Super Mario 64 Online

SM64O, the first online hack!
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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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SM64O Classic v10 r1001b OFFICIALL BETA RELEASE!

Flaw | December 22, 2011

SM64O Classic v10b Beta is finally here. The first revision includes all new features:

  • Possibility of rotating objects in Z axis(YES!)
  • Fixed the hardcoded camera.
  • Dynamic build system. If you now build objects you can rotate them via the D-Pad. Cool sound effects on rotating the object.
  • Added Lego Bricks. (Yes Blockland and Roblox likers, also want some bricks. So i imported them and made them default. Thanks to Skelux)

Also, Skelux started his server: “Celux’s Star Road” Try it. IT IS AWESOME!

He also made some wind turbines to make the game more world-friendly xD

But how does this all stuff work?:

The new object(invisible) is called: force

put the force on a beside object. Now put a object on force and see how in-game the object is rotating. Easy or? It’s also dynamic.

A new manual for the objects will be available sooner or later.

So try Skelux’s Server and be amazed.

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SM64O Classic v10 – License changing, sneak peek

Flaw | December 20, 2011

So, after i started programming now on SM64O Classic v10. I decided now to work on some stuff. Messiaen will work on it too, but will not be affiliated with the core stuff.

First License changes:

In Section 3.3

“3.3. Sell your mod (after permission is granted, go to section 2.1.3 for more information.) for not more as 9,00$ else your mod will be not sold.”

Changes to:

“3.3. Sell your mod (after permission is granted, go to section 2.1.3 for more information.) for not more as 12,00$ else your mod will be not sold.”

Then…

Section 2.1.9:

“2.1.9. Kill another server. If you kill a server by using spam or 3rd party programs your key will be revoked for 1 month and if you do it again an instant revoke that cannot be reverted(forever ban).”

changes to:

“2.1.9. Kill another server. If you kill a server by using spam or 3rd party programs your key will be revoked for 7 months and if you do it again an instant revoke that cannot be reverted(forever ban).”

 

So, the changes are you can sell your Mods now for not more as 12,00$ and killing another server will get you key not revoked for 1 month anymore, now for 7 months and then forever ban.

 

Next thing, UPDATES:

The SM64O Classic v10 contains, by its current state

  • a new physic event. Magnetic events. Realistic as hell.
  • Function events, you can now create events that use functions. for example: function -> self -> Idiot [lol1 lol2] -> OnActivate -> Self -> fakekill, FunctionCall[Idiot] -> Self… fake killing the brick.
  • Some new core functions for the Java 64 scripting, it will be also the NEW STANDARD, not C# anymore.

Im working on:

  • On some ways, to make event making a lot easier.
  • adding a new year celebrity pack. Rockets etc. this will include also new core functions to call up rockets like these.

Also, in future i will post pictures about that everything, because most people that didn’t bought the game yet doesn’t know how it looks like.

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SM64O Classic v10b Beta – Current progress report –Cancelled–

Flaw | December 13, 2011

SM64O Classic gets cancelled, for a while. Here is the current progress report

  • Compile your add-on code into compiled source file.
  • TEFA Update.
  • Bug fixes

So why did we stop working on SM64O Classic?

We really need a break which maybe take a long time. So if we are ready to work on it again, then we do.

 

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SM64O Classic v10b Beta – It’s coming!

Tarek701 | December 10, 2011

So, i will release on christmas a great gift to everyone: The great SM64O Classic v10. We will await great features like the new Login Field system etc.

I will not tell anything of it, because some things should be a christmas gift to everyone.

I also wanna tell everyone, this will be my last release for SM64O Classic v10. I thank everyone for those great years. Im really busy with my life and my job got now more important than ever. I also lost the motivation to hack SM64. I thank everyone. I will not release the SM64O Classic v10. Flaw does.

Flaw will be my follower, he was always a great developer and i think he now deserves this place as the boss.

And my christmas gift(before christmas) will be this:

http://www.mediafire.com/?ggkzx28kx7x61o7

This includes all my docs and etc. things i did over the years. It also includes my most known Level Importer as complete C# Source code. Thank you for the great time i had with you all.

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SM64O Classic v10 – compiled-code(.cs.so64, .j64.so64, etc.)

Tarek701 | December 1, 2011

Compiled code, is something that everyone wanted, but this could cause alot of problems:

  • Users could insert damaging code and releasing it to public, without knowing damaging content is included.
  • Impossible to revert, edit or read it.
  • Hard-core coding ALOT!

It could really hurt everyone’s feelings… Yes i forgive everyone, i said i have added the feature of lock your add-ons via the advanced MIO0 Compression format. The Format got really extended and way more stable as before, but i decided to not include the feature of locking your add-ons, maybe some people are knowing it now. Even with Passwords on your add-ons, you could still add damaging content into it.

So after a while, i was thinking how i could done this, i didn’t want to hurt everyone again. I had a great Idea.

 

How about a reviewing system? You will send your .cs code etc. to one of the reviewing team, they check if any damaging content is included in. If everything is right and checked you get your compiled-code send back, now you are able to release it.

Now you may ask: “But what if the reviewing team leaks my mod, as source code?” Easy. The reviewing team will not be able to compile the code, i will do it myself. Yes, this means your add-on cannot be compiled directly, since other add-ons must be compiled. The new compiled format will be .extension of file.so64. This means, you cannot edit the compiled code again, also reading is impossible too. So, before sending a add-on to us CHECK EVERYTHING! If you found a bug after we compiled your code, then this would be a waste of time.

 

Another idea though, would be if i create a .so64 compiled code file as password system. the same goes with checking etc. but you can only edit your script file in-game and if you try to change your password your script will be sent to the reviewing team, and then update your add-on.

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

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