system doesn’t work right yet.

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SM64O Classic v9.55_05 Progress report – why i post this? Because people are too much egoistic!

Tarek701 | November 15, 2011

So, Citrine and some other random people PMed me or wrote in the comments how stupid i am and i don’t post progress. The reason is: I cannot post everyday a fucking progress. I need time. It’s like begging for a buggy Tool. If you don’t understand it, don’t post here. That’s also a new rule + Begging posts about progress, source code, beta etc. will be removed and results in IP-Ban for 2 months.

Now to the progress:

  • Working on the extension of the MIO0 compression format. More here
  • Possibility to define Event coding while in-game via Dialogs. Great feature! But needs alot of work!
  • Allowing to define Video’s in SGUI’s!
  • Possibility to make Classes in AS and Lua.
  • If statements and while statements are now alot better and are looking same like C# but has differences. More later!
  • SM64′s XML Standard system. Means support for xml files, and for its use.
  • Bringing back Java 64. So main add-on making features will be: Java and Lua.
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SM64O Classic v9.55 – Estimated release date + SM64O Classic v9.55 Preview!

Tarek701 | November 10, 2011

The work will take longer as i have thought, but i have set now a possible release date for SM64O Classic v9.55.

It will be on:

12/22/2011

Before christmas, yeah. But still a gift to everyone!

I have to work still on it, and there are very big things going to be added such like SGUI, bank programming, graphic update and alot more! So expect something big this time!

Also, the next version after v9.55 will maybe v10 or v9.70 then v9.87 and then v10.

What is going to be added?:

  • Bank programming.
  • SGUI(The advanced GUI format) look at the “Buy” page very down and you see the new GUI.
  • Graphic update. We use now as Graphic Engine: OGRE! No USNA anymore!
  • Variables for awesome physic, the Mario Eye controlling variable!
  • Exploits, Hacks fixed + SACS the Anti-Cheating System.
  • SAPO Client sending system. This System should provide sending information to clients better. So open connections cannot hurt someone anymore.
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SM64O Classic v9.55_05b – Bank programming +

Tarek701 | November 8, 2011

In the SM64 ROM there are Banks, that store objects, weapons, etc.

To program a bank, you have to use the program structure of the MIO0 compression format. The feature will be added, so you can finally create a real database and modifying it.

The banks its self does exists forever, but creating them by hand is a bit hard.

Before banks were used to store objects, npc’s and everything. Now we can use it for text files, variables etc.

This will be one of the main features in SM64O Classic v9.55 and will be also available in the Source Code for the modders to edit.

What banks normally contain:s

--Geo/Scr: Contains Geometry Layout commands and/or Level Script commands (Loaded using command 0x17)

--Lvl Scr: Contains main Level Script commands  (Loaded using command 0x00)

--Poly/Tex: Contains GBI polygon commands, textures and sometimes level objects (0x42 and 0x43). Originally loaded using 0x18 from compressed MIO0 data in the ROM, but in the extended ROM the data is
uncompressed and loaded with 0x17.

--Tex: Contains only textures, MIO0 data loaded using command 0x1A. In the extended ROM, the data is uncompressed, but in a MIO0 wrapper because the game will crash if 0x17 is used to load the
uncompressed data from a 0x1A MIO0 bank. The addresses provided here point to the start of the uncompressed data, the MIO0 header is found just before.

The first number (from 001 to 149) is used internally by TT64 to refer to banks in a level-independent maner.

As you can see there are alot of banks available.

But what actually is now a bank, read this to finally understand it:

In SM64, they are sections of the Rom which are loaded into memory which are used by the course (or other places such as the title) to access models, scripts, sounds and many other things.

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« Previous Entries

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